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The Mists of Maderaan is a RPGMaker 2003 game whose storyline follows the political turmoils of the country of Maderaan over a 5 year period.

Play as four characters whose destinies are directly linked to Maderaan's ultimate fate.

The Knight Hugh only wishes to be free of the shadow the noble houses have put upon his life, yet he is constantly being dragged into their struggles.

The Traveler Anna travels the world, chronicling stories and adventures. She longs to visit the ruins of the past, to see her stories come to life.

The Cleric Elrich only wished to live his life as a priest, but family tragedy brings him to Maderaan only to find himself thrust in the middle of the conflict as Maderaan's newest Lord.

The Aristocrat Nolah plays the political game better than anyone in the capital but her quest for power may soon turn against her...

Watch as these four come together to shape the fate of Maderaan.

Latest Blog

Wow. Is it 2013 already?

So this might be a surprise to some (all?) of you, but I am still working on this. My hectic work schedule limits my time, but progress is still happening. One of the main reasons that I haven't show off much work is the fact that I have been working in a non-linear fashion. As a motivation booster, I have been working on whatever I'm interested in at the moment, so I have a lot of work done, but not all of it fits in linear way conducive to a demo. Still, I thought it was time to do a status update. I've revamped some of the pages. You can check out some character sprites and descriptions in the revamped Characters section and see some screens and a shot of the new world map in the World section. Expect some other new shots soon as I continue to revamp the page.

In the meantime, for those of you who are interested, here is where things are at...

The game is divided into Part 1 and Part 2. All of my work has been on Part 1 (though Part 2 reuses almost all of Part 1's maps, so that when Part 1 is done, about 70% of the maps for Part 2 will be done). Part 1 is 6 Chapters long and probably about... 10 hours of gameplay or so? All percentages are obviously estimates, but still:
Chapter 1: All done
Chapter 2: 80% of cutscenes, 90% of maps, but only 10% of optional content/sidequests done
Chapter 3: 30% of cutscenes, 75% of maps
Chapter 4: 10% of maps
Chapter 5: 40% of maps
Chapter 6: 80% of maps, 40% of cutscenes

Pretty much all of the gameplay (chests, monsters, etc) is set up in all working maps, subject to rebalance. No NPCs are done for towns (ugh, not looking forward to THAT day)

So, yes, things are happening but no, I'm still not releasing anything yet. One day, though... In the meantime, I'll try to resume regular updates.
  • Production
  • fredo
  • RPG Tsukuru 2003
  • RPG
  • 05/25/2009 04:05 PM
  • 10/03/2016 06:47 PM
  • N/A
  • 98787
  • 63
  • 0

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This just appeared on my radar thanks to the Random Image feature. Is this project still alive?
I hope this is still progressing (although I can imagine how frustrating it must be toggling between comps)

Anyways if you need help with stuff I'd be happy to help out, and as always I'm looking forward to playing this :>
It's very very slow going. My new laptop refuses to play RPGMaker games. Well, it plays them, but the keyboard doesn't work. So I have to transfer the game back and forth to a different, barely-working comp to testplay. There is actually a ton of work done though(probably 5 hours of gameplay or so that needs balancing and a few events added at best, plus testplay) so I might see what I can do on putting that together and releasing it in the meantime while I get a better gamemaking computer. I'm working crazy hours at work these days though so it'll probably be a few weeks.

If anybody has a solution to the keyboard input problem, please do share. It would make my work that much easier.
Game still looks really nice. The Part 1 demo anywhere on the horizon?
I am getting SaGa Series and FFT Vibe here. This is excellent.

Also beautiful battle charsets.
One day soon, man, one day. There's actually enough for a demo right now (I have 5-6 hours of gameplay fully polished, and maps and most events done for another 2-3), but I really want a meaty release that is really representative of the finished product - more of a Part 1 release than a demo. This is my last summer of freedom before joining corporate america, so I'm really pushing hard to get things done. It means several hours of work a week, but I'm finally getting places with this project.
Max McGee
with sorrow down past the fence
9159
If this had a download, I would play and review it right now. Just some food for thought. (NO PRESSURE)
Ciel
an aristocrat of rpgmaker culture
367
Hi, I hope this is still coming out!
Depends how you define progress. I keep going back and redoing things and fixing things. I'm having a hard time getting gameplay to a point where I like it - particularly in terms of finding a good skill system. I've been rewriting a lot of scenes to give characters more constant characterization and streamline the meandering plot a bit.

As far as actually new areas and events? Not as much progress as I wish I had. I'm hoping to have the first two (of roughly ten) chapters 100% finished and polished by summer's end, but it's been slow going lately.
So how's the game coming along? Made much progress these days?
@Dezz123: Yep. Still plugging. Not moving nearly as much as I'd want to though. I'm having trouble getting the gameplay quite where I want it to be. I've been trying out different skill systems and such for a while. Also, I've redone a few dungeons in the early game, and there's one more I still want to redo.

@ Max McGee: Yeah, yeah, I know. I thought about that for a while, but at the end of the day, I felt like not drawing from other languages at all left a lot of names feeling weird and unpronouncable, and drawing from one language only left an expectation. For example, a town name that's completely spanish-related would leave players expecting a certain type of area, and I didn't really want to be doing that either. It's not the best practice ever, but I really don't think it's a problem either...
Max McGee
with sorrow down past the fence
9159
Odin del Re


*rulersmack*

Stop mixing and matching linguistic/cultural artifacts from completely different cultures/languages.
Are you still working on this...?
Haven't heard anything in a while... :/
I'm really digging the screens. I hope you and your project good luck in the future.
I hope this game becomes the next 'Rise to the Third Power', completed even.
I really appreciate your comments. Very helpful criticism.

I have to say though, that the newer shots are purposely brighter. Different areas of the game-world(which is really one big country) are meant to have different color palletes. I'm trying not to over use any of them, even though some make for really good aesthetics. Blue and brown trees only look good to a point, but if you overuse them... after a while they're just as boring as green ones. Maybe the bright green "nature" pallete is too bright though but I don't really want it significantly darker because there IS a darker green, "pine and oak trees" nature pallete used in the Northern areas of the game.

The comment about the sunset is especially well-taken. I've been trying to work with it for a while, but I can't get it to look right.

As for the exterior water ruin, I can't help but wonder if it's the straight wall that makes the piece look stale - I know that's what bothers me about it. Seeing as how you can walk on the wall, it didn't make much sense for it to be anything BUT straight. Also, I agree with you on the tree. The side wall was supposed to be extremely high rather than long there, so I figured the tree was just behind it, but you're right that it looks really weird in that shot. I'll look into fixing it.
To me it sort of feels like you broke the mood by making the newer shots so bright, rather than using the more pale colors of the last. I'll elaborate more on individual screens though.
Why do you say that?

Obviously, everything is work in progress, but I don't think of them as particularly unfinished. I don't mind some constructive criticism though, so please do explain. Personally, I don't see much difference between the old and new shots, but if you think there's a difference in quality, I'd love to hear your thoughts.
Same here. Although I'm afraid to say that the game started looking less polished when I saw them... :( Unless they're unfinished or something.
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