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---FEATURED GAME JULY 2010 UPDATE---
Thanks to everyone who enjoyed Tiamat Sacrament and helped make it featured game for July 2010. The game practically hatched from the crucible of RMN, so it means a lot to have it recognized by those who watched it grow in development.
_______________________________________________________________________________

As Max McGee once advised I point out, "THE MAIN CHARACTER OF THIS GAME IS A DRAGON."

Here is the system2c file that some people have reported is missing from the RTP-free download (just drop image into your RTP/system2 folder): http://rpgmaker.net/users/Drakonais/locker/system2c.png

IMPORTANT NOTE: The version linked to the "Download Now" button is only for people with Rm2k3 and the RTP installed on their computer. If you don't have RM2k3 RTP, there is a version in the downloads section that includes the necessary files.

ALSO IMPORTANT: If you downloaded v 1.0 and have run into a bug (like the notorious movement speed slowdown after certain events in Draslin) chances are it's fixed in the newer version. To get the fix:
1.) Find your save file in the Tiamat Sacrament project folder and move it to your desktop
2.) Download version 1.1 (either with RTP or without, depending on your needs) and install it
3.) Move your save file from your desktop into the new project folder and load up your game

COMPLETE RELEASE

Flash Teaser: http://rpgmaker.net/media/content/users/4181/locker/DragonFlash.swf

The Tiamat Sacrament currently is 100% complete, with about 20 or more hours of gameplay. Some sections, like the stealth missions and Vulcan Cannon dodging, are now skippable for those who are experiencing extreme lag in those parts. I've had several bug testers crunch through the entire game and it should be smooth sailing, but let me know by PM if you run into any trouble and I'll be quick to fix it.

SKILL ACQUISITION

Each character has a unique way of learning and utilizing their skills, from Blue Magic-style skill acquisition to element combo breath attacks that take multiple turns to build up.

1.) Az'uar, the dragon and main character, has 35 different possible class evolutions. Each class brings with it a different and unique skill and its own set of weaknesses and strengths. Additionally, having a Soul Gem equipped in battle adds automatically to unique variables that eventually impart skills of their own. Think Magicite from FFVI. This is on top of the breath techniques he can use by inhaling up to three Runes at a time.

2.) Xandra, the scholar and artist, can learn skills by observing enemies use them in battle. She can acquire over 40 different skills in this fashion, with each serving a special purpose and scaling to her intelligence as she levels up. She comes in handy as support for the two fighting characters, but can deal elemental damage and status effects as well.

3.) Kelburn, the Saphirite lieutenant, can wield two Rune Blades at once. While each Rune Blade comes with its unique skill while equipped, the characteristics of two Rune Blades equipped simultaneously blend together and create a new and even more powerful skill (e.g. a poison blade and a double-attack blade create an even more powerful poison skill). Furthermore, when Az'uar inhales, Kelburn temporarily learns Rune Blade skills that typically focus Az'uar's breath into a targeted attack (e.g. a heal all spell becomes a heal one ally spell that's much more effective).

Every skill employed by enemies in battle is obtainable and can used by one the party's three heroes under the right conditions.

GAMEPLAY

The game is heavily story-driven with plenty of puzzles along the way. I've retooled the battles so that they are challenging but don't drag out or slow down game progress. I've made a point to design the game so no one should have to grind. I'm not saying you can't grind for extra levels, but if you use the right tactic, you won't have to mill around fighting random encounters to succeed. Hopefully, with 35 different dragon evolutions and a bunch of optional quests with extra skills and items to be found, the player will be able to customize their gameplay experience.

Each of the three characters have an ability set that depends heavily on the abilities of teammates. This system makes for strategic use of attacks, items, buffs, and specials. I hope you enjoy the game and leave any feedback you might have.

Latest Blog

Second Death and Steam Greenlight

Hey there, RMN! If you enjoyed Tiamat Sacrament, please consider supporting my new project Second Death on Steam Greenlight. It would mean a lot to me if you could take a moment to lend a vote and help get the game Greenlit!

Check out the dev blog on the Second Death page. Thanks!
  • Completed
  • Drakonais
  • RPG Tsukuru 2003
  • RPG
  • 07/14/2009 06:20 AM
  • 07/20/2022 12:40 PM
  • 06/19/2010
  • 370590
  • 78
  • 7046

Tags

Posts

Thing is, the whole "chance to fail" aspect just makes the game slow. It doesn't make it difficult at all, it just makes it slow, and very tedious. I could understand a chance to fail Rune Seal or Observe if the enemy you're fighting is a good deal stronger than you, but when I'm trying to Rune Seal the spiders in the forest at level 10, or trying to learn that 'blind' ability from the slimes and never do just because it fails over and over and over again, it's just annoying. I gave up trying to learn brush fire, first aid, stun slam, and others simply because it would take way too long, and her MP would just be completely depleted.

Another thing wrong with Xandra, is that to do anything useful, she HAS to use MP. No exceptions. Focus and observe don't really count here... she can't change or contribute to the course of battle without using MP. It's really frustrating, and MP recovery items aren't exactly cheap.
I'd always thought I make make Goblin Punch cost zero since it's basically her standard attack. Might have to rebalance her other skill costs, but it's probably for the best. Granted, most games don't have a Focus ability, which is basically an MP well.

Both the Rune Seal and Observe systems will be revamped in the next release.
I like how people are actually discussing the game in the comments instead of saying "looks good"

Just thought I'd point that out. :)
Darken, that's because they used the forum to swap their games. =P
Dialogue pauses... Annoy... Me... (At least don't slow down the text speed please, even if you do use a few pauses).

I haven't gotten very far yet, but I like the extra battle systems that I've seen so far.
You should remove the "Progress Saved" message from after a player saves, since it's unnecessary and shows up after the save has been loaded.

I can appreciate the chances on all the battle systems you have added in getting better over time, but I would agree that the starting value need to be a little higher. It's just too frustrating and fruitless to try to use the things near the beginning.

Also, it seems kind of odd to me that the progress on learning skills form soul gems appears at the start of each battle. I'd think it would be better if you had an after battle common event that shows the percentages on the skills after you win a battle.
I have been playing this game lately. I got through the first dungeon. I should write a review on this game in a few days when I get to the end of the game.
I like the progress saved note, because RM2k3 saves progress so ridiculous fast, that I always have to check back to make sure I did it (sort of like a "Did I lock the car door?" feeling). If you can think of a way in the code to have it not show up when the player restarts, I would implement it, but it feels necessary.

Already fixed the Rune Seal problem, working now on Observe. I'm actually excited about these changes, and realizing that it was indeed way too difficult before.

Like an event after battle with the skill percentages? I think that might make cinematic battles screwy. There's no way to show something in battle once everything is already dead, is there? I hadn't tested, but I figured RM2k3's battle over progress would interrupt.
I meant have a common event that shows it after battle. When you enter a battle, have a switch turned on called afterbattle or something such, and a variable that is sent to the character's gold amount, then have a parallel process common event that checks that switch. Then to make sure that the player actually won the battle, check the gold after battle and see if it is higher. Of course, to use the gold thing though every monster party would have to give at least 1 gold, and the gold couldn't be changed during battle. The after battle event could be used for several things, including the showing the skill percentages.
For battles where you don't want to run the after battle event, just don't turn the switch on.

As far as making the progress saved message not show up after battle, you would need a hack that lets you put data into an external configuration file, just having it a line set to 0 when the program is exited, and having the message only show when the line is set to 1, but that would probably not be worth the effort.
No! Where's the download gone?
It was gone, but now it's alive! Check the latest blog for updates.
Mostly custom OST? What other tracks did you throw in there?
I wasn't expecting much from this game but I love it! One of the best RM games I've played! It was just so unique!
Solitayre
Circumstance penalty for being the bard.
18257
comment=20591
April 2010. Count on it.


Tick tock tick tock!
The damned clock! It'll be April 30th at 11:59 pm just so I don't eat my own words.
I'm looking forward to it!
(ignore this -- crazy thing double posted for no good reason)
catchaserguns
When will this be finished?

NOT THIS APRIL
















Drakonais
The damned clock! It'll be April 30th at 11:59 pm just so I don't eat my own words.

OR WILL IT...?