Release Date
Eventually...
==========
PROGRESS
I began work on Ob Iter back in the fall of 1999 when i stumbled across RPGmaker 95+. In 2003 i released 'Dark Void' for the 95+ platform. It was at this point that what started as something to toy around with one night began to transform into a much bigger world. Therefore, i moved to the then new RPGMaker 2003 platform to begin work on this current project. Over the years it kept growing and growing to the point of never getting finished. It has now migrated over to VX Ace, which in all should make for a better final product
Principally, i have put in over 5,000 hours of work to this game over the years (including Dark Void). The foundations are finally firmly in place and a polished product i feel comfortable releasing is taking shape. I cannot promise when it will be complete, but i am working on it always. So long as there are people out there to play it and a website such as this lives, you'll find it here for download eventually.
==========
STORY
Drake is a war deserter escaping his homeland of Saldonia. He runs south to the enemy nation of Val. He looks for a quiet life with his lifelong friend Garret. This is where the story begins.
This is a story about a world nearing extinction. The focus is on the people in it during their final weeks. Is is about their lives and relationships, but also a journey of discovery. It explores reality as a dream state and a theory that time is not linear. It is also a love story.
============
Battles
Monsters appear on the map.
I work to avoid big heals and one good attack auto spam. A character with 1000hp cannot be healed for 500, but rather in the range of 50-150, but if healing 50 costs 2mp, then healing 150 would cost 10. Enemy strength works similarly. In this way, long battles become a strategy where health rises or falls gradually, creating an epic struggle rather than a repetition fest. All stats are restored after battle, but not between consecutive battles. MP can be charged during battle, or characters may charge an ally.
==============
Graphics
Are a mix of tile-set and Bryce.
Map sizes are prioritized to the minimum, but some are larger to avoid fade in and out screen fatigue. When larger, i still like to use maps that are minimum size on either the x or y axis.
I would rather the hero move around the map, than have him centered around a scrolling map. Also, i find the standard tileset approach to be too repetitive generally, but not useless. Bryce / DAZ textures provide a more varied design than taking one tile and replicating it across the map. Skyboxes add a sense of dimension or horizon.
By a general rule, i aim for exterior locations to be largely pre-rendered, and interior locations to be tileset, but both, including sprites and monsters are in the prerendered style.
===========================
Music
No MIDI tracks. All MP3. It's worth it. I've tapped OC Remix for some favorites. Also included is a selection from the Audio Machine platinum series (you hear these a lot in movie trailers). Finally, there is also an assortment of originals i have composed on Reason.
=======================
Chapter Overview
Prologue
Chapter 1 - The Search
Chapter 2 - The Odyssey
Chapter 3 - Medley
Chapter 4 - The Dark Empire
Chapter 5 - The Sins of our Fathers
Chapter 6 - The Goddess Tower
Chapter 7 - Redemption
Chapter 8 - Paradise Lost
Chapter 9 - Eternum
(Subject to change)
This is a brief overview of the 'episodic' structure. Chapters 7 and 8 may end up becoming an additional chapter or two depending on how things flesh out.
==========
Always interested to anyone who wants to help with the game.
Eventually...
==========
PROGRESS
I began work on Ob Iter back in the fall of 1999 when i stumbled across RPGmaker 95+. In 2003 i released 'Dark Void' for the 95+ platform. It was at this point that what started as something to toy around with one night began to transform into a much bigger world. Therefore, i moved to the then new RPGMaker 2003 platform to begin work on this current project. Over the years it kept growing and growing to the point of never getting finished. It has now migrated over to VX Ace, which in all should make for a better final product
Principally, i have put in over 5,000 hours of work to this game over the years (including Dark Void). The foundations are finally firmly in place and a polished product i feel comfortable releasing is taking shape. I cannot promise when it will be complete, but i am working on it always. So long as there are people out there to play it and a website such as this lives, you'll find it here for download eventually.
==========
STORY
Drake is a war deserter escaping his homeland of Saldonia. He runs south to the enemy nation of Val. He looks for a quiet life with his lifelong friend Garret. This is where the story begins.
This is a story about a world nearing extinction. The focus is on the people in it during their final weeks. Is is about their lives and relationships, but also a journey of discovery. It explores reality as a dream state and a theory that time is not linear. It is also a love story.
============
Battles
Monsters appear on the map.
I work to avoid big heals and one good attack auto spam. A character with 1000hp cannot be healed for 500, but rather in the range of 50-150, but if healing 50 costs 2mp, then healing 150 would cost 10. Enemy strength works similarly. In this way, long battles become a strategy where health rises or falls gradually, creating an epic struggle rather than a repetition fest. All stats are restored after battle, but not between consecutive battles. MP can be charged during battle, or characters may charge an ally.
==============
Graphics
Are a mix of tile-set and Bryce.
Map sizes are prioritized to the minimum, but some are larger to avoid fade in and out screen fatigue. When larger, i still like to use maps that are minimum size on either the x or y axis.
I would rather the hero move around the map, than have him centered around a scrolling map. Also, i find the standard tileset approach to be too repetitive generally, but not useless. Bryce / DAZ textures provide a more varied design than taking one tile and replicating it across the map. Skyboxes add a sense of dimension or horizon.
By a general rule, i aim for exterior locations to be largely pre-rendered, and interior locations to be tileset, but both, including sprites and monsters are in the prerendered style.
===========================
Music
No MIDI tracks. All MP3. It's worth it. I've tapped OC Remix for some favorites. Also included is a selection from the Audio Machine platinum series (you hear these a lot in movie trailers). Finally, there is also an assortment of originals i have composed on Reason.
=======================
Chapter Overview
Prologue
Chapter 1 - The Search
Chapter 2 - The Odyssey
Chapter 3 - Medley
Chapter 4 - The Dark Empire
Chapter 5 - The Sins of our Fathers
Chapter 6 - The Goddess Tower
Chapter 7 - Redemption
Chapter 8 - Paradise Lost
Chapter 9 - Eternum
(Subject to change)
This is a brief overview of the 'episodic' structure. Chapters 7 and 8 may end up becoming an additional chapter or two depending on how things flesh out.
==========
Always interested to anyone who wants to help with the game.
Latest Blog
Scrapping the concept
RedAkerston
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- 05/23/2018 04:11 AM
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- RedAkerston
RPG Maker MV
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- 06/08/2010 01:02 AM
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