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UPDATE 1: An Intro, and a Video of...an Intro
- mellytan
- 02/16/2011 08:21 AM
- 7684 views
Hello, and welcome to Oathguard's first official RMN blog post. A big Thank You to everyone who has subscribed or left feedback on the page so far. My thanks also go to WIP and maintainers of RMN, for obvious reasons. Please enjoy reading some background info on the project below, or skip it and scroll down to the bottom of the page to see a video of the first 10 minutes of the game.
A Personal Introduction
I first started this project in earnest just as I was about to enter college. The plot and setting were castaways from a novel I'd attempted to write in high school, shipwrecked on my shore of terrible storytelling. Though I couldn't write anything decent with them to same my life, neither could I get them out of my head. Ragequitting from novel-writing, in order to convert my wild imaginations into some kind of creative product I decided to turn back to an old, filthy habit I'd picked up surfing the internet when I was 10. As bad as it sounds, I resumed...using RPG Makers.
I told myself back then that my game would be the magnum opus of adolescence, my last youthful endeavor before I stepped out into the real world; something that I would have to abandon when the time came to make the inevitable transition from being a 10.0 Steam Rating kid with big RPG dreams to an actual adult with better things to do. (No offense to the professionals of RMN who work hard for the money / so hard for the money, of course; this was simply my way of thinking at the time.) In other words, I wanted to be finished with my game before I graduated from college, to have it done and for the most part put behind me like so much collegiate alcoholism.
But for better or worse, "Project Oathguard" has had a mind of its own. Over last three years Oathguard has seen at least four reboots, three game engines, several project folders full of documents, reams of sketches, semesters of in-class scribbles in the narrow margins of notebooks, and thousands upon thousands of words written by me about it over the years--most of which will never see the light of day. I planned and planned but I was never satisfied. Yet each new iteration improved upon the last, and I found myself visualizing more and more clearly what I wanted to do. Storylines, coding, spriting, and all the other elements were suddenly coming together.
Now, on the cusp of graduation, I finally seem to have settled on a unified vision, and have the project and my goals properly organized and prioritized. I see the finish line, and it is near as well as far. Victory looms like a wary dolphin on the horizon.
Though some days I look upon it with pride, my game has also been a source of frustration and disappointment for me. You guys know the drill: I did not forsee how much time and effort making my game would truly entail. Nor did I foresee how poorly I would go about planning its development. But at the same time, it's been a major source of entertainment and joy. Still, I honestly don't know why I have kept on keeping on with this project. Maybe because I really thought I could make a cool game. Or maybe I just wanted to finish something I started for once in my life.
In any case, my work continues, and I can only hope that one day it is all finished, or inspires someone else to follow their big ar pee gee dreams.
On Inspirations and Vision
Like most game designers, whether I like it or not my favorite games heavily influence my own project. (Insert discourse about homages vs blantant ripoffs in RM games here.) Without incriminating myself too much or getting into even more uneccessary detail, I will say that the influence of the setting, gameplay, and narratives of Vagrant Story and Shadow Hearts had the most influence on Oathguard. The cinematics of former also left an impression on me that I hope positively affects the presentation of the narrative in my game.
I should also mention that of course parallel to those "REAL GAEM" influences are the many RM projects that have had an impact on me over the years. They gave me a lot of the "Hey, I can really make a game if I try" encouragement I needed during those dark "How many hours of my life have I wasted on this crap" times, just by existing. Lastly, the better part of the RMN community inspired me, as it represented the opportunity to share my creation with a remarkably wide and attentive audience of connoisseurs and critics.
There was a lot of stuff from my "novel" that I wasn't able to incorporate into my game; ethnic features unique to certain regions, main characters that I couldn't think up party roles for (you can only have so many paladins), and a lot of flowery bluish-purple prose. But my vision of Oathguard as an almost melancholy world filled with unattractively flawed characters, moral ambiguity, and a rather predominately brown color pallet has not changed. As an "RM game," I wanted it to be all this in addition to being a reasonably unique and fun gameplay experience, with a few custom systems here and some attention to detail there. It is my hope that it will be a game to be remembered.
A First Look
With all that out of the way, please take a look at the first 10 minutes of Oathguard's gameplay and tell me what you think.
Sorry about the lag, it does take out what little cinematic coolness the intro had. I welcome recording program suggestions :V
Some notes off the top of my head:
- KNOWN ISSUES. Besides the lag of the video... The maps are riddled with some glaring cosmetic errors (awkward spaces, tiles, terrible battle animations, only small plants waving in the wind, etc). The rain animation/sound effect is not consistenly implemented. There is some mismatching of sound effects with the custom systems. And there are just a lot of things that are provisionary or just missing. They will all be fixed/added for the playable demo.
- HELP NEEDED. As the pain in your eyes probably tells you, I could not make my mind up about the "shadowing" of the maps. I am a terrible artist so I was like "durr i wonder which direction the sun is casting a shadow" and did not settle on one answer. :| If anyone has any suggestions I would really appreciate them. (Bonus points if you don't mention overlays. :P)
- BATTLE. I will add in-game explanations of enemy weaknesses, etc later. But for now, here is a quick primer:
- WP = Willpower; use of Heraldry causes it to decrease.
- "Weapon" command consists of skills that are attached to certain types equipment. They are like the standard "Attack" in that they cost nothing to execute. In the demo there are Edged weapons (not accurate, high damage), Piecing (opposite), and Projectile (can equip Rounds). I have not consistenly implemented enemy weaknesses to these, so you may see some inconsistencies.
- "Focus" command restores WP; disappears once WP<30%.
- "Release" skill expends WP to quickly approch demon state.
- "Transform" appears when WP<30% (use instead of Release to immediately transform into demon state).
- DEMON STATE (pending name):
- Lvl always same as hero; stronger stats
- Stronger stats, different Heraldry set, Physical attack (a 2-hit, mildly inaccurate slash)
- TP=time points, number of turns until reverts back to human form.
- Sorry about Revert command, I couldn't think of another way to do it at the time. Oh, DBS.
- POST-DEMON STATE (not really explored in demo):
- After reversion, Heraldry is unusable for 3 turns.
- Heraldry Crest types (skill attributes):
Noctis > Stella
Terra > Luna
Stella > Terra
Luna > Noctis
- ENCOUNTER SYSTEM:
- Based on Crimson Gem Saga. Enemies can see something like 5 tiles in front, have 2-tile peripheral vision, and of course their back is a blind spot and tagging their butt gets you a preemptive strike. But you can get back-attacked, too. ;P
- ATTRIBUTE DISTRIBUTION SYSTEM. No, you will not really gain 20+ levels and 99 distributable points per battle; that was just for demo purposes. :P Well, this system is pretty self-explanatory. Different characters will have different costs; you can customize them within certain bounds.
- MUSIC. How well do you think the tracks from various sources come together?
That's all I can think of. Let me know if you have questions.
After gathering any feedback from this post, I will incorporate as much as I can into a public beta that I will subsequently release. Therefore I greatly appreciate your help in making Oathguard a better game.
Thank you for reading.
A Personal Introduction
I first started this project in earnest just as I was about to enter college. The plot and setting were castaways from a novel I'd attempted to write in high school, shipwrecked on my shore of terrible storytelling. Though I couldn't write anything decent with them to same my life, neither could I get them out of my head. Ragequitting from novel-writing, in order to convert my wild imaginations into some kind of creative product I decided to turn back to an old, filthy habit I'd picked up surfing the internet when I was 10. As bad as it sounds, I resumed...using RPG Makers.
I told myself back then that my game would be the magnum opus of adolescence, my last youthful endeavor before I stepped out into the real world; something that I would have to abandon when the time came to make the inevitable transition from being a 10.0 Steam Rating kid with big RPG dreams to an actual adult with better things to do. (No offense to the professionals of RMN who work hard for the money / so hard for the money, of course; this was simply my way of thinking at the time.) In other words, I wanted to be finished with my game before I graduated from college, to have it done and for the most part put behind me like so much collegiate alcoholism.
But for better or worse, "Project Oathguard" has had a mind of its own. Over last three years Oathguard has seen at least four reboots, three game engines, several project folders full of documents, reams of sketches, semesters of in-class scribbles in the narrow margins of notebooks, and thousands upon thousands of words written by me about it over the years--most of which will never see the light of day. I planned and planned but I was never satisfied. Yet each new iteration improved upon the last, and I found myself visualizing more and more clearly what I wanted to do. Storylines, coding, spriting, and all the other elements were suddenly coming together.
Now, on the cusp of graduation, I finally seem to have settled on a unified vision, and have the project and my goals properly organized and prioritized. I see the finish line, and it is near as well as far. Victory looms like a wary dolphin on the horizon.
Though some days I look upon it with pride, my game has also been a source of frustration and disappointment for me. You guys know the drill: I did not forsee how much time and effort making my game would truly entail. Nor did I foresee how poorly I would go about planning its development. But at the same time, it's been a major source of entertainment and joy. Still, I honestly don't know why I have kept on keeping on with this project. Maybe because I really thought I could make a cool game. Or maybe I just wanted to finish something I started for once in my life.
In any case, my work continues, and I can only hope that one day it is all finished, or inspires someone else to follow their big ar pee gee dreams.
On Inspirations and Vision
Like most game designers, whether I like it or not my favorite games heavily influence my own project. (Insert discourse about homages vs blantant ripoffs in RM games here.) Without incriminating myself too much or getting into even more uneccessary detail, I will say that the influence of the setting, gameplay, and narratives of Vagrant Story and Shadow Hearts had the most influence on Oathguard. The cinematics of former also left an impression on me that I hope positively affects the presentation of the narrative in my game.
I should also mention that of course parallel to those "REAL GAEM" influences are the many RM projects that have had an impact on me over the years. They gave me a lot of the "Hey, I can really make a game if I try" encouragement I needed during those dark "How many hours of my life have I wasted on this crap" times, just by existing. Lastly, the better part of the RMN community inspired me, as it represented the opportunity to share my creation with a remarkably wide and attentive audience of connoisseurs and critics.
There was a lot of stuff from my "novel" that I wasn't able to incorporate into my game; ethnic features unique to certain regions, main characters that I couldn't think up party roles for (you can only have so many paladins), and a lot of flowery bluish-purple prose. But my vision of Oathguard as an almost melancholy world filled with unattractively flawed characters, moral ambiguity, and a rather predominately brown color pallet has not changed. As an "RM game," I wanted it to be all this in addition to being a reasonably unique and fun gameplay experience, with a few custom systems here and some attention to detail there. It is my hope that it will be a game to be remembered.
A First Look
With all that out of the way, please take a look at the first 10 minutes of Oathguard's gameplay and tell me what you think.
Sorry about the lag, it does take out what little cinematic coolness the intro had. I welcome recording program suggestions :V
Some notes off the top of my head:
- KNOWN ISSUES. Besides the lag of the video... The maps are riddled with some glaring cosmetic errors (awkward spaces, tiles, terrible battle animations, only small plants waving in the wind, etc). The rain animation/sound effect is not consistenly implemented. There is some mismatching of sound effects with the custom systems. And there are just a lot of things that are provisionary or just missing. They will all be fixed/added for the playable demo.
- HELP NEEDED. As the pain in your eyes probably tells you, I could not make my mind up about the "shadowing" of the maps. I am a terrible artist so I was like "durr i wonder which direction the sun is casting a shadow" and did not settle on one answer. :| If anyone has any suggestions I would really appreciate them. (Bonus points if you don't mention overlays. :P)
- BATTLE. I will add in-game explanations of enemy weaknesses, etc later. But for now, here is a quick primer:
- WP = Willpower; use of Heraldry causes it to decrease.
- "Weapon" command consists of skills that are attached to certain types equipment. They are like the standard "Attack" in that they cost nothing to execute. In the demo there are Edged weapons (not accurate, high damage), Piecing (opposite), and Projectile (can equip Rounds). I have not consistenly implemented enemy weaknesses to these, so you may see some inconsistencies.
- "Focus" command restores WP; disappears once WP<30%.
- "Release" skill expends WP to quickly approch demon state.
- "Transform" appears when WP<30% (use instead of Release to immediately transform into demon state).
- DEMON STATE (pending name):
- Lvl always same as hero; stronger stats
- Stronger stats, different Heraldry set, Physical attack (a 2-hit, mildly inaccurate slash)
- TP=time points, number of turns until reverts back to human form.
- Sorry about Revert command, I couldn't think of another way to do it at the time. Oh, DBS.
- POST-DEMON STATE (not really explored in demo):
- After reversion, Heraldry is unusable for 3 turns.
- Heraldry Crest types (skill attributes):
Noctis > Stella
Terra > Luna
Stella > Terra
Luna > Noctis
- ENCOUNTER SYSTEM:
- Based on Crimson Gem Saga. Enemies can see something like 5 tiles in front, have 2-tile peripheral vision, and of course their back is a blind spot and tagging their butt gets you a preemptive strike. But you can get back-attacked, too. ;P
- ATTRIBUTE DISTRIBUTION SYSTEM. No, you will not really gain 20+ levels and 99 distributable points per battle; that was just for demo purposes. :P Well, this system is pretty self-explanatory. Different characters will have different costs; you can customize them within certain bounds.
- MUSIC. How well do you think the tracks from various sources come together?
That's all I can think of. Let me know if you have questions.
After gathering any feedback from this post, I will incorporate as much as I can into a public beta that I will subsequently release. Therefore I greatly appreciate your help in making Oathguard a better game.
Thank you for reading.
Posts
well, the video won me over. it's a very nice game so far. there is a very nice level of detail involved in the mapping and the battle system is a very fresh take on the dbs. pretty neat, i don't have very many complaints other than possibly changing the text sound. i am a personal fan of having a sound effect for text but, it gets a little "gah" after a while.
but overall, very cool. details really carry a game, and there is plenty in that video. subscribed.
but overall, very cool. details really carry a game, and there is plenty in that video. subscribed.
author=Pladough
That's the most clever way of showing battles I've seen so far. O_O
Thank you, but I think it's more rare than clever. c:
actually, it's straight up lazy; I hardly have to sprite any battle character sets this way...
author=TFT
well, the video won me over. it's a very nice game so far. there is a very nice level of detail involved in the mapping and the battle system is a very fresh take on the dbs. pretty neat, i don't have very many complaints other than possibly changing the text sound. i am a personal fan of having a sound effect for text but, it gets a little "gah" after a while.
but overall, very cool. details really carry a game, and there is plenty in that video. subscribed.
thanks, dude. I'm very glad the details came across, it's what I love in games. Yeah, the text box sound was grating on even my nerves, I'm looking for a more subtle one.
author=mellytan
I hardly have to sprite any battle character sets this way...
Hence the word clever. =P
Presentation doesn't suffer while you don't have to worry about battle graphics.
I dig the video, but may I just suggest one thing about the stat distribution portion. It would be better if you made it such that players can add stats by themselves on their own will in the main menu rather than forcing players to have to add stats after a character levels up. So that means when a character levels up, the first time the game will pop up a one-time message saying players can add stats via "a function" in the main menu.
Other than that, I dig the music, the intro, and the interesting take on the battle system :) Keep up the good work.
Other than that, I dig the music, the intro, and the interesting take on the battle system :) Keep up the good work.
I like how it looks so far and I like how much you changed the DBS. That demon form is pretty cool too :D
NICE CHOICE OF MUSIC, I love those kind of tracks <3 You won a fan!
NICE CHOICE OF MUSIC, I love those kind of tracks <3 You won a fan!
Very cool stuff, I too dig the interesting battle setup, but I'm wondering how would it look with more than one character in battle at the same time, not too cramped I hope. I'm also confused about the function of the bar below the character when she's on demon form, it seems to vary a lot for some reason.
Other little thing that looked odd to me were the enemies spotting you again right before they disappear, and the hyperactive dancing plants, they should be slower really. In the other hand, kudos for all the cool poses, I specially like the running animation.
Keep up the good work!
Other little thing that looked odd to me were the enemies spotting you again right before they disappear, and the hyperactive dancing plants, they should be slower really. In the other hand, kudos for all the cool poses, I specially like the running animation.
Keep up the good work!
This is very nice! And this is how a blog post should be =D
It is good to see people mixing things up a little in this genre. The music and sound effects in the video were very cool, and the DBS looks and sounds pretty solid so far. Will be looking forward to hearing more from this! Sub'd.
It is good to see people mixing things up a little in this genre. The music and sound effects in the video were very cool, and the DBS looks and sounds pretty solid so far. Will be looking forward to hearing more from this! Sub'd.
Oh hey. This looks pretty cool.
Are you really going to have all of that equipment and and all those skills in the actual gameplay, though? I can understand starting off with a high-level character for story reasons, but there's no reason to inundate the player with all of that stuff at the start.
I liked the music. I wish you had more stats. Why can't you upgrade HP/MP? Why doesn't 2k3 let you do stuff like evasion or anything (:<)? Don't you realize that you just putting every point in AGI will make an unbeatable party? =P
EDIT: I'd take a new look at your dialogue. You have a very old and formal style to most of the game so far, but then the demon-lady yells "SHUT UP!" Uhhhhh, surely you can revise some of the text?
Are you really going to have all of that equipment and and all those skills in the actual gameplay, though? I can understand starting off with a high-level character for story reasons, but there's no reason to inundate the player with all of that stuff at the start.
I liked the music. I wish you had more stats. Why can't you upgrade HP/MP? Why doesn't 2k3 let you do stuff like evasion or anything (:<)? Don't you realize that you just putting every point in AGI will make an unbeatable party? =P
EDIT: I'd take a new look at your dialogue. You have a very old and formal style to most of the game so far, but then the demon-lady yells "SHUT UP!" Uhhhhh, surely you can revise some of the text?
author=Craze
Don't you realize that you just putting every point in AGI will make an unbeatable party? =P
Just make a static agi for everyone and then let them increase the other stats!
author=Archeia_Nessiahauthor=CrazeJust make a static agi for everyone and then let them increase the other stats!
Don't you realize that you just putting every point in AGI will make an unbeatable party? =P
Yeah, I had the same problem with SOI and that's what I did.
Looks very interesting. I'll be keeping my eye on this, and yes...that battle system looks gorgeous.
thanks for all the encouragement, guys! I really appreciate the feedback. In particular I am super relieved that people think the music and DBS came together OK. :3
It's funny you mention this; the day before I made the video I was working on implementing a button that would call the attribute distribution system. Long story short, I couldn't work out the bugs (my coding is...convoluted at best. blame 2k3 am i right). But since you bring it up, I will make sure to have it working in the release. c:
Whoops, yeah it is supposed to be another indicator of TP (so basically it decreases in fourths), but mostly it's just a pointless ornament from when I was just making mockups. Thanks to the hero "damage" animation featuring a solid bar, I can see why it was confusing.
Sorry, I forgot to mention that the "spotting" animation that occurs after they are defeated was supposed to be replaced with a "defeat" animation, as seen in Phantom Legacy for example. Thanks for the feedback on the graphics especially, I will deal with the plants (they are actually chipset tiles).
whoops whoops, that's another thing I did not mention in my sea of text: all those items were there primarily for debugging purposes (kind of like the enormous amounts of EXP). Similar deal with the spells. As a side note, the player character in the video (Gela) is only playable in this part of the game, so even if she had Super Ultima Firaga Sword, the player would not get to keep it :3
i wish i had more stats too dude :V Good point about HP/MP, I will look into that. gahaha yeah dumping points into AGI willy-nilly (as demonstrated in the video) could be a game-breaker. I guess I will remove it, then.
If only there was an evasion stat... if only
Dohh yeah.. I didn't mean for Oathguard to be Vagrant Story or FFXII status in terms of ye olde pretentious dialogue, but I can see how that is jarring. Is "Shut your mouth" better in this respect? Or do I need to upgrade to "Still your tongue"? ;P
author=eplipswich
It would be better if you made it such that players can add stats by themselves on their own will in the main menu rather than forcing players to have to add stats after a character levels up. So that means when a character levels up, the first time the game will pop up a one-time message saying players can add stats via "a function" in the main menu.
It's funny you mention this; the day before I made the video I was working on implementing a button that would call the attribute distribution system. Long story short, I couldn't work out the bugs (my coding is...convoluted at best. blame 2k3 am i right). But since you bring it up, I will make sure to have it working in the release. c:
author=alterego
I'm also confused about the function of the bar below the character when she's on demon form, it seems to vary a lot for some reason.
Whoops, yeah it is supposed to be another indicator of TP (so basically it decreases in fourths), but mostly it's just a pointless ornament from when I was just making mockups. Thanks to the hero "damage" animation featuring a solid bar, I can see why it was confusing.
author=alterego
Other little thing that looked odd to me were the enemies spotting you again right before they disappear, and the hyperactive dancing plants, they should be slower really. In the other hand, kudos for all the cool poses, I specially like the running animation.
Sorry, I forgot to mention that the "spotting" animation that occurs after they are defeated was supposed to be replaced with a "defeat" animation, as seen in Phantom Legacy for example. Thanks for the feedback on the graphics especially, I will deal with the plants (they are actually chipset tiles).
author=Craze
Are you really going to have all of that equipment and and all those skills in the actual gameplay, though? I can understand starting off with a high-level character for story reasons, but there's no reason to inundate the player with all of that stuff at the start.
whoops whoops, that's another thing I did not mention in my sea of text: all those items were there primarily for debugging purposes (kind of like the enormous amounts of EXP). Similar deal with the spells. As a side note, the player character in the video (Gela) is only playable in this part of the game, so even if she had Super Ultima Firaga Sword, the player would not get to keep it :3
author=Craze
I wish you had more stats. Why can't you upgrade HP/MP? Why doesn't 2k3 let you do stuff like evasion or anything (:<)? Don't you realize that you just putting every point in AGI will make an unbeatable party? =P
author=Archeia_Nessiah
Just make a static agi for everyone and then let them increase the other stats!
i wish i had more stats too dude :V Good point about HP/MP, I will look into that. gahaha yeah dumping points into AGI willy-nilly (as demonstrated in the video) could be a game-breaker. I guess I will remove it, then.
If only there was an evasion stat... if only
author=Craze
EDIT: I'd take a new look at your dialogue. You have a very old and formal style to most of the game so far, but then the demon-lady yells "SHUT UP!" Uhhhhh, surely you can revise some of the text?
Dohh yeah.. I didn't mean for Oathguard to be Vagrant Story or FFXII status in terms of ye olde pretentious dialogue, but I can see how that is jarring. Is "Shut your mouth" better in this respect? Or do I need to upgrade to "Still your tongue"? ;P
Upgrade sounds a lot more fitting. I'd look at this recent blog post for a similar view on casual language in medieval-esque RPGs:
http://scibbe.com/index.php/2011/02/15/first-impressions-yggdra-union/
As for stats: if you wanted to go crazy, you could have an extra "Luck" stat that randomly earned you more money from chests, gave you power-ups when you were low on HP, and other cool effects. Maybe even a "Fear" stat that empowers your demon form and can cause additional surprise attacks and/or enemies to run away prematurely would work.
http://scibbe.com/index.php/2011/02/15/first-impressions-yggdra-union/
As for stats: if you wanted to go crazy, you could have an extra "Luck" stat that randomly earned you more money from chests, gave you power-ups when you were low on HP, and other cool effects. Maybe even a "Fear" stat that empowers your demon form and can cause additional surprise attacks and/or enemies to run away prematurely would work.
heyyy i forgot about brickroad's blog...but anyway, got it. I will go the whole 9 yards.
Those are great ideas, and they made me think of even more things, all of which I will be trying out this weekend. :DD thanks, Craze!
Those are great ideas, and they made me think of even more things, all of which I will be trying out this weekend. :DD thanks, Craze!
i wish i had more stats too dude :V Good point about HP/MP, I will look into that. gahaha yeah dumping points into AGI willy-nilly (as demonstrated in the video) could be a game-breaker. I guess I will remove it, then.Melly just make it cost more than the other stats. 8)