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RPG Maker God TNomad, WHY HAVE YOU CURSED ME?!?! >_<

Okay, so.. the Acer won't bloody charge. This means that I have to move everything back to my PC w/ a busted sound card, while the Acer is off being repaired. So.. development slows down once again. The main problem I'll seem to face with working on the game on my PC is picking up on event hiccups, which is much easier on the Acer. As far as the sound goes, I've been working with the same SFX and BGMs since the project started on RM2k3, so I'm pretty familiar with what to use and when to use it. However, I'm focusing on a lot more ambient sounds due to game's setting, so that's where the problem lies with that. If anything, I only have to deal with this for about 2 or 3 weeks, so it's not that big of a deal. I actually wanted to get a demo out around Christmas, but from the looks of things that may be pushed back until next year. So, I'm thinking about releasing a battle system demo, so that people can get a good taste of what the game's combat has to offer. If time permits the work, I should be able to push that out by Christmas. Well.. 'guess that's about it. On a side note, here is some non-battle system info to check out:

- The game will have a semi-nonlinear, open-world structure. Each of the "overworld" areas will be massive in size, and are designed to be worth exploring and interacting with, as opposed to just moving through large, empty space.

- There will be a number of dialogue choices to make.

- The game begins with Jesopher having lost all of his memories. In order to regain his memories, the player must collect the blue orb Memory Fragments spread throughout the game. This is entirely optional, however.

- The enemy encounter system will be a combination of random encounters, hot spot-based encounters ("Chrono Trigger-style"), and the encounter system used in the Finding Forever Eden version. (See video here and here.)

- Although Jesopher, Sophietia and Tabris are the only party members you can play as throughout the entire game, there are others that will join the group as guests. However, instead of being A.I.-controlled party members, each guest will grant a passive ability to the battle party whenever they are present. (For example, one guest grants +1 to all Chain Counts. Combine this ability with the Aggressor Temporal ability and you can build the Chain Count up to 6 with just basic attacks alone.)

- Aside from being non-linear, the game follows a very dynamic structure, one example being events that may occur for one group of players that may not occur for another group.

Posts

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Max McGee
with sorrow down past the fence
9159
It's Christmas, dude. Push it out. Push it out like a premature baby and give us something to PLAY.
DE
*click to edit*
1313
At this point it feels like the game's been in production longer than frigging Duke Nukem Forever. I'll believe it when I see it.
BTW, TNomad is apparently still around. http://www.youtube.com/user/tnomad
I had my doubts until I checked the profile. So we're not the only ones still lurking about after all.
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