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Centuria is in active development once again as of August 17, 2019 and is being worked on in RPG Maker MV.

A game that is inspired by the early Dragon Warrior and Final Fantasy titles on the Nintendo Entertainment System. 7th Saga, Ogre Battle, Shining Force, and Suikoden are also slight inspirations. Graphically, if there had been a Nintendo console between the NES and SNES, this would capture how it probably would have looked. While the game plays like an 8-bit RPG, I take a few liberties with the graphics that definitely exceed what the NES could do, but don't quite manage to reach what would have been acceptable on the SNES.

Players assume the role of the Chosen One, a brave warrior has been asleep for centuries and is reawakened whenever the gods feel that a hero is needed. The gods feel that there is something amiss, so it is time for the Chosen One to leap into action once again.

Features of the game include:

  • A deceptively linear adventure that encourages exploring and backtracking to find hidden goodies.
  • 100+ obtainable characters, including several RMN members as guests. See the game's blog if you want to be included as well!
  • 30+ different character classes and over 150 abilities for players to mix and match. No two players will play with the same parties.
  • 15-20 hours of gameplay (or so I hope).
  • Original graphics by yours truly (my first attempt at all original graphics, be gentle).
  • A soundtrack comprised of tracks purchased in resource packs, or downloaded from royalty-free websites. All tracks in the game are delightfully 8-bit sounding.

Latest Blog

Want to be a playable character in Centuria?

Hey folks! So, with my plan to include the range of 100 recruitable characters in Centuria, I decided that it might be fun if I reached out to RMN to see if anyone would like to have themselves, or a character of their own design, show up as a recruitable party member.

Being a retro 8-bit styled game (though with a few liberties taken here and there), characters are small and simple looking in appearance, so just about anyone who is interested could probably do the sprite themselves as well - though this part is not required.

So, what will I need?

NAME: Self-explanatory, character name. For the sake of consistency and immersion in the game world, I'd ask that names be legible (not a string of letters that form nothing, with my username being a good example of this) and contain no numbers. If your name on RMN is Freddy837, just go with Freddy. Or, hey, invent a character from scratch and give them their own name.

GENDER: This really requires no explanation. If you wish to sprite the character yourself, there are two templates below. Make sure that the sprite does not exceed 16x16 in any frame.

CLASS: Characters in Centuria have a wide range of classes, and you're encouraged to pick one for your character. You can find the classes in the game here: https://rpgmaker.net/games/3498/classlist/

ALIGNMENT: Very good, good, neutral, evil, or very evil. This decides how receptive they are towards the player. A good aligned player can recruit many good characters while an evil player will attract evil characters. Neutral characters can swing either way.

PERSONALITY: This can be as brief as you want, just tell me how they act. Are they LOUD? Are they sarcastic or snarky? Serious and stoic? Bland and robotic? Cheerful and hyper? All up to you, and this will just determine how I write their dialogue when they're encountered. Note that, after characters join, they will probably never utter another word of dialogue in the game. NPCs outside of the party do all of the talking in this game, and even the main character is a generic mute (like the Chrono series protagonists).

Templates are below. You're free to make the sprite yourself if you wish, but it's not mandatory. If you'd like, you can just give me their name, gender, class, and alignment and I will take care of the sprite. If you do not wish to sprite the character, just give me an idea of what they might look like otherwise I'll just make a random appearance for them based on the class you've decided upon.

Male Template

Female Template


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My mind is full of fuck.
Look awesome. subbed.
Exciting, but ultimately pointless.
On hiatus until Blackmoon Prophecy is complete. This project will then be moved to VX Ace. Will maintain the same graphics and overall look, but will hopefully take advantage of scripting.
if i had an allowance, i would give it to rmn
Look ma', I found UPRC's new project!
Exciting, but ultimately pointless.
Testing the first boss fight with both characters at level 3. Fighting this bad boy at level 1 is suicide, and fighting him at level 2 is just plain rough. Level 3 is when it becomes a little easier, but you need a dedicated healer or lots of potions. I would imagine that level 4 would be pretty easy, but I haven't tested that level yet since it requires too much grinding and I'm doubting that anyone would have the patience for it right away (but, then again.....).

The few remaining RTP graphics and sounds will be replaced at some point.
Your battles (i.e. damage and popups) need to use a font similar to your menus and dialogue windows. You can find the settings for that in the module in Yanfly's script near the top, brotherman.
I'll play this in a day or so.
Will leave CC
Just beat the game like a boss. No, not really.

- Balancing of mages and warriors. Keeping up my 2 mages was the hard part. Once they died, I had no trouble healing with my paladin. It was a little odd.

- World map issue. Every time I run across the map, parts of it make this odd line effect. I don't know why it does this...

Otherwise, I'm loving it. I'll release a let's try later. That should help a bit~
Exciting, but ultimately pointless.
Don't know if it's because I just woke up or not, but I'm confused. Are you saying that you had two mages and a paladin at the same time?

EDIT: Hahahaha, how did I allow that!? I really thought I didn't allow that to happen. Time to fix that and reupload.
Exciting, but ultimately pointless.
Alright, so I just made it so that you can't recruit more than one additional character at the start. It was supposed to be that way, but I guess I just completely forgot to set things up that way and eventually started to assume that I had.

Oh man, the game must have been ridiculously easy if you were rolling across the countryside with four characters.
Exciting, but ultimately pointless.
Also I know exactly what the line across the screen is. It's the Mode7 script I'm using for vehicles that will appear later on. I don't know why it does that, but I'll be keep an eye out for updates to the script since it was an early version.
After walking around for any length of time the game suddenly quits.
Exciting, but ultimately pointless.
After walking around for any length of time the game suddenly quits.

What happens? Are you sent to the title screen or does the game crash?
Sorry I should have been more precise. I will do it again and take better notice.
Exciting, but ultimately pointless.
No problem.

There is only one instance where the game should return to the title screen, and that is when you defeat the boss in the first dungeon. If it is just crashing without reason then I'll have to figure out what's causing that even though I wouldn't know where to begin since I personally haven't had any issues. Could be an unstable script or something, but that's just a guess since I don't even know Ruby.
I tried it once more and within 5 minutes it stops and goes to a blank page where the message says there is a problem with GAME.EXE.

By the way, it was tricky of you in that while wandering around...before crashing...down in the sw portion of the map is a small dungeon/cave with some lobsters and two chests. Thinking ahaa maybe a nice piece of armor or weapon I dodged the enemies..which moved slowly enough in any case... and opened the first only to get a weak potion and the other was empty!
Tricky, tricky, tricky!
Exciting, but ultimately pointless.
The other chest should have given you a weak remedy. I probably forgot to set the animation for that chest.

Sounds like the problem might be script related. If you have access to VX Ace, you can try deleting the airship script to see if that helps you out any. I would do it myself, but I won't be home for several hours yet.
I guess I should say that the pyro mage has two skills that will only self-target.
Which made the MC even more useless for me, but I shouldn't really complain, lol 4 chars.
But like I said, 2 warriors- one being a paladin...yeah, that's pretty much your "easy" difficulty for this game.
Gonna start doing FF1 shit with your game x-D
Exciting, but ultimately pointless.
I am going to applaud anyone brave enough to do something crazy like play with two priests or something. Pyromancer is almost as squishy as the main character as a priest, but not quite. I can imagine even fighting slimes being pretty rough, but that's how it should be if someone decides to run around with weaklings who are meant to be healers/support characters.

What I want is for people to think realistically when choosing parties and such. Picking what seems "cool" rather than what would logically make the most sense would be a huge mistake. Kind of like how running around with a group of warriors might sound really awesome. It sounds great on paper and in some ways it would be but, without an abnormal amount of healing items, the group would probably slowly die off during long boss fights.

The same applies to a bunch of monsters running around. They're not all equally balanced and for good reason. A good example is a real life forest. If you wander in with a big stick, chances are very good that not everything in that forest will drop very easily to your stick. A chipmunk definitely will if you can catch it, but a bear? You're probably going to need a bigger stick!

Anyway, this is how I see things right now.
Berserker + Paladin or Warrior = Steamrollers! Weak potions will be required though.
Pyromancer + Paladin or Warrior = Still effective, but main character is a bit weaker.
Berserker + Priestess = Ideal for me, since the healing of the Priestess will be buffed even more at the start than it already is. Priestess does a good job of helping to keep Berkserker alive.
Pyromancer + Priestess = Probably the hardest combination to use in the demo, because they're both prone to taking large amounts of damage.

Having access to the other six classes for the main character opens up a lot of possibilities as well. As I said, Priest + Priestess is probably going to be the hardest combination to use despite the fact that they can both heal. Priests just get hit so freaking hard that I think anyone would be crazy not to have at least one fighter class before leaving Ralston Castle.

For proof of how hard priests can get hurt without leveling them, pick the priestess and then go fight the crabs on the world map. I think it's a one hit kill at level 1.
I'm still unsure if that's the game being hard, or being cheap; I.E, targeting the priest in every hit, because of her threat levels- only to kill her because their agi is higher than mine.
Yeah, the priest has more aggro rating than the warriors...was that intended, lol?
I also think the pyro had the 2nd highest aggro, but I might be wrong.

Now how much grinding are you going for? Grinding isn't a bad thing- I just want to know.
Exciting, but ultimately pointless.
There shouldn't be aggro/threat unless it's something that is in VX Ace by default. If there is, I had no idea that it existed. When I test it seems that it's just random characters being attacked. I think sticking to jellies and kobolds until level 2 is the best way to go. It seems that the Priestess and Pyromancer can stand up to crabs and mist bats pretty successfully at that point.

As for grinding, I'm not sure yet. I think that at least one level gain is required before tackling the first dungeon, but I'm sure some crazy person will come in and prove me wrong. I guess it all depends on the characters that you pick. Going back to the two priests example, I think that a lot of grinding would be required for something like that, but a third character will join not too long after the first dungeon. Two heavy hitters MIGHT be able to tackle the first dungeon without leveling if they have enough healing items, but that's only a guess and I haven't tried that combination out yet.

My favourite combination for testing is Berserker + Priestess which is what I'm usually using, so the balance may be set up slightly in favour of that combination.

Also Roy, about that beach cave, I might add a third chest with a piece of equipment. Thanks for making me think of that.
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