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Beaten and left for dead, the wanderer wakes up to find his family slaughtered, their bodies strewn about. One of his children appears to be missing. He can't find her body anywhere. Arming himself with a couple pistols, he sets off to find the man responsible for his family. He follows the steps leading away from their home toward the desert. The footsteps lead him further and further north, almost in a perfect line until finally, he loses sight of the footsteps thanks to the constant wind that sweeps across the desert, blowing sand all about.

For a time, the wanderer was able to stop for supplies at small settlements that he found scattered about the desert but it has been countless days since his last stop and he is growing tired and dehydrated. This is where our story begins.

NOTE: If you wish to report any bugs, please do so at this page.
http://rpgmaker.net/games/3990/bugreporting/

This game requires you to have the RTP for RPG Maker VX Ace installed. Please make sure that you have that before playing. You can download it for free at the link below.
http://www.rpgmakerweb.com/download/run-time-package

Latest Blog

Hindsight and Evolution

I will admit this much: being a solo game developer is tough. I literally sit down on the weekends when I'm off, I either feel extremely creative or I just want to sit back and grind some stupid World Quests on World of Warcraft and get my druid prepared to do some raiding. On the days that I do feel creative, I feel more like learning new things, and man have I learned so much.

This said, I haven't started the official work on the framework for the RPG, and work on the Metroidvania has been halted because I couldn't think of a justifiable reason to work on a Metroidvania game related to this game (but I'll eventually migrate that over to a different universe entirely and I'm keeping the files so I can work on that later). I have however taken things I've learned from working on the Metroidvania (save systems, user prefs, etc.) and started the planning stage for the RPG framework. I want to make this as organized as possible because if I just start throwing C# code at it, that'll end up being a mess and there is nothing more that I hate than a mess (and believe me, with the Metroidvania, I'm going to need to set aside a few weeks to refactor some code because it is vomit inducing).

So what HAVE I done in the meantime? Well, I haven't exactly sat around doing nothing. Mostly prototyping, for the most part. I did start work on a 3D Zelda-like engine with my own 3D models, I started doing work on top-down shooter stuff based on Enter the Gungeon and Monsters and Monocles, which I used as a way to understand Raycasting better. I've even done a little work on a character customization screen similar to an MMO character creation screen. I'm not saying all of these things will be present in my RPG Engine, but with every new thing I learn, I've got more to bring to the table, and I'm excited to work on an RPG game without the limitations of an engine like RPG Maker (and I say that with all the love in he world, because it is like a vacation to play around with my lovely collection of RPG Makers).

At any rate, this blog post has gone on for too long, it seems, but I wanted to stick with my promise to have an update at least every other month (and if I promised every month, then I have a really bad memory and should learn to re-read my old posts), so hopefully soon, I'll have at least a writeup of something to share with you.
  • Production
  • sicksinz
  • RPG Maker VX Ace
  • RPG
  • 04/14/2012 07:09 AM
  • 03/15/2018 10:29 PM
  • N/A
  • 58386
  • 9
  • 335

Posts

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author=BareGamer
author=sicksinz
author=kumada
Agreed. I'm not against the hp buff. I just don't think only buffing hp is a good idea.

Also, there's no real hint in the starter town as to how critical herbs are. Maybe a quick line of "I should stuff my pants full of aromatic licorice" during the sequence in the inn room would help?
lol We'll see. I may make it a point to remind the player that he needs to be re-supplied before he sets off again because the player is already told this once before in the story that he is running out of supplies :)
Town folk (NPCs) are a good way to provide the player with tips and hints about what's happening around town or what kind of monsters are outside.


I was thinking that too. I think I need to add some more NPCs but I'm generally too afraid to populate maps with too many or else it may cause the player problems when they are getting blocked in by a row of NPCs lol.
Yeah i hate the games where dumb npcs block me. That is annoying. Like i said though, i never had to buy any, i ran for the cave and fought there for a while until both characters had all the best gear and i always had like 15 heals on me. They seemed to drop a good amount.
author=bigtime
Yeah i hate the games where dumb npcs block me. That is annoying. Like i said though, i never had to buy any, i ran for the cave and fought there for a while until both characters had all the best gear and i always had like 15 heals on me. They seemed to drop a good amount.


well if someone wants to grind their way up a few levels, that's fine by me lol. I made sure to give the player enough gold to get them one dagger, one upgraded piece of armor, one new pistol and a bunch of herbs and then throw one more dagger and piece of armor in the mountain pass tunnels so that the player didn't have to grind for gold lol
author=kumada
-Encounter rate is extremely high. Maybe fewer encounters at higher difficulty for more xp?

This. Overall, it was a great intro, but the encounter rate was just too high for starting out with limited resources, and the amount of XP drops made it very tedious and almost not worth the effort.

Since the game was open I took a look at the rate, expecting something around the 20-step mark. Nope, 30 steps. Naturally, this would seem relatively high, especially in comparison to old rpg's. But RPG Maker has always had some sort of fudged math when it comes to these things, and here was no exception. I felt like I was getting into fights about every few steps instead of every 30. Perhaps raise to something like 50 steps. There's also scripts available that balance out the encounter rates more efficiently than what the default does.
All of the great feedback I got here, almost makes me want to pick this project back up again, if I can just locate my project files for it, as I was much further by the time I had lost all of it. For now, I've got another project I'm working on so I'll come back and re-assess later. Thanks, everyone.
demo rpg. 2 dungeons 1 town. Challenging difficulty. Not much in terms of strategy, you have your regular attack and a high cost TP attack, thats it. Just mash that Z button most of the times. Last boss is very hard he throw out 150 dmg fire balls, and the only way to heal is with herbs for 200. Just pray he doesnt spam the fire balls.
Pages: first prev 123 last