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Realms of Arcanum: Generations is an epic fantasy RPG with an extensive Class system and a character-driven storyline. With up to 21 character classes and a plethora of abilities you can freely learn from each of them, battle gameplay is sure to be rich and diverse.

Follow Javert and his journey throughout the Realm of Septria as he struggles to help maintain its balance of magic and deal with various conflicts, in his search for the Guardian spirits. Uncover the secrets of the realm and take part in a clash of fates that will decide not only the future of the whole of Septria, but also of the rest of the world.

Prologue

In the world known to man, the Realm of Septria is a prosperous and rich continent. It owes this mainly to the crystal spirits that have been discovered in its lands, universally known as the Guardians. Of all kinds of professions, from valiant templars to humble farmers, the Guardians have aided the inhabitants of Septria for nearly a century. This has led to an overall balance of power and peace in much of the continent, and a thriving population with constant immigration due to such tales of prosperity.

Introduction

The rising kingdom of the colonist Karn “the Usurper” is threatening settlements from Eastern Septria. For the first time in its history, the villages and towns of the region are facing a larger threat at an unstoppable speed. As they become forced to ask their Guardians for even more aid, the burden put on them for all these years starts to bring them to collapse, and an additional hindrance emerges: monsters and wildlife irradiated with the Guardians’ magic start getting aggressive and dangerous.

Javert is a young ranger from the island of Westworth. As he fulfills an errand for the local blacksmith, he will experience an encounter with the Guardians… and the beginning of a journey that will bring two generations together in order to bring peace and unity back to their beloved Realm.

Latest Blog

RSW Demo UP!

It's finally there. I have uploaded the first public Demo for Realms of Arcanum: Generations. Check it out!

I had to go through a few iterations since there were some nasty bugs, and I couldn't do as much as I could for the deadline, but I have most of it half-done, so the complete Chapter 1 shouldn't be that far away!

The Demo contains about 2 hours of gameplay. You need to have the RPG Maker VX Ace RTP installed in order to play it.
  • Production
  • Hesufo
  • bigtime
  • RPG Maker VX Ace
  • RPG
  • 04/27/2012 12:15 PM
  • 11/03/2020 04:11 PM
  • N/A
  • 80812
  • 46
  • 879

Posts

Pages: 1
Craze
why would i heal when i could equip a morningstar
15150
Please say the final boss is Fantine and her main lieutenant is Val Jean?
Hesufo
I am pretty interested in hooking up sometime. Screw me.
1199
author=Craze
Please say the final boss is Fantine and her main lieutenant is Val Jean?


Shhhhhhhhhhhh
Don't see all that many games use the rmds face/charsets, so imo that's a plus. B3~
Wait until you get to play. Its a blast and very well put together.
Hesufo
I am pretty interested in hooking up sometime. Screw me.
1199
Thankies for the comment, bigtime. :)

Yeah, I'm working hard at the game and trying to polish it up the best I can. Stay tuned for the Release Something Weekend, since I'll have a release ready by then!
I played through your demo of Realms of Arcanum tonight. Overall, it was an enjoyable game, and I have subscribed. I have the following comments that might contain some spoilers.


In the spike puzzle, I think you should only need to go through this once. I had to reenter the dungeon more than once due to one party member dying. The puzzle isn't difficult, but once the player has gone through it once, he shouldn't have to do it again. I would suggest changing the shortcuts to something like barriers that can be removed from one side, so a play can just walk through next time.

From the title, the Mana Siphon skill sounds as though it would steal mana from the enemy allowing the player to regain some. It doesn't actually do this. I had expected it to do this despite the fact that the description doesn't indicate anything more than attacking the enemy's MP. I would suggest changing the name of the skill to avoid confusion.

Are there any items that resurrect a party member? Perhaps I missed them. I know Healing Shards can resurrect a party member if one goes back to a save point. I had to reenter the first dungeon a few times due to having Javert die.

I really like the enemy encounter system. It's always a definite plus to avoid random battles. I liked how there seemed to be a nice balance between enemies that were avoidable and fights that were unavoidable.

I think I may have lost JP after the fight with the guardians. After the fight, Javert and Aika had 100 JP each. I could have sworn I had more JP before this fight. It was also odd that they both had 100 JP exactly.

The game was challenging, but not too difficult. My main worries when playing were running out of MP and healing items. I was very nervous during the Mushroomattack dungeon. If I hadn't stocked up on Healing Blooms before entering, it would have been game ending for me. I walked about with about 6 left and one remaining Healing Shard. I ended up escaping a lot and I'm sure I missed quite a bit of treasure. Maybe it couldn't hurt to have someone selling healing items at some point in the dungeon. I'm not sure if there was much warning that the player was going to be put into a situation where shops were unaccessible for an extended dungeon.

The puzzle in the Mushroomattack dungeon was well-designed.

I like how there are some skills that consume MP while others use BP. This allows the player to use skills that are easily replenished, while conserving MP for more important times. I did find myself running low on MP oftentimes.

Musical selections are very good and fit the mood quite well.

I'm a bit confused on the Invoker class. Some spells call for Ember element, but I am unable to select this when using Invoke.

I only noticed one mapping error. In the southeast of Mushroomattack near the tower, there is a shrub. You can walk from this shrub onto the lower level.

As far as the economy, I never had enough gold to purchase everything I wanted. I had to make decisions about what was important to buy. So, it seems like the economy is properly balanced thus far.

I don't recall any typos or punctuation errors.

My play time at the end of the demo was 3:29:19.

Hesufo
I am pretty interested in hooking up sometime. Screw me.
1199
Thank you for the feedback, Deividdo! I've taken a lot of it into account since you made some very good points.

The Invoke issue is actually a mistake on my part - I accidentally changed the third orb's icon while checking out some final stuff.

As a result, I've uploaded a new version. It contains some Balance changes and the fix for the Invoke orb.

You can find Beta 0.3 of Realms of Arcanum in the downloads section!
Played through the demo and enjoyed it quite a bit. Just a few random thoughts:

- I felt like the dungeons were each about a map too long, especially the green tower. The mushroom valley to get back to the town felt unnecessary.
- I didn't love the idea of every character being able to use every job. I mean, the generic jobs, sure. But I think I would have preferred for each character's personal job to remain exclusive to them. They're more gimmicky (not in a bad way) and I think they give each character some flavor. You might want to have a look at how Wild Arms XF handled this - I really liked the job system in that one.
- I was intrigued by the second party. Are they a one-time gimmick or are they going to be a big part of the story? They sort of reminded me of the light/dark parties in Final Fantasy Dimensions. I really would have liked to see a bit more playtime for that party and maybe some classes of their own beyond just their starters.
- I am looking forward to seeing what other classes you have in store. I was not in love with the warrior, archer, or the purifier. The starter classes all have intriguing skillsets with a lot of variety and some expected and some offbeat abilities. The other 3 had really expected and straightforward skillsets. They had a handful of intriguing abilities, but just didn't compare.
- The red-haired guy's skillset doesn't work quite right. Two of the three runes/orbs/symbols/whatnots look exactly the same in battle, making it hard to figure out how to pull his combos till you memorize them.
- Also, the red-haired guy would work better as a slower character. Ultimately, his skillset doesn't work any different than just picking an ability from the menu if he goes first in battle. If he goes towards the end of the round, though, he can tailor his spell to what has been happening in the round. For most of the green tower, though, he was acting towards the beginning of the round (after 1-2 enemy, but before everybody else) which made him less interesting.

Looking forward to future releases!
Hesufo
I am pretty interested in hooking up sometime. Screw me.
1199
Thank you for your feedback, fredo! :) Let me go over a few of your points:

- I felt like the dungeons were each about a map too long, especially the green tower. The mushroom valley to get back to the town felt unnecessary.

Did the other areas (the forest and the first cave) feel long, as well? The Mushroom Glade map is kind of a legacy issue, since the town investigation mission was previously a lot more complex. I decided to keep it for the extra treasure, though, and traversing it doesn't take terribly long either.

- I didn't love the idea of every character being able to use every job.

Fair enough - however, I don't think there's anything wrong with giving the option to the player (except that maybe story-wise it's a bit awkward to harness the spirit of the characters themselves). Even though every character keeps its starting class for a good while before accessing other classes, I didn't want to set their roles 100% in stone. As you can probably imagine, most players will keep Grin as the party tank and Hilias as the main magic attacker from their roots as Templar and Invoker, respectively. But the player can change their roles if they so desire and, say, have Javert go deep in the Templar's tanking skillset and let Grin become more of a damage dealer.

author
- I was intrigued by the second party. Are they a one-time gimmick or are they going to be a big part of the story? They sort of reminded me of the light/dark parties in Final Fantasy Dimensions. I really would have liked to see a bit more playtime for that party and maybe some classes of their own beyond just their starters.

In terms of a playable party, they will most probably be a one-time gimmick (I still haven't worked out the complete storyline, so they MAY come back late in the story). However, Javert's party will not be the only one the player will control. There will be break-ups and Chapters focusing on other new characters, so you'll be able to see and learn about new classes constantly throughout the game.

- The red-haired guy's skillset doesn't work quite right. Two of the three runes/orbs/symbols/whatnots look exactly the same in battle, making it hard to figure out how to pull his combos till you memorize them.

Yeah, I'm sorry about this really dumb mistake. The available download has fixed this though.

- Also, the red-haired guy would work better as a slower character.

I'll try this out. The idea is very nice and it does work very well with the concept of Invoke.

Thanks again for playing and for giving me your opinion and ideas! I take feedback to heart and I'm always open to suggestions, since they offer another view on the game's design and some ideas may work perfectly with the project.
I just finished playing through the demo, wanted to give ya my thoughts.
Good:
HUD aesthetics, dialogue, area encounters change as the game progresses
Neutral:
Cutesy battler art (not a fan of the style, but it's nice to see original art)
Bad:
Save crystals AND the ability to save anywhere (it's kinda redundant), the shadow in the forest (some people may like it, I did not), random wooden stairs to lead to caves and such, out of place quizmaster scene
Issues:
Something (nothing?) appeared after the first Petaline in the forest. It put up a better fight than the other encounters there, but I got nothing for it.
Whispers aren't worth fighting.
"Mushroomattack" village? Is there some reason it's called that lore-wise?
Hesufo
I am pretty interested in hooking up sometime. Screw me.
1199
I put the Save option in the Crystals' dialogue as a reminder for the player, so that he/she will save often enough (some people forget to save often and lose a lot of progress if they do die, so there's that).

I see you have quite some pet peeves haha, sorry about that :(

I know the quizmaster was reeeally out of place - I gave it a bit of thought but decided to leave him there, anyways. I may (or may not) replace it if I revisit the area in the future.

I think Whispers are worth fighting, precisely because two groups of them guard treasure chests ;) Their gold and JP reward is a bit higher, too. I think it's a given that not every encounter is gonna be desirable for the player to actively wanna fight it (because I try to balance them in the borderline hard difficulty, for the most part) and that's okay with me.

The Mushroomattack name was actually a randomly-generated hamlet for Dwarf Fortress. I loved the name and decided to use it. No real reason lore-wise but I trust that game's naming conventions! <3

Thank you for your comments and thoughts. I'll keep in mind the issue with the quizmaster, and I hope you'll look forward to the next installment!

How do I get into the Green Tower??
Hesufo, as a person that just downloaded the game and played through the whole demo. It is a game that has great potential. I hope that this game although not updated for 2 years is not dead but still work in progress. The story and characters have captivated me and drawn me into the story. I want to know more about them and how they will go on from there. Please do not cancel this project or another great RPG maker game will be lost. I hope to see some progress soon! I also suggest you could add the Predicted Change Turn Battle Script to the game. https://yamiworld.wordpress.com/rgss3/battle-scripts/yeas-add-on/pctb/ It's for RPG Maker VX ace. And it adds on bar on top that allows you to see who is next. It would help in the battle system.
Things I noticed: "owing" in the intro text, you can walk down the clive right next to Javert's house, Defeating the first visible flower in the Westworth Forest leads to a battle against a strong invisible enemy but you don't get extra EXP etc. for defeating it.
Why can't the ranger not equip a Ranger's Bow?
https://i.imgur.com/IBJbbE3.jpg

Somehow after got visited by grin & hilias I end up there lol and yeah, I'm stuck lol
edit:
reloading previous save did the trick, not sure what triggered the glitch.

And I can't find the second key for daethra tower, anyone knows?
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