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Presentation
Fabulist is a unique blend of Wizardry and The Legend of Dragoon types of gameplay, and offers a character-centered storyline with enough non-linearity and outcomes to keep you coming back for more!

Background storyline
Most of the continent is being thoroughly explored and its cultural riches looted. Nowadays, adventurers and treasure hunters abound and race for the most valuable of treasures.
Princess Hiciel of the Valerosa Kingdom grew up hearing the many tales of her father the king, a retired treasure hunter. The celebration of her 18th birthday marks her debut into adventuring. Determined to prove worthy of her name, she recruits allies and sets off to begin her own tale.

Gameplay
-Adventure System: Citizens across the world constantly share new rumors about unexplored dungeons and ancient ruins. Be swift to explore these places before the other adventurers loot all of their treasures, or search older areas and try to find what your fellow raiders might not have succeeded to obtain!
-Battle System: Similar to The Legend of Dragoon, complete and perform special moves by pressing the right keys at the right moment. Choose from a wide array of regular attack combos, ES and EX special attacks, items and magic spells.
-Strategy over Stats: Leveling up is seldom mandatory to defeat your opponents. Focus on finding out your opponents weaknesses to overcome any battle with limited resources.
-First Person Perspective Dungeons: Inspired by Killer Wolf's works, immerse yourself in the dungeons and beware of what might lurk around every corner.

Other features
-Six unique characters will join your band of adventurers.
-Game Boy palette and changeable border add a nostalgic retro feeling.
-Full custom graphics, sprites, panoramas and portraits.
-A character-centered storyline.
-Lots of adventures to choose from, creatures to fight and treasures to loot.
-...And a few lesbians (this game is suitable for all audiences).

Latest Blog

Game border drawing contest - Canceled

*Update: Don't bother.*

Here is a half-contest, half-request for all of you:

Fabulist:RH shows a Game Boy-like image as a top border around the actual game screen. While playing, you will be able to swap borders at anytime.

Therefore I offer you to create your own border to be featured in this game. Any entry that meets the requirements and a minimal level of quality will be accepted and featured.

Here is a quick explanation on how to participate:

1. I recommend using IDraw (click here to download) in order to draw your entries.

2. You may use one of these two templates (right-click on them and choose Save Image As):


Or make a 320x240 image. 80 pixels from the left and 48 pixels from the top, draw a 160x144 blank square (this empty space is saved for the actual game screen).

3. You can look at this game's screenshots and read the info on the game's profile for inspiration. You can draw anything.
If you wish to use the same Game Boy palette as in the screenshots, here are the RGB values of all four colors:
White: R248 G248 B200
Pale: R184 G192 B88
Med: R128 G136 B64
Dark: R64 G80 B40

4. Save your entries under the png format, upload them to your RMN Locker and let me know when they are ready.
If any entry requires minimal editing in order to be compatible with the game, I will take care of it.

The contest is open to everyone. "Winners" will have their borders available in the game and receive credit.

Feel free to ask any question if anything is unclear :)
Have fun !!
  • Production
  • Avee
  • RPG Tsukuru 2003
  • RPG
  • 07/11/2012 02:15 AM
  • 08/15/2014 04:17 PM
  • N/A
  • 56830
  • 41
  • 0

Posts

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Quick news: I've had a lot of time to rethink the gameplay features of Fabulist lately.

The game will most probably undergo several changes in character customization, status, EXP system, etc. (I'm unsatisfied with its current lack of originality) and maybe also in the dungeon exploration department. Since I already made several animation frames for sprites and the town exploration system is almost complete, dungeons might use the same mechanics as towns, i.e. Valkyrie Profile style.

However, the LoD battle system will remain. It is the game's key feature after all.
So, with the LOD battle system, will you get to do several attacks like in the original game? If, so that would be awesome. But, I have a question. How would you go about doing that? Is the attack meter a bar, a square like LOD, or is it something else. I know you'll be able to pull it off because of the work you did with Crystalis:SOTFS Also, if you do make it, could you explain how you did it because I plan on making a prequel to the Legend of Dragoon. It bothers me that it has one game and plenty of in-story information to create a prequel, but it hasn't been done yet. I know a lot about it too because I've beaten it like 3 times with a memory card and it took me about 10 times to beat it without a memory card(several deaths and "power button accidents")

Anyway, this game looks like its going to be great and is one of the only retro games I've ever seen like this.Subscribed!!
At the moment I decided to ditch the LoD's "rotating square" and instead use a bar more similar to the one in Guitar Hero. "Boxes" move along the bar and you have to press the key when they reach the mark.

Some will require a single press (regular hits), others that you hold the key (charged attacks) and others that you mash the key as fast as possible (flurry hits).
Some regular boxes also have a critical area at their center: pressing the key when the critical area is centered with the mark will produce a critical hit.

The mark, or window frame during which you may press the key, can vary in width.

Here's a quick concept drawing of what I have in mind:


A fan-made prequel to LoD would be nice.
The rotating square system I made for this game is already functional, so I could show you how to code it in 2k3 when I get back to work on this.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
This is so cool. Subbed!
author=Avee
At the moment I decided to ditch the LoD's "rotating square" and instead use a bar more similar to the one in Guitar Hero. "Boxes" move along the bar and you have to press the key when they reach the mark.

Some will require a single press (regular hits), others that you hold the key (charged attacks) and others that you mash the key as fast as possible (flurry hits).
Some regular boxes also have a critical area at their center: pressing the key when the critical area is centered with the mark will produce a critical hit.

The mark, or window frame during which you may press the key, can vary in width.

Here's a quick concept drawing of what I have in mind:


A fan-made prequel to LoD would be nice.
The rotating square system I made for this game is already functional, so I could show you how to code it in 2k3 when I get back to work on this.

So that's how its done:D Its like a mixture of Guitar Hero and that Final Fantasy Rhythm game that came out for 3DS. This should be very cool and fun.I guess this game will teach you some rhythm as well as button mashing. And I can't wait to see how you do the square system:) The prequel to LOD is going to be about Rose and her companions way before Dart was born. It should be fun to make because of it's battle interaction and addition possibilities.
Pages: first prev 12 last