0 reviews
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
This is a game where the opening sequence is very important to build a backdrop for the rest of the story, so I will let some details remain a secret until you play the work in progress version for yourself.

The story starts out as a personal one, as you travel to uncover the mysteries about your own situation. The plot revolves around dualities, both literal and figuratively. You will switch between the physical world and an alternate realm which can best be described as "abstract potential". This is a metaphysical space that is not so much another world as an alternative to the real world, a combination of your characters' subjective experiences and the external experiences of everything else in the world.

As humanity stands on the brink of an enormous change in its approach to industrialism, the hearts of the people are naturally at disarray. Some cherish this evolution while others curse it. Most are just too busy with making ends meet from day to day to have reflected too much on the path humanity is taking, but the common factor amongst all is that the people now - more than ever - differ in their views on the world. This climate will affect you in the physical world, where you will bear witness to events ranging from small and seemingly minor personal stories to major political events, but it will also have a big impact on the alternate realm and your travels there.

Latest Blog

Dialogue changes

I've spent a lot of time today redesigning the dialogue message box, changing text colors for messages as well as picking a new serif font (I can already hear some typophiles moaning in the distance). The reason for the redesign and going from white text on a dark background to dark text on bright background is to make it legible for as many people as possible. It was spurred on by my own reaction to reading a lot of my own dialogue over time ingame; I am prone to migraines, and I ended up getting a migraine due to all the bright text on dark background contrast going on. Also, I think the new dialogue boxes and animations look much nicer. I've added an animation for the dialogue box to indicate when the subject changes in the midst of conversation, making it more obvious to the player. Since there's animations involved, I decided to make a video out of these changes:

  • Production
  • Galenmereth
  • RPG Maker VX Ace
  • Adventure RPG
  • 05/19/2013 01:03 PM
  • 08/17/2015 03:48 PM
  • 01/01/2014
  • 48716
  • 23
  • 0

Posts

Pages: 1
I played through what little you have and am intrigued. Consider me subscribed.
Thanks mate. If you've got any feedback for what is there so far, I'd love to hear it :)
The RTP portraits are meh, but maybe that's just my personal opinion. You should either find a good artist, or a good source of replacements.

The abstracts were laid on a bit thick at the start, almost to the point of "oh no, pretentious bullshit", but I was well into it by the time I got to Elise's mirror. No issues after that.

And there weren't enough battles to gauge my thoughts on them. If you stick to the limited items and limited healing though, I can see a problem with players winding up trapping themselves.
This is fascinating in some way.

I like it, and I subscribe. ;)
author=Dyhalto
The RTP portraits are meh, but maybe that's just my personal opinion. You should either find a good artist, or a good source of replacements.


I think my problem is that I haven't played many RPGMVXA games, so to me they look great. But I am aware of this issue, so it's something I'll look at eventually when I can make a proper decision about what custom art I want :)

author=Dyhalto
The abstracts were laid on a bit thick at the start, almost to the point of "oh no, pretentious bullshit", but I was well into it by the time I got to Elise's mirror. No issues after that.


Great to hear; I wanted to walk the fine line between having people get that "pretentious" feeling creeping in while breaking it up in time for it to actually put things into an interesting perspective.

author=Dyhalto
And there weren't enough battles to gauge my thoughts on them. If you stick to the limited items and limited healing though, I can see a problem with players winding up trapping themselves.


If I go with this default battle system, then I'll definitely go all the way with custom class functionalities, tactical mechanics and good itemization. I'm making the game so that I find it interesting to play myself, and I really dislike "battles as filler". However, because of that, I am in the process of experimenting with alternatives to having battles. For example, I'm playing around with the "mirror" realm being puzzle-like (with abstract elements, but not Monkey Island abstract) and the physical realm not having combat at all. The reason is that I'm realizing that I might have to make sacrifices to story and the adventure to support the kind of in-depth battle system I have in mind. By sacrifices I mean due to time restraints and because I have to force the player into interesting encounters, and adding a huge layer of complexity on top of an already complex concept (the "mirror" realm is going to become really symbolically interesting). And that's why I'm at a point where I'm trying to find something that'll work in tandem with the story I want to tell, while still requiring actions from the player and keeping them interested; I do not want to make a visual novel, after all :)
Ok, I've played it, here's what I think:

+ Professional and poetic writing with an interesting story.
+ Plenty of good ideas and kinda original concept.
+ Cinematics are well executed.
+ The mapping is good (some areas in the mirror looks a bit odd but it's ok).
+ The game overall is very good, despite the fact that you don't use custom stuff.
- I hate the "Player Touch" to interact with the events (I miss a lot of dialogues sometimes...dialogues that flow too fast).

Can't say much about the battles, because it's too early.
Despite that small flaw, the game is very good and promising. ;)
author=TheBadMan
+ The game overall is very good, despite the fact that you don't use custom stuff.
- I hate the "Player Touch" to interact with the events (I miss a lot of dialogues sometimes...dialogues that flow too fast).

Thank you very much for your freedback! I'll comment on these two elements specifically :)

Regarding use of non-custom stuff: I'm trying to use as little custom tiles and graphics as I am comfortable with because I have so many other elements to create, like story, characters, gameplay and interesting events and scripts – I'm making a custom combat system, for example, so what you tried in the current demo got scrapped completely. So I am trying to limit myself creatively as much as possible to whatever is there in the RTP. I'm aware this might put some people off, but the reality is that things take a lot of time, and I'm only one guy. However, when I feel that the restrictions negatively impact my game design, I'll change and/or add custom elements. For example, the window design has been completely redesigned (there is a screenshot of it). I'm also creating a custom HUD for health, energy and some battle specific elements. When I've gotten comfortably far with the game, I'm going to look at modifying character faces and sprites, and possibly hiring an artist for it, too :)

"Player Touch" event activation: I've gotten mixed feedback on this now. some love not having to press the action button all the time to interact. Others (like you) loathe it. It's about 60% for at this point in time, and since I'm making character interaction "action button" to interact, I might just change everything to that for consistency :)

Again, thank you very much for your feedback. If you have any thoughts on my comments, I'd love to hear them!
shayoko
We do not condone harassing other members by PM.
515
i dont know how interested i am in the description but iu will try it when theirs a download available. so subbed for now :)
author=shayoko
i dont know how interested i am in the description but iu will try it when theirs a download available. so subbed for now :)


The description is getting a bit old, and I'll update that soon. A lot has changed over the last months. You could check out the following two gameplay videos to see the two new gameplay mechanics in place; "spiritwalking" and "soul searching":




I'll have a demo version ready in not too long to give you a taste of how it plays, too :)
shayoko
We do not condone harassing other members by PM.
515
well,that utterly changed my option on this those are some really cool features that in part lead to dirty thought but that aside... :D
the power to violate someones soul is a tempting idea! :D
and spying..i mean collecting information from a person un aware of your presence who would not love the ability to do that :D?
its even better then invisibility as you can go thru walls,not be heard or touched! :D
now im looking 4ward to more of this :O
Pages: 1