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The mighty sorceress, Ogiwara Ryoko, has long been researching a way to make contact with the spirits. She has found two differing methods of doing this. She calls upon her apprentice to gather the materials for both methods. As her apprentice leaves, she finds herself beginning to doubt the wisdom of that action.

With Okiku, Star Apprentice, players take the role of Okiku, a wizards apprentice whose task is to seek out various spell components for her master. However, Okiku is not particularly serious about her job. Or much of anything else, for that matter.


Personal background:
At first, I wanted to have a shooting system in place for possible puzzle-solving shenanigans. After many frustrations in failure, that idea was abandoned. However, I still had a face-set, a character sprite, and maybe I could still do something with them. This is that something.
As something of a forewarning, this is a game whose humor is aimed toward those who find it's kind of humor funny. Just a friendly heads-up.


Other links of interest:
This game's game-thread on RPG Maker Web.

Latest Blog

RTP-less download available!

I've just finished uploading a version of the game that does not require the RTP! Get it via the downloads tab; it's the one labeled "Okiku, Star Apprentice (Full)"!


At least, I THINK it doesn't require the RTP.


Let's back up a bit, and explain things.


While I was making this game, I made a list of which files from the RTP I used. I used that list to copy-paste over files to make this newer download.


However, I can't help but to think that I overlooked something.


Anyway, if anybody gets an error message about missing files from the "full" version, this is the place to let me know about it!


As to who NEEDS the "full" version...


If you have no idea what an "RTP" is, then, you probably want to download the full version!


If you know what it is, but don't have it (or don't want to mess with getting it), then the "full" version is also for you!


Happy gaming!

  • Completed
  • Marrend
  • RPG Maker VX Ace
  • Adventure
  • 11/30/2013 02:35 PM
  • 08/30/2023 07:49 PM
  • 04/19/2014
  • 151902
  • 26
  • 1696

Posts

unity
You're magical to me.
12540
Given that you've released two demos already, and we still don't have any encounters (which, I assume are going to be a core element of gameplay), I'd personally rather wait for the encounters.
author=unity
Given that you've released two demos already, and we still don't have any encounters (which, I assume are going to be a core element of gameplay), I'd personally rather wait for the encounters.


I agree with this.
gosh darn double posts
Marrend
Guardian of the Description Thread
21781
I now have a make-shift first dungeon, and the Wand is lookin'...


...okay, I guess.


It's weird how the Wand doesn't register monsters when they are one tile away, but DOES register them at a distance.


Not sure what to make of that.


Still, things are generally looking up-and-up!


...Now that I'm looking at these responses, is the fact that I'm using the default battle engine going to piss people off?


That would suck a LOT.

unity
You're magical to me.
12540
The default's fine with me. As long as the battles are balanced and interesting, the default system works just fine.
Marrend
Guardian of the Description Thread
21781
When I went up against the orcs and trolls, they... really weren't that difficult. They didn't cause any damage, and I was pretty much able to kill them with one skill.


That's not EXACTLY what I would call "balanced". Though...


..being a "first area", I think critters being offed in one go is okay-ish. The not doing damage part, well...


...not so much!

unity
You're magical to me.
12540
Yeah, they definitely need to pose some threat, even if its minimal. It's cool if they die in one hit (like you said, it's just the first area) but it'd be nice if they weren't completely powerless.
Marrend
Guardian of the Description Thread
21781
Awwwww yeaaaah!


Ahem. Well, I killed two birds with one stone. I found out that I messed up with the variable that was checking against the $actions array (Now we can blow stuff up at close range again!), AND the monsters have been re-calcumanced!


Players still have a decent edge against them, but...


...eh, whatever.


I have to keep in mind that the full game would allow players to go to either ICE COUNTRY or VOLCANO LAND...


...I'll need PROPER names for these places at some point...


...at the offset, and both these places will not be as forgiving.


At any rate...


...it just finished uploading. Take a crack at it! Tell me what you think, and all that good stuffs!

unity
You're magical to me.
12540
The enemies react nicely when hit with the blasting wand. Was the "preemptive strike" thing implemented yet, because it doesn't seem to be working for me.

Also, I think it was mentioned before, but the healing spell can't be accessed outside of battle. Normally this wouldn't be a big deal, but you can't buy healing items, so, it kind of seems off.

Though congrats with the blasting wand otherwise; it works great.
Marrend
Guardian of the Description Thread
21781
The preemptive code has not been implemented yet. I kinda want more input on that with the blog, but, I might not get it. As for not being able to use healing outside battle...

...I tested that once, to confirm a suspicion. It proved correct.
The game jumps out of the menu after using it. I presume it's because it's calling an event. The one that allows it to gain skill points, no less!
So, I set it so that it can only be used in battle like everything else. I'm pretty sure it'd be clunky either way.
unity
You're magical to me.
12540
Well, like I said, it's not a problem as long as you have other ways of healing, like items. Are you going to be able purchase healing items in the game?
Marrend
Guardian of the Description Thread
21781
There are no items in this game outside the Teleport Orb, and the key items Ryoko asks the player to find. I really wasn't planning on adding usable items either!

Technically, if players are in a REALLY tight spot, they have the option of using the Teleport Orb to warp to Ogiwara's Tower, get to Okiku's room, and use the bed there to restore health and mana.
I guess there is, at least, this option. Rather that force players to rely solely on healing in battle?

I dunno. I know that, outside the Matsumori series, I have this odd tendency to stay away from items, and design some other method to restore oneself in the midst of a dungeon.
unity
You're magical to me.
12540
No offense, but I'm not seeing "teleport out of a dungeon and heal, then redo the dungeon up to that point" as an optimal method of gameplay.

The big question is what's the reason for not including items? Does it serve the game in some way? Is the game made better because they aren't there?

Because I'll be frank. Finishing a battle where the enemies got a chance to do some serious damage to you and you beat them before healing should not be a punishment. That damage should not be something you can do nothing about (aside from leaving the dungeon) and have to deal with in the next encounter.

If you really want to go the "no item" route, why not restore all HP after battle? Or at least something that doesn't make the player have to backtrack.
Marrend
Guardian of the Description Thread
21781
I would have to agree that a sticky situation where players feel a need to return to base SHOULD be an extreme case. Does that mean that adding items to the mix is the only answer? No. Your suggestion of having recovery after battle proves that.

There was also the solution in Uchioniko. Not only were there TP-based abilities that recovered health and mana in battle, but unused TP converted to recovery after battle.

Outside of having no clue of what kinds of abilities this game would want that would use TP, I can see me going that route again.
Though, to be fair, I guess there is no particular reason NOT to add items? So that can be on the Table of Possibilities as well!
unity
You're magical to me.
12540
Yeah, I'm not suggesting that adding items is the only way to go. It's just an easy solution to the problem.

Also, in battle, it creates the choice of "I could heal with items here, but I really want to heal with my skill so my skill improves."
Marrend
Guardian of the Description Thread
21781
Well, the one town the game has DOES have a general store. It could certainly be re-purposed for the buying and selling of items. So, yeah, how much of a stretch can it be?

However, I disagree with your assessment that items would be used in battle, like, ever.

We're not forgetting that Okiku has First Aid (or whatever) AND Concentration (or whatever), right?

*Edit:
I'll grant that an item that restores both health and mana might trump those abilities under certain circumstances, though.
unity
You're magical to me.
12540
Yeah, she doesn't really need in-battle items, necessarily. Or they could be really rare. Whatever you think works. ^_^
Marrend
Guardian of the Description Thread
21781
I'm not going to have enemies drop items for the moment. Though, since geld-pasil is now a thing, they would drop that. Re-calcumancing rewards is in order regardless. Saying that, I'm not against putting items in chests.

Maybe we can have the player grab chests with the Wand...

...or would that go against the "Blasting" concept?

Hrm...
unity
You're magical to me.
12540
I think it's a cool idea. Maybe the wand can, in story, detect treasure and retrieves it instead of blasting it?
Marrend
Guardian of the Description Thread
21781
If I REALLY wanna go hardcore with the Hillsfar references, chests would be opened with the Chime of Opening. Not the Wand of Blasting


Darigaaz, maybe hitting chests with the Wand makes a sound, and that opens the chest, somehow?


I am Slobad at this game!