This is my entry for the Talking Time '14 RPG Maker Contest (And is still woefully unfinished)
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Between Void and Shadow is my attempt at creating a basic (i.e., no advanced scripts to overly alter the battle system beyond the default), yet fairly involved mechanically, RPG. This is mostly achieved through me assembling a tiny hodgepodge of mechanics and ideas from older RPGs to put together something a little different from the average.
To wit:
The estimated completion date for this is going to be a total pie in the sky sort of thing; I basically work and go to school full time, so I usually only get to work on this a few hours a week if that.
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Between Void and Shadow is my attempt at creating a basic (i.e., no advanced scripts to overly alter the battle system beyond the default), yet fairly involved mechanically, RPG. This is mostly achieved through me assembling a tiny hodgepodge of mechanics and ideas from older RPGs to put together something a little different from the average.
To wit:
- Max character levels are limited to 20 for most of the cast and game (this will eventually be expanded to what's functionally level 40 for each character).
- There are no replacement skills. The game is structured in such a way that new skills build on each character's toolset rather than merely upping the pretty numbers.
- Status effects are meaningful, yet relatively easy to handle on the player end; this also means that buffs and debuffs will be incredibly valuable tools in both the player's and enemies' toolboxes.
- No random encounters in dungeon areas; given the limited level cap, it doesn't make much sense to waste the player's time with extra grinding. Each dungeon will have a special square that will force an encounter against one of the dungeon's troops for those that do want to grind or just beat on monsters for a while.
- Above all, this game is focused on gradual mastery of the combat system presented within (along with experiencing the story, of course). Successive dungeons will build on the combat challenges previously presented, or introduce new ones based on the PCs' improving toolsets.
The estimated completion date for this is going to be a total pie in the sky sort of thing; I basically work and go to school full time, so I usually only get to work on this a few hours a week if that.
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