IMPORTANT! READ BEFORE DOWNLOADING!
I've made the patch for this game the main download, because it is necessary to play the most updated version of the game. It fixes a few bugs, provides some graphical updates, and has a better tweaked balance in areas. The main game can be found in the Downloads tab. If you've already downloaded the game and are experiencing issues, use this patch and see if that helps! In order to apply the patch, create a folder titled "Patches" within the game folder and place the patch in there. That's all!
Lords of the Wasteland is an RPG with elements from a variety of styles. The world in which the story takes place, Mundi, is a world of many cultures and each area reflects that visually, by the actions of the residents, and by their interactions with other areas. My goal in creating this game was to explore the interactions of the characters and cultures more than to drive the plot forward. I have intentionally left out a lot of exposition and hand holding in order to create a more "in the moment" experience for the players. Ultimately, I want the entire game to reflect that from the visuals to the gameplay. I have also attempted to inject humor where I can (my sense of humor will become apparent rather quickly), and make this a game that knows what it is. I am aware that there exist some shortcomings and I hope to overcome those with the help of your critiques and my own hard work. So I would like feedback to be very honest, and as specific as is reasonable. Now, on to the nuts and bolts.
Mundi is a world that reflects our very own in many ways. You will find that each country is at least somewhat reflective of a culture you are familiar with (the country of Toshi is based on Japan for example). These are meant to be templates and not absolute rules however, so there is a fair amount of divergence. For this reason, it can not be said that this game takes place in any one particular setting (fantasy, steampunk, modern, etc.) as each area will be reminiscent of several themes.
Religion plays a large part of each culture as well, and for this reason I should state that people who are sensitive to religious themes may be offended at times. There are three main religions in this world: the monotheistic Abraxism, polytheistic Collectivish, and pantheistic Worshipers of the Wild. I have completely fleshed these beliefs out into their various ideologies and practices, and the player will have the option to explore what each of these faiths are about. These belief systems will become motivators on small and large scales throughout the story.
This is a world of magic and mystery of course, so a few familiarities will arise as well. For this reason I have not explained some things that I feel will be second nature to many players. If this game really takes off I will probably add a prologue to tighten up any possible areas left confusing for non-regular RPG players.
The history of this world will be revealed throughout the story, so I don't want to spoil too much in the introduction.
Beyond all of that I will be happy to answer any questions not made clear by the demo (or update the demo itself to clear these issues up).
These are just the main characters you will encounter in the demo. There are many more both playable and NPC.
Aeros Tachys
A witty and contemplative youth, he makes his living as an escort helping the many travelers that visit his home village, the port town of Corsair, through the dangerous Grimwood that surrounds it. He has a dry sense of humor and jokes his way through tough situations in order to keep a cool head.
Davos Tachys
Davos is a straight-faced deep thinker. He lets Aeros do most of the talking when they are together so he can size up the situation. His reticence comes from a combination of weariness, experience, and the effect of losing his wife while she was in childbirth. He has attempted to raise Aeros in the manner he thought she would be proud of.
Sebastian Dozent
The pride of Grofstadt's prestigious Academie. Sebastian is considered by many to be the smartest man alive, and he has done a great deal to earn that reputation. He is the world's foremost authority on the studies of Alchemy and Engineering, and the inventor of several wondrous devices (including The Relic, an airship without peer.) He is more than a little driven to control situations, and probably enjoys his prestige more than he should.
My focus in selecting features for this game was immersion. Games are for playing, not playing against. So I tried to piece together things that create a gameplay experience that you aren't drawn out of by mechanics of the game itself.
Save anywhere. Difficulty in a game shouldn't be centered around repetition.
ATB battle system, allowing more strategy and tension during play by increasing the importance placed on characters' speed.
A set of skills that I actually intend for you to use! I hate sitting on skills until a boss fight.
Battles balanced to incorporate the more useful speed stat and skill effects.
Battle Symphony visual battle system
On screen enemies means no random encounters, no grinding, steady challenge throughout.
Gameplay that is focused on keeping you OUT OF THE MENU!!!!!!!!!
Mini Game(s) (just one for now, there will be more).
Skills for each character that are learned and used in unique ways (e.g. Sebastian's Alchemy skill uses combinations of items learned by finding Recipes, whereas Aeros' Finesse skill uses the TP system and new skills are acquired by completing special missions).
Multiple story lines that occur simultaneously and converge to create the complete picture.
Demo features ~5 hours of gameplay and covers roughly 1/4 of the total game.
I don't know about you, but this is always where I go first. So here ya go:
A shot of the menu
This monster is facing backwards for a very good (read: bad) reason...
A little piece of the world.
...is this going to be a long story...
Curiouser and curiouser
Sebastian's Alchemy skill
Philosophy at 10,000 feet
Mount Himmelen cliff face...it's a doozy
I'll probably switch from a standard message system to speech bubbles from each character to keep the players eye connected to the action.
I want "Damage" graphics for all the characters (so if anybody is feeling generous...)
In addition to this, I want to use those "Damage" graphics in battle as death state graphics rather than just having the actors disappear.
A couple of the enemies will be changed to animated character sprites when I figure out how to make this work with the cache script I'm using.
I'm probably going to switch to Victor's ATB when they fix the run button bug (that's the main reason I want it)
A battle cursor to keep the player's eyes on the actors.
A unique font for this game
I've got a couple of friends working on original music and artwork. Right now I'm relying mostly on Final Fantasy VI music (the best ever imho).
Free pie with each level up!
Important: In the Oroboros Range portion of the demo, sometimes the cave maps don't load properly and the game crashes. It doesn't make the game unplayable as it doesn't happen every time and you can load again if you need to. Just save a lot in that part.
Some of the state graphics don't go away after fights. Thought I fixed this, but apparently not. Let me know if you encounter one of these.
You have to press F5 in order to go away from full screen. Alt+Enter won't work for some reason.
Enterbrain
Square Enix
Lunarea
Celiana
Mack
Indrah
Galv
Yami
Yanfly
Neon Black
KilloZapit
Tsukihime
Victor Sant
Zeus81
Moghunter
Khas Arcthunder
Mithran
I'm almost certain I've forgotten someone, so feel free to throw things at me until I get it right. I want to credit those who did an extraordinary amount of work, which made this project closer and closer to what I really want it to be.
I hope you enjoy the game and please be specific and critical. I'm attached to this project and I want to see it grow.
You can download the demo from the button at the top. Remember to get the patch as well.
This is a non-RTP download of the game. For the RTP go to:
http://www.rpgmakerweb.com/download/additional/run-time-packages
If anyone likes this game enough to officially show their support, I made this banner you can add to you signature or whatever you like!
Thank you all!
Version History
Version 1.06:
-New map for Corsair
-New map for Mt. Himmelen Pass
-Graphical updates for nearly every map
-New music in several maps (mostly got rid of the FF music now, next update should be all "original" music)
-Updates to shops
-Balancing tweaks to some fights
-Minor bug fixes
Version 1.04:
-Updated mapping in Oroboros Range
-Improved Ander character
-Other graphical fixes
-Minor bug fixes
Version 1.03:
-Minor bug fixes
Version 1.02:
-Smaller file size
-Fixed bugs with followers (for real this time!)
-There are a few scenes where I've used the Pop Message system. I may go to this for the whole game. Not sure yet.
->I know there are issues in these scenes with faces fitting on the screen. Any other issues, please let me know.
I've made the patch for this game the main download, because it is necessary to play the most updated version of the game. It fixes a few bugs, provides some graphical updates, and has a better tweaked balance in areas. The main game can be found in the Downloads tab. If you've already downloaded the game and are experiencing issues, use this patch and see if that helps! In order to apply the patch, create a folder titled "Patches" within the game folder and place the patch in there. That's all!
Lords of the Wasteland is an RPG with elements from a variety of styles. The world in which the story takes place, Mundi, is a world of many cultures and each area reflects that visually, by the actions of the residents, and by their interactions with other areas. My goal in creating this game was to explore the interactions of the characters and cultures more than to drive the plot forward. I have intentionally left out a lot of exposition and hand holding in order to create a more "in the moment" experience for the players. Ultimately, I want the entire game to reflect that from the visuals to the gameplay. I have also attempted to inject humor where I can (my sense of humor will become apparent rather quickly), and make this a game that knows what it is. I am aware that there exist some shortcomings and I hope to overcome those with the help of your critiques and my own hard work. So I would like feedback to be very honest, and as specific as is reasonable. Now, on to the nuts and bolts.
Mundi is a world that reflects our very own in many ways. You will find that each country is at least somewhat reflective of a culture you are familiar with (the country of Toshi is based on Japan for example). These are meant to be templates and not absolute rules however, so there is a fair amount of divergence. For this reason, it can not be said that this game takes place in any one particular setting (fantasy, steampunk, modern, etc.) as each area will be reminiscent of several themes.
Religion plays a large part of each culture as well, and for this reason I should state that people who are sensitive to religious themes may be offended at times. There are three main religions in this world: the monotheistic Abraxism, polytheistic Collectivish, and pantheistic Worshipers of the Wild. I have completely fleshed these beliefs out into their various ideologies and practices, and the player will have the option to explore what each of these faiths are about. These belief systems will become motivators on small and large scales throughout the story.
This is a world of magic and mystery of course, so a few familiarities will arise as well. For this reason I have not explained some things that I feel will be second nature to many players. If this game really takes off I will probably add a prologue to tighten up any possible areas left confusing for non-regular RPG players.
The history of this world will be revealed throughout the story, so I don't want to spoil too much in the introduction.
Beyond all of that I will be happy to answer any questions not made clear by the demo (or update the demo itself to clear these issues up).
These are just the main characters you will encounter in the demo. There are many more both playable and NPC.
Aeros Tachys
A witty and contemplative youth, he makes his living as an escort helping the many travelers that visit his home village, the port town of Corsair, through the dangerous Grimwood that surrounds it. He has a dry sense of humor and jokes his way through tough situations in order to keep a cool head.
Davos Tachys
Davos is a straight-faced deep thinker. He lets Aeros do most of the talking when they are together so he can size up the situation. His reticence comes from a combination of weariness, experience, and the effect of losing his wife while she was in childbirth. He has attempted to raise Aeros in the manner he thought she would be proud of.
Sebastian Dozent
The pride of Grofstadt's prestigious Academie. Sebastian is considered by many to be the smartest man alive, and he has done a great deal to earn that reputation. He is the world's foremost authority on the studies of Alchemy and Engineering, and the inventor of several wondrous devices (including The Relic, an airship without peer.) He is more than a little driven to control situations, and probably enjoys his prestige more than he should.
My focus in selecting features for this game was immersion. Games are for playing, not playing against. So I tried to piece together things that create a gameplay experience that you aren't drawn out of by mechanics of the game itself.
Save anywhere. Difficulty in a game shouldn't be centered around repetition.
ATB battle system, allowing more strategy and tension during play by increasing the importance placed on characters' speed.
A set of skills that I actually intend for you to use! I hate sitting on skills until a boss fight.
Battles balanced to incorporate the more useful speed stat and skill effects.
Battle Symphony visual battle system
On screen enemies means no random encounters, no grinding, steady challenge throughout.
Gameplay that is focused on keeping you OUT OF THE MENU!!!!!!!!!
Mini Game(s) (just one for now, there will be more).
Skills for each character that are learned and used in unique ways (e.g. Sebastian's Alchemy skill uses combinations of items learned by finding Recipes, whereas Aeros' Finesse skill uses the TP system and new skills are acquired by completing special missions).
Multiple story lines that occur simultaneously and converge to create the complete picture.
Demo features ~5 hours of gameplay and covers roughly 1/4 of the total game.
I don't know about you, but this is always where I go first. So here ya go:
A shot of the menu
This monster is facing backwards for a very good (read: bad) reason...
A little piece of the world.
...is this going to be a long story...
Curiouser and curiouser
Sebastian's Alchemy skill
Philosophy at 10,000 feet
Mount Himmelen cliff face...it's a doozy
I'll probably switch from a standard message system to speech bubbles from each character to keep the players eye connected to the action.
I want "Damage" graphics for all the characters (so if anybody is feeling generous...)
In addition to this, I want to use those "Damage" graphics in battle as death state graphics rather than just having the actors disappear.
A couple of the enemies will be changed to animated character sprites when I figure out how to make this work with the cache script I'm using.
I'm probably going to switch to Victor's ATB when they fix the run button bug (that's the main reason I want it)
A battle cursor to keep the player's eyes on the actors.
A unique font for this game
I've got a couple of friends working on original music and artwork. Right now I'm relying mostly on Final Fantasy VI music (the best ever imho).
Free pie with each level up!
Important: In the Oroboros Range portion of the demo, sometimes the cave maps don't load properly and the game crashes. It doesn't make the game unplayable as it doesn't happen every time and you can load again if you need to. Just save a lot in that part.
Some of the state graphics don't go away after fights. Thought I fixed this, but apparently not. Let me know if you encounter one of these.
You have to press F5 in order to go away from full screen. Alt+Enter won't work for some reason.
Enterbrain
Square Enix
Lunarea
Celiana
Mack
Indrah
Galv
Yami
Yanfly
Neon Black
KilloZapit
Tsukihime
Victor Sant
Zeus81
Moghunter
Khas Arcthunder
Mithran
I'm almost certain I've forgotten someone, so feel free to throw things at me until I get it right. I want to credit those who did an extraordinary amount of work, which made this project closer and closer to what I really want it to be.
I hope you enjoy the game and please be specific and critical. I'm attached to this project and I want to see it grow.
You can download the demo from the button at the top. Remember to get the patch as well.
This is a non-RTP download of the game. For the RTP go to:
http://www.rpgmakerweb.com/download/additional/run-time-packages
If anyone likes this game enough to officially show their support, I made this banner you can add to you signature or whatever you like!
Thank you all!
Version History
Version 1.06:
-New map for Corsair
-New map for Mt. Himmelen Pass
-Graphical updates for nearly every map
-New music in several maps (mostly got rid of the FF music now, next update should be all "original" music)
-Updates to shops
-Balancing tweaks to some fights
-Minor bug fixes
Version 1.04:
-Updated mapping in Oroboros Range
-Improved Ander character
-Other graphical fixes
-Minor bug fixes
Version 1.03:
-Minor bug fixes
Version 1.02:
-Smaller file size
-Fixed bugs with followers (for real this time!)
-There are a few scenes where I've used the Pop Message system. I may go to this for the whole game. Not sure yet.
->I know there are issues in these scenes with faces fitting on the screen. Any other issues, please let me know.
Latest Blog
No blog entries have been posted yet.
- Production
- McTone
- RPG Maker VX Ace
- RPG
- 02/27/2014 04:59 PM
- 12/16/2019 02:27 AM
- 07/01/2015
- 36825
- 10
- 283