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For Liberty's 2014 2-Day DO SOMETHING Challenge, Craze designed a community game and asked for RMN users to submit characters. A deluge of interest was generated and thirty characters were born!

The vile Wyrm Wizard has decimated the country of Aremen, and evil seems to be on the brink of consuming the land. Thirty souls rise and unite to push back the darkness, and to break the oppressor's power with their unique talents. It's up to you to gather the the thirty heroes together and traverse the broken land. Find the evil Wyrm Wizard and put an end to his reign of terror!

Features Include:

  • Thirty warriors to find!
  • Switch out characters on the fly, anywhere, anytime, even in battle.
  • Reward medals are given for clever item management. These rewards unlock unique items and gear.
  • A unique level system with a dynamic level cap that grows as you progress and lift the curses that plague the land.


Please see the Character page for information on the massive cast!

If you'd like to contribute, please see the following forum links:
General Development
Characters (no longer taking new submissions)
Locations (mappers needed)
Dungeons (mappers needed)

VX Ace RTP Required for the game.

Latest Blog

I am quitting Wyrm Warriors

I no longer enjoy working on Wyrm Warriors. In fact, I haven't since an incident nearly a year ago between me and one of the contributors. Aside from adding a quest system, laying out towns and making several dungeon maps, not a whole lot has been done since the initial release.

I have decided to quit the project. I'm leaving the current build up for anyone who cares to grab it. There are a few contributed locations with maps missing, but I will add those in tonight.

I'm someone who prides herself on finishing what she starts, so deciding to drop this isn't something I take lightly. For a long time, I told myself that I'd power through it, but every second I spend on it is time I wish I was working on something else. I took breaks and tried to come back to the game, but every time it was the same: the same lack of enjoyment and void of enthusiasm.

I told myself "you HAVE to do this, make a big status declaring your intent and get the next installment out, no matter how un-fun it is." But after a couple of days, I already found myself wanting to do anything else but continuing. Making games is my hobby, but it's not a job, and I just can't put my time, energy, and love into something I no longer enjoy making.

I sincerely apologize to you all, especially to those who have made maps and characters. I will refrain from running community projects in the future to prevent this sort of catastrophe from happening again.

What does this mean for the future of Wyrm Warriors? Is the game dead? That's up to you. As I took over the project when Craze was done with it, someone can step up and take the lead if they wish. Or, it can be completely run by the community. Or it can end here and be forgotten. I leave it entirely in your hands, but I must take my leave.

Again, I am very sorry. -_-

Tags

Posts

unity
You're magical to me.
12203
Barrier is just a renamed Magic Defense, and Healing is a re-purposed Luck, but re-worked to affect healing magic. Craze deserves the credit for both of those, btw ^_^ (They're that way in DEViL::ender as well)

And I had no plans of removing any of the Souls from the party; once they joined, I figured they'd be there for the rest of the game.
Marrend
Guardian of the Description Thread
20053
I thought Barrier was essentially Magic Defense? Healing looked like it could be a re-purposing of Luck. I could be wrong, though.

*Edit: Way to fail on the reading of posts, Marrend.
Speaking of storyline,how are cutscenes going to work? I mean there's a crap ton of characters, in which most of them are optional, so it's either you code some dialog for each character or have each cutscene focus on a specific set of characters.
unity
You're magical to me.
12203
Well, you see some of it in the demo, where characters respond as if someone in your party had, say, asked them to join the party. When a conversation is between specific characters, there will be dialog, but a lot of it will be oldschool style where your characters actual dialog is assumed. (I don't think it's feasible to, say, code for every character combination XD)

Now, in a story-heavy game, this would not be how I would handle things at all. But I think the core of this game is character-collecting, exploration and challenge. There can still be character moments, but they'll be isolated rather than tying directly into the plot (like the short conversation that Rosie has with Natalie, for example), and we can also have as many optional side-quests that showcase characters as we want. We can do plenty of character-interaction that way.

I apologize if this sounds disappointing to anyone wanting a rich, detailed narrative, but its just not feasible with this project.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5478
At the very least, I wonder if it would be possible to just change the monologues into dialogues. The conversations where your party doesn't say anything but people respond as if you did always sort of annoy me. There is a subset of characters who are always in the party who could provide the other half of the conversation that's being skipped - so far we have the three starting characters and the tiny-tophat girl as mandatory characters.
unity
You're magical to me.
12203
I have to admit, the way I'm doing it now is really bad from a writing perspective. :/

Hmm, perhaps, I could, for each conversation, have three possible responses from chosen party members, where if you have certain optional characters, they may respond, but if not, it can default to someone guaranteed to be in your party. Or randomize it, so that it could be one of several characters, and keeps going down the list until it defaults to someone that's guaranteed to be to be in the party.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5478
If you're bothered by the idea of the mandatory characters getting most of the dialogue, that would be a solution. I think it would be good enough to just use the mandatory characters though.
For the main plot the mandatory characters could be the focus of the dialog, while for optional missions the non-mandatory characters could get the spotlight.

The conversation tree of choices is also a good idea.
Perhaps randomise it from anyone who you should have picked up for certain (not ones you can easily miss - those who join through story events). We're assuming that the group is travelling together, even if we can't see everyone on the map - the fact that we have access to them at any time sort of makes it obvious, so not only would that be feasible from a logic stand-point but it'd also work to add a bit more flavour in there.
Also, I do like the idea of side-quests for fleshing out characters. It's a good way to do so when using a larger cast.

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5478
I think having tons of characters able to talk is what Unity's trying to avoid. That's a ton of dialogue to write.

Writing dialogue for one or two possible characters for each scene would be enough.
That's why I recommended only those who are certain gets - ie: storyline gathered/unmissable. There wouldn't be many, all told, since most are found around and about. I mean, currently there's 4 who are gained via storyline, correct?
unity
You're magical to me.
12203
Yes, that's right.

I'm not sure exactly how I'll do it yet, but I'll come up with something over the next few days and update the download to see how it fares. ^_^
I liked the game...and it DOES end after beating the first orb dungeon right?
It does. ^.^ It's currently at demo phase (and a lot better than a lot of demos we've been seeing lately.)


EDIT: Added the second video, too. Got to the end. So far, so good!
NeverSilent
Got any Dexreth amulets?
6110
I played the demo again and everything is pretty awesome so far. Still, there are a few things I wanted to ask or bring to your attention (it was still version 0.04 though, so maybe some of this has already been solved):

- I know the player should be able to switch out active party members even during battles, but I just couldn't figure out how to do that. Is this feature not implemented yet or is it just me being oblivious?
- Is there some way to regain SP other than with items? I managed to beat the first required dungeon without using any items, but now all my characters are out of SP and I don't have enough SP restoring items for them all.

And here's some nitpicking:
- The description of Andri's passive ability Mana Fist-Pump says he regains MP for defeating enemies, yet in-game they are called SP.
- Kathleen's passive ability Spirit of Giving only works during battles, which is not indicated in the description.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5478
There is an inn at the town, NeverSilent. MP management is definitely still in a weird and problematic state though and will probably go through several further revisions.

And you can switch characters in battle by pressing Esc or the cancel button before choosing an action for the first party member. It would probably be nice if each turn started on that party menu instead of you having to press the cancel button to get there.
NeverSilent
Got any Dexreth amulets?
6110
Great, thank you, LockeZ! That helps a lot.
And how did I manage to completely forget about the inn? Verbal headbutt to myself.
Isrieri
"My father told me this would happen."
6155
I ought to give this a go when its completed.

I also shouldn't open more than one tab at a time.
unity
You're magical to me.
12203
author=NeverSilent
And here's some nitpicking:
- The description of Andri's passive ability Mana Fist-Pump says he regains MP for defeating enemies, yet in-game they are called SP.
- Kathleen's passive ability Spirit of Giving only works during battles, which is not indicated in the description.

Thanks for pointing that out! I'll fix them ^_^ And glad you're enjoying it.

EDIT: Also, as the game goes on, you'll have more characters to switch out, which means more SP overall ^_^