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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

CashmereCat
Self-proclaimed Puzzle Snob
11638
Yeah. Basically you use a ship to navigate throughout, but you can drop the main character off on different locations. Would this fit into the game's logic? Like, can you make encounters on sea while on a ship? Or perhaps just have no encounters via sea?
Marrend
Guardian of the Description Thread
21781
author=CashmereCat
Like, can you make encounters on sea while on a ship?

I'd say "yes". If they are random, the random encounter table for the map (and any sub-areas within the map) handles them. If they are on-screen events, the events can be on the water.

Actually, I'm not too sure about eventing battles on a vechile. I've never done it, but I don't see why they wouldn't work they way they normally would.
unity
You're magical to me.
12540
Yeah. I haven't quite brained how the ship is going to factor into gameplay, but having a ship in this area, one way or the other, should be fine.
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.
5958
Based on the scale of the area I was imagining that the water here was just shallow enough to walk across, but a boat would be okay too. However, you could do a small rowboat or raft here, but it's not big enough for a full size ship.
unity
You're magical to me.
12540
Good point. A full ship would look small compared to the scenery. But a raft can be used just as well!

I'm really close to having the first demo of Wyrm Warriors done! It may be ready as soon as tonight! Putting the last finishing touches on now :D
You should remove me from the developer list. It is cluttering my notice inbox.
unity
You're magical to me.
12540
author=Jude
You should remove me from the developer list. It is cluttering my notice inbox.


Whoops, sorry, didn't think about that problem. Done, you've been removed. If the excess mail is a problem for anyone else, let me know and I'll remove them.
Gracias. Unfortunately you can't manage subscriptions on things you are "developer" for--you just have to accept any and all updates.
Linkis
Don't hate me cause I'm Cute :)
1025
unity, are you making this game hard for me on purpose :(

I killed monsters in the first dungeon, got some cash and went back to town to buy some weapons and armor. Normally, when you cursor over a weapon or armor in other games it gives you a plus or minus so you know if your hero will benefit from using or wearing said weapon or armor. Ain't so at the weapon shop. It does show who can use it but not how much it can help or even if they already own that item.
SO ?? :)
unity
You're magical to me.
12540
I do apologize, as this was a concern of mine as well. However, with 30 characters, there's no way to display all of their stats in the shop windows. It would be really cool if I could, say, get the character icons to glow yellow if weapons increased their stats and red if it decreased them, but unfortunately I'm rather terrible with code and this is beyond my abilities right now. If anyone knows of a way to do this (or has an idea for a different fix) please let me know and I'll try to implement it.

All stat changes brought on by all pieces of equipment are listed on all item descriptions, so for now I'm afraid you'll have to go way oldschool and check item vs item. The second tier of items in the shops are generally going to be your best bet, though there are some drops in the Bandit's Hideout that surpass them in terms of raw stats (but may have other drawbacks). Hope that's not a dealbreaker, and again, sorry that it's not more ideal.
Oh, instead of (Characters) why not put (Design)? It includes creation of more than just characters, like towns and the like... ^.^
unity
You're magical to me.
12540
Good point! I'll change it. I could also just have everyone listed as plain old "developers" because that also fits ^_^
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.
5958
Here Unity. This won't show up or down arrows (I'm not even sure how the logic for that would work when some items give evade instead of mdef!) but it will at least display the number of each item you currently have equipped. That way people can be like, "Oh, I have a wizard hat equipped, and both it and the double-wizard hat are sold here, and I can see it would be an upgrade."

class Window_ShopStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Draw Quantity Possessed
  #--------------------------------------------------------------------------
  def draw_possession(x, y)
    rect = Rect.new(x, y, contents.width - 4 - x, line_height*2)
    change_color(system_color)
    equipped = 0
    for actor in $game_party.members
      for eq in actor.equips
        if !eq.nil? and !@item.nil?
          if (eq.is_a?(RPG::Weapon) and @item.is_a?(RPG::Weapon)) or (eq.is_a?(RPG::Armor) and @item.is_a?(RPG::Armor))
            if eq.id == @item.id
              equipped += 1
            end
          end
        end
      end
    end
    draw_text(rect, Vocab::Possession + "  " + $game_party.item_number(@item).to_s)
    draw_text(rect, Vocab::Possession2 + "  " + equipped.to_s, 2)
  end
end
Oh man... I would love it if you got a script that did what I suggested in the video (that will be here very shortly) because it would be neat but... you'd probably need a scripter who knows what they're doing very well to do it so... not very viable. >.<;

unity
You're magical to me.
12540
author=LockeZ
Here Unity. This won't show up or down arrows (I'm not even sure how the logic for that would work when some items give evade instead of mdef!) but it will at least display the number of each item you currently have equipped. That way people can be like, "Oh, I have a wizard hat equipped, and both it and the double-wizard hat are sold here, and I can see it would be an upgrade."

This is just what we need! Thanks so much! :D

Edit: Works great now! Now we can see the number owned and equipped! Excellent! It will show up in the next update of the download ^_^

author=Liberty
Oh man... I would love it if you got a script that did what I suggested in the video (that will be here very shortly) because it would be neat but... you'd probably need a scripter who knows what they're doing very well to do it so... not very viable. >.<;

Maybe someone will be able (and willing) to. If not, I'll ask people for opinions on how we can make do. (I say this without even knowing your suggestion yet XD)
Unfortunately I have to re-upload the whole thing because I accidentally signed out of Google (meaning Google signed me out like it always does for no fucking reason. >.<; )

A very rough mock-up:

Basically, you'd choose an item then instead of choosing an amount it'd jump to the character sprites (the first coloured one) and you'd scroll through (left/right). The coloured ones are the people you have that can equip that piece. The greyed out are those who can't equip it and the silhouettes are the people you've yet to find.
When you hover over the person their stat changes pop up, according to current equipment vs the equip you're looking at. Pressing confirm will allow you to choose either the number of items or to just straight-out buy then choose equip (either/or... or both if possible).

If you give me a list of the current scripts in use, I'll see if I can't find someone who might be willing to aid us in this endeavour, if you like the idea that is. ^.^;
unity
You're magical to me.
12540
Wow. My mind = blown. That is amazing! ^_^

Though, like you said, the trick is finding someone who can do that. Still, I think that idea would work magnificently.

EDIT: I'll get that list of scripts together right away!
Linkis
Don't hate me cause I'm Cute :)
1025
@unity....

SO, ya got the info to tell me if it's worth buying that new sword or underwear for what??? a whole day now....

Where's the new demo ?? :) hahahhahahahha

Good thing I scribed early on so I know when to download again :)
Seiromem
I would have more makerscore If I did things.
6375
Plot Twist

Dr. Toadly is Wyrm Wizard

Anyways, based off liberty's let's play the game looks great!
Okay, so quick questions:
Are Barrier and Healing repurposed sp or ex parameters or are they entirely new?

Also, people won't leave the party, right? They'll be accessible at all times? Because they could prove a bit harder on the scripting if we allow removal of them via story point or something.