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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

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.
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
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.
unity
You're magical to me.
12540
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.
5958
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.
12540
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.
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.
Marrend
Guardian of the Description Thread
21781
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.
unity
You're magical to me.
12540
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.
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.

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!
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 :)
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!
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
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)
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. >.<;

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
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 ^_^
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
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.