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:Introduction:

Inspired from a very bad RPG, I started with Eternal Trinity, took some of the rare good ideas and gave them new context. Now, I create a very different new world and write a complex and hopefully interesting worldbuilding. Eventually the game will have nothing to do with the original.

Because I never finished a game and I know this game will be kind of huge, I will try a different strategy during the process of development:
First, the whole game will be created with cheap graphics (RTP Standard and small edits) so I can concentrate my energy on other things, to get a better feeling for the storyline, character-development, technical stuff, map-design, gameplay, FUN. Of course there are exceptions, like the character-craphics.

Second. After the whole game is finished and I can be sure, that people will like it because of all my plannings, the game will get new and better graphics, animations. With this tactic I should be able to produce a well made game. This game already uses a few unique musical compositions (thx to CodyVerrigno) but not every track will be an ET-original in the first step (and maybe not even in the second step. I don't know).

:Gameplay:

Everything is still in planning and I don't hesitate to throw old concepts away. From this point I can say, this game will be a "classic" RPG, but no entire focus on battles. The gameplay should be united with worldbuilding and character-qualities. Also I want a lot of variety, "secrets" to discover and not just a "Run from A to B" concept. More informations when I created this silly stuff (also with screenshots).

Planned Features
  • Tactical Round Based Side-View Battle System

  • More from the Battle-System: You can use different kinds of weapons for different enemies. Also the position of heroes and enemies matters, you can protect people behind you, change your position. You can do critical hits by pressing the right button at the right moment. I don't want a Enter-Smashing-Battle-System. But I want a fast one.

  • Alchemy with many recipes and qualities

  • Mining, reprocessing and binding with tools of "Magic"-stones

  • Inventory-Management (inventory is limited)

  • Small card-game where you can also learn weaknesses of the real monsters


The game will teach itself step by step with intuitive tutorials.

:Worldbuilding:

The scenario is placed on an almost frozen moon-world, which orbits around a giant gas planet, along with a second moon. The civilisation of this world has an own religion which is based on the sky and has the task to teach survival on this wintry world, so their world shall be rise into light like the sun (they think it is an blessed civilisation, which satisfied their god).
Also the moon-world contains ruins of an old very advanced civilisation, but the origins are unknown. This moon is also source of a rare crystalline ore (Dimerit) which can transform into various common stones, the Elementiades (the "magic" of this world).

:Characters:

The characters will be slowly introduced over time. Every one of them is a main protagonist.

Emerik
Comes from an eternal snowy island, raised as a hard working young man in a small community. Killing animals/monsters for food, helps supply his little village. So he is pretty strong for his age, but doesn't know anything about the world outside.

Barrel "The Ape"
Once a feared brutal pirate of the 'giant frozen sea', he is a fat, bearded, still feared old man. But the times of piracy are bygone and his heart isn't as that much "evil" anymore. He has seen many things over the whole world, has many crazy tales to tell and you never know which of them are true. Of course he is extremely strong but his body weight and piracy past causes much trouble.

Sophya
Sophya is a very lonely gipsy woman and can't interact very well with people. She wants to be respected and liked, so she is much too nice to anyone, and often pays the price for this. She doesn't really know her own strenghts, until she made trustworthy friends who see her big range of abilities and usage of knowledge. She also has a convenient carriage.

:Storyline:

Still in development, of course.
Like every few month, Emerik and his father went out to a far-off village on the coast, to exchange some Brown Elementiades (from the mine of his grandfather) for some food and other goods. But this time even the village hasn't received enough goods from the main continent and so they can't provide them with anything. Of course they can't return with empty hands, so they decided to split up. His father returns to the village while Emerik travels with some other worried guys to the main continent.

:Planned releases:

(1) Create the game with RTP and in German
(2) Translate it into English
(3) Change and improve all graphics ("Prophecy-Update")

:Current Work In Progress:

- Battle-System
- Worldbuilding (continuously)

:Other games:

ZEHN: Hollow Past http://rpgmaker.net/games/5534/

Latest Blog

First facts about the battle-system

The battle-system is still in a very early state and you can't do anything, but the technical background is at a point where the concept can't be smacked from the chair.

Today, I nearly finished the interface of the status-windows. This wasn't that easy because the positions of them are centered, the number of members in the party can vary, the composition of the party as well and the whole technical aspect is automated. So, yeah, makes it difficult, but very easy in long sight (easy changes, easy additions). The "mana-bars" aren't finished yet.

Here is how the battle-system (and part of the game) will work:

Change Party

In the end you will have a group of three protagonists (what a surprise). But they are very different from each other and can't be in every battle or the party needs to split up for an efficient plan. This means you can and must change the party during your adventure. So sometimes you have different compositions of teams. Isn't a big deal, but I wanted to mention that.

Guest-Characters

Because the team needs to split up sometimes, there is the possibility to add a "fourth" guest-member. There will be a greater number of them. Which one will be in your party depents from your chosen side-quest or part of the main-quest. The "fourth" member isn't just an addition for battle, but rather a helping hand on the "overworld". Sometimes you even need to protect them in battle, because they can't fight.

I set "fourth" in quotes because you can have guest-characters before you even encounter the second protagonist.

Speed-Based Attacks

There is no attribute for agility/speed. Well, there is, but you can't level it up. The fat pirate will always be a fat pirate, that's why he can't be fast like a hurricane. The speed-attribute is fix for every person (you can change this with alchemy, of course. I don't want to be an asshole).

However, the basic-speed is just an attribute for the beginning of a battle (who attacks first). The most speed in battle comes from the attack you choose. Every character will have more than one basic-physical-attack, excluding "magic" or "technics" because they can carry more than one weapon or use another combat-style. There are fast but weak attacks, slower but stronger attacks. The choice of attack can also be very effective against some types of enemies or are the only way to attack them (for example flying enemies).

Protecting, Criticals, Rows and Columns

If you're being attacked, you can prevent damage by pressing the counter/block-button in the right time. This works like an ordinary block and the timing varies for each type of enemy.

The battle is a sideview-system which uses rows and columns. You can change your position during the fight. Characters in front of other characters can protect them in the same way like mentioned before. This can even inflight damage on the enemy.

Wenn you attack, you can land a "critical" hit in the same way. Well, not exactly. This isn't really a critical hit, more like the standard-damage you want to inflict. Without this you deal not very much damage. With this system I want to prevent enter-smashing and reward attention.

Some attacks have a different "range" and can't be used very well in certain columns. Also the position of your character influences the general order of attacks. So you want to find out the best positioning and strategy that works for you.

"Hearts" Instead of Numbers

Another reason why you want to pay attention and block attacks, is the healthpoint-system. A block prevents every damage due to ordinary physical attacks (and not just reduces it) because you haven't much health. I also think this system makes it easier for the general view over the battlefield and your tactics (like healing).

Some kind of "Magic": Elementiades

Well, this isn't "magic". There is no magic in the entire game. You use a special kind of natural stones, which adapted themself to the elements around them. The technology of this world makes it possible to use their "charges". These stones recharge themself slowly, but in the right environment the speed is increased.

You can mine (or let mine) these stones and can get a great variety of different qualities: Serveral elements, pure, unpure, different sizes. This has an effect on the power of your stone. You can even purify the stones to make them better. Or you pulverize them to get "dust" which recharges the stones in an instant. Or just sell them. You can also combine these stones with some types of expensive weapons and armor.

Right now there are just five "elements": Fire, Earth, Water, Air and Light. But there might be more or even some rare mixed stones. I can't make them up spontaneously (can't say "Yeah, there is a shadow-stone") because there are "rules" for the creation of these stones. Yes, wordbuilding - cool thing, bro. So, the five types are the only possibilities for now.

~~~

I think this sums it up. Right now, I don't really know how the LevelUp-system will look like, but this isn't a barrier I am concerned about now.

Posts

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Oooh, I didn't even know this was on here. *sub*
The wait is over - I've been looking forward to seeing this on RMN for a while now! :D
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