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Aeons ago, four great beings stepped through a great breach in the fabric of space, claiming their new world and all its inhabitants as their own. They were heralded as gods, and under their rule civilization prospered for generations.

Now one man seeks to bring through a fifth being; one greater than all the others combined, one who would exert his dominance completely. He has resurrected a long dormant cult to help him achieve his aims, and now is only missing one thing: a certain disciple of the four extant gods, who is fated to be the key to his success...


Evoker is an obvious nod to the SNES greats. It features a huge and diverse cast of characters, a detailed story, and a bevy of secrets to find. Although it resembles certain games, it isn't a fangame, although its gameplay will be immediately familiar to anyone who has played the first six Final Fantasies. My goal was to make a game that felt as close to the original masterpieces as possible, with special attention paid to the smaller details. I eschewed custom systems to focus my time on creating more content, and as a test to see how far I could push the default systems of Rm2k3.

The game plays most similarly to FF4, looks most similar to FF5, and has a cast of characters as diverse as FF6. Owing to its FF4-inspired combat, a bit of preemptive leveling is recommended, and near the start of the game you'll be selecting "Fight" a lot. If these facts don't scare you away then feel free to subscribe!

Latest Blog

State of the Project [April '18]

I've been very quiet when it comes to updates for Evoker, and not entirely on purpose. Part of the issue is a lack of new screenshots- I've been consumed with filling in and fixing older issues that were either on the backburner or had been overlooked in the past. Small updates don't make interesting screenshots, which means I haven't had much in terms of visuals to show. There hasn't been a new post on the page in almost two years, and the last screenshot was more than a year ago (I think)! That might seem like a death knell, but... it isn't!

So what's going on with the game? What's going to happen in the near future?

I've been working on Evoker steadily and quietly this entire time, so fear not. Things are happening. Spells are being cast. Animations are being animated. Dialogue is being spoken. Backups are being backed up, just in case.

So what's different since the last demo (which was forever ago)? Here's a short list:
- A new dungeon was added to fix pacing problems, and dialogue has been added and tweaked to fix other related issues. Things aren't perfect and I still need to work on slowing down character progression, but strides are being made.
- The game is currently about 2.5x-3x as long as the demo was (thanks to new content after the scope of the demo!). A lot of the new areas use heavily custom graphics, and I think they'll knock at least a few loose socks off.
- The magic system has been overhauled. Spell tomes and scrolls have been revamped to be much more logical and strategic, which less vagueness about what they do.
- New skills have been added for everyone, and more are on the way. More monsters have elemental strengths and weaknesses, and I'm still working on this.
- Many monsters have more skills, and far more are planned to make fights more interesting.
- Almost all the dungeons have added interactivity. This is mostly simple stuff like switches and stuff, but there are a few very small puzzles as well.
- Even more secrets with better balanced treasure have been added.
- Numerous story revamps to better suit the scope of what I've created; this includes more and better character development, though it's mostly to do with world building. The introductory chapter has seen a pretty extensive overhaul.
- Lots and lots and lots of stuff too minor to note, to polish what exists and set the tone as I go forward.

So what's next? Well, sadly, I have no plans on releasing an updated demo any time soon, at least not publicly. I have a possible demo end point ready if I change my mind, but trimming a game down to have something resembling an 'endpoint' is a time-consuming task and I feel I'm better off pushing toward future goals. The game is approximately half done at this point, but I stand on the precipice of a very content-rich section that I don't want to leave out of a public release. A very closed alpha is probably the next step, to gather key feedback and learn what needs changing before I move forward.

I can say for certain that the game is 'shaping up' and that my vision is more solid than ever before. I'm excited to be moving forward toward my next personal milestone!

So, there you have it. Some information about the state of the project. I wanted to reassure everyone that the wheels are still in motion! I'd love any feedback or questions, so if you have any... post away!
  • Production
  • Kaempfer
  • PepsiOtaku
  • RPG Tsukuru 2003
  • RPG
  • 10/30/2014 08:34 PM
  • 05/12/2023 04:57 AM
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  • 95972
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Pages: first prev 123 last
author=Kaempfer
Don't play the current demo unless you really can't wait, the gameplay has been majorly overhauled for the second, forthcoming demo.

Rock on!
Forthcoming might have been a bit overzealous. Impending might be a better word!
author=Kaempfer
Forthcoming might have been a bit overzealous. Impending might be a better word!

Will... Eventually work at least? =|
author=Dyhalto
author=Kaempfer
Forthcoming might have been a bit overzealous. Impending might be a better word!
Will... Eventually work at least? =|


Yikes, that post was more than three years ago! Impending, my ass.

I'm working at a snail's pace, but I am working. The game is currently about 5x as long as the demo. I decided to skip over a second demo, as there wasn't a point that felt like a bookmark or a cliffhanger in quite the same way the first demo ended. I'm probably going to push on to a complete game before another release.

The original plan was for the first demo to encapsulate the first third of the game and the second demo to bring it up to two thirds, but changes in pacing and linearity threw a wrench into the works. It's also hard to gauge interest, but I've also been pretty bad about posting screenshots so a lot of that is my fault; most the new areas are the best looking by a long shot. I kind of want to give people the chance to experience them for the first time on their own before I post screenshots of them, though, which means I'll likely add a flurry of them not long after the game is released.

I took a bit of a break from working on the game to work on something else, but that's almost wrapped up. After Christmas is over I should be free to return my focus to Evoker, and I've had lots of news ideas I can't wait to implement, and the break has renewed my energy.

To sum up: the initial section has been majorly overhauled based on feedback from RMN, so I think it's quite a lot better now. If I were to make a demo with the same start and finish lines, it'd be twice as long, at least. The new sections are the stuff I'm most proud of, and I keep trying to push myself to make more and more visually interesting stuff. I promise there's lots to see, it's just a matter of time. I'll post some screenshots in the new year =)

This might seem a bit like a rehash of the "State of the Project" from last April, and it sort of is, only more and bigger. I'm a slow worker, but come January I'm going to start making a distinct effort to work toward a closed alpha of what I have so far so I can see what needs overhauling.
I'm curious if this game will be completed before the Russians achieve world domination.
author=Prajna
I'm curious if this game will be completed before the Russians achieve world domination.


I can't say for sure. I still work on it every day, but it's a very long game with lots of content and lots of old junk that needs remastering (almost done most of that). I am, however, on the last stretch of game. There is still an abundance of work to do with skill animations and the dreaded balancing phase, but, uh, the needle moves ever closer to completion!
Excellent! I'm glad to hear it's still underway >:)
Thanks for letting us know. The fact that you're still making progress - and that you're having fun while doing that - is all we need to know.
author=Kaempfer
I am, however, on the last stretch of game.


Game page went up in 2014 & you might theoretically finish it in less than a decade. Anything less than a decade is a blazing-fast dev cycle, not sure why ppl are getting impatient, jeez. ;P

I predict that "Final Fantasy: Immortal" will be completed before 2040 or not at all, and "Evoker" will be completed before that.
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