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Experience a dark childhood that molds our protagonist into a capable adult. Go from helpless to hero, and be the difference for those in need. Explore a vast world with multiple cultures, and monsters always on the roam.
Evil monsters murder travelers and destroy towns. The people of the world are afraid of all monsters, leaving the rare good monsters in an awkward position. They're often misunderstood or victims of hate crimes by the other inhabitants of the world, too quick to jump to judgement.
Gain control of a Monster Ranch, and recruit monsters to fight at your side and provide services and assistance within the ranch. Save innocent monsters and otherwise good people from making horrible mistakes. Stop vile monsters from devouring the innards of children and sucking the marrow from the bones of the elderly. It's a tough line to walk, but you're a hero and the only rule you have to follow is doing what's right.

FEATURES
Gender Choice For Hero.

Battle system includes in battle party swapping and reserve members entering the fray if your front four are wiped.

Over 40 recruit-able monsters, some optional, some mandatory for story.

All recruit-able monsters have back story and personality.

Party chat menu command where dialogue is affected based on many factors such as location, point of the games story, who's in the party, what you have, ect.

Old School Graphics, with many borrowed from Dragon Quest. The occasional FF sprite appears along with sprites from other SNES era RPGS.

Custom Sprites in the mix along with sprites converted from NES to SNES Quality.

A story that shocks and surprises throughout the tale, calling back to prior events throughout the game as it builds.

A working Casino to earn coins spendable only there. This includes an arena where people bet on monster fights. Are you too honorable to play?

Day/Night with it affecting NPCS and events.

An Alchemy Pot to combine ingredients into new and better things.

Effectus is licensed and in use in this project to keep lower end PCs from lagging.

and more...

Demo coming this weekend 9/6/2015.

Latest Blog

The hiatus ends. Back to working on this.

WQM was on hiatus to make and complete the much less time consuming DotDL. (Which is available for download and play here on RPGMaker.net) With that project done, it's back to WQM. I'm pretty sure this is going to eat up a lot of hours, but i'm ready. Here's some things I'll be tackling early.

Adding monster hearts. These are extremely rare drops that are accessories granting skills of the monster that drops it. Usable by allied monsters. Have stat % changes like a DQ7 psx job. The goal is to have the player able to somewhat expand the functionality of the monsters they choose to travel with. Also obtainable via one of the three medal types, occasional chests or searches and as a consolation prize for blundering certain situations.

Looking at reducing total enemy counts per battle during day light hours for certain random encounters in the first few areas to not overwhelm the player before better gear, party members and allied monsters become available. The larger battles would still be full threat at night.

I have implemented the day/night encounter differences. Example. Outdoors in Burninghams lands, you will find Blue Slimes don't come out at night, but; Mad Ravens and Fire Spirits do! (This change is not in the old demo.)

I found DWM2 sprite sheets I'm going to comb over later and convert some of the non DWM1 walking sprite monsters to 16 bit. I just worry since I haven't done that since October that I may be rusty from doing the GBC quality edits for DotDL for so long. Hoping my instincts of where to drop what pixel or edit it how are on point.

WQMs has a lot of behind the scenes work that I have not finished but will be making it a priority to do so. Example. Finishing events that process each individual recruitable monsters functions in the ranch. Party chat was done enough to carry through the demo and then some, but I'll be tackling it as I go since it is HUGEEEEEEEEEE. The big thing is doing it for the available monsters and party in each area as I go, and then going back as I go every so often to add the newer monsters and new dialogue options that may trigger as story progresses. It's a time consuming nightmare, but will be finished for sure.



I've been thinking and the idea of getting a team together to finish this project is tempting. A person to lay out town maps and a person to lay out dungeon maps. A person to contribute sprites and/or music. Note, I'm not willing to recruit eventers, database or script people or people who have creative control beyond volunteered tasks.
  • Production
  • sjmorgan
  • RPG Maker VX Ace
  • RPG
  • 07/12/2015 01:01 AM
  • 05/26/2019 08:22 PM
  • 01/01/2016
  • 37842
  • 18
  • 209

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It sorta looks like a tribute to DQ V and DQ Monsters, which is awesome. I like the idea and concept of it, and I'm a sucker for the old school style RPGs and stories.
sjmorgan
Threatening someone over a 30 day ban.
1545
It definitely feels DQ5ish at times, but isn't as DQMish as you'd think at first glance. I chose to have the monsters recruited through events, conditions, ect, rather than scouting or meat bribery or random monsters. Could have went either way, originally got random enemy monster recruiting working in RPG Maker 2003... but I decided I really wanted every monster to have a small or sometimes big back story and sometimes story arcs leading to recruitment. (Both optional arcs and some mandatory.) I like them as actual story characters and not randomly captured servants that would have murdered your or even babies moments before random capture.
This game looks really nice. I can't wait to play it.
author=sjmorgan
It definitely feels DQ5ish at times, but isn't as DQMish as you'd think at first glance. I chose to have the monsters recruited through events, conditions, ect, rather than scouting or meat bribery or random monsters. Could have went either way, originally got random enemy monster recruiting working in RPG Maker 2003... but I decided I really wanted every monster to have a small or sometimes big back story and sometimes story arcs leading to recruitment. (Both optional arcs and some mandatory.) I like them as actual story characters and not randomly captured servants that would have murdered your or even babies moments before random capture.

I like your way of story telling for the monsters. I'd like to see a Pokemon game like that, actually.
Huh an RPG Maker game that allows monster-recruiting? Sweeet! Can't wait for the demo (which comes tomorrow..I think!)!
The monster betting from the old games sucked! It tends to jip the player out of their gold/coins. Since there are recuitable monsters in this, why not run the monster arena from Dragon Quest 8? Where you enter your monster team into different ranked class matches consisting of 3 rounds each & you get a prize as well as unlock the next class until you finally beat the ultimate S Class (which was a throwback to the DQ Monsters games).
sjmorgan
Threatening someone over a 30 day ban.
1545
If I run an arena where your own monsters fight, it'd be entirely separate from the casino and monster betting for coins. BTW, I am about to upload the demo in a few moments. I just ask everyone to remember it's an early demo, and not to tear into it. The polished product will make use of far more variation and matching in sprites/graphics, have bettering mapping and better balance of story vs exploration and combat. Unfortunately, the first hour is heavier on story than the following few and the demo is of the first hour. This project has a very long way to go on re hauling existing things and finishing the mapping and events.

That said, enjoy the demo and give me constructive criticism please.

PS. I know Burningham castle is too big, it was an overly ambitious castle to begin with and I already cut it down around 40% in total size. Perrington will probably get some shifting in buildings later to reduce space slightly there as well. I may also find a way to reduce early game dialogue in areas it drags a bit. Thanks.
Craze
why would i heal when i could equip a morningstar
15150
why is this 709 mb x_x
sjmorgan
Threatening someone over a 30 day ban.
1545
Mistakes were made Craze. It was 5 Am and I didn't consider the weight of including the RTP as opposed to including the two songs only that I used from it. I also sifted through and only deleted files I was certain weren't in use for the demo over carefully searching for all unused files.

I've trimmed almost 300 MB off the file.
Just played your demo and found some bugs/gliches:

1. Perrington:
I got stuck at the docks because I couldn't enter the Pub/Harbor from the north.
You got transported in front of the wrong buildings when leaving the houses with the old man and the cat, too. You end up in front of the Pub / locked house.
You can cross walls with tiny bags, esp. in the Inn, so you can read the alchemy reciepes in the locked room.

2. Suggestions:
- make the tameable monsters visible on the maps - found the green babble with sheer luck.
- whips should damage groups of monsters, like all Kill Stars when together with Heal Slime...
- change the day/night rhythm time, make it a lot faster like 10 min day, 2 min dusk/dawn, 5 min night.
- the lottery system makes no sense, even when you got two of the numbers, you got the same massage as with one correct number.
- the sparkling cannot be seen in bright daylight on the grass.
- mark the borders of Perrington so you know where you left the city.

3. Question:
Do the torches in the cave of trials have a meaning?
sjmorgan
Threatening someone over a 30 day ban.
1545
1. Fixed the pub. I'd fixed it in the past, but it didn't seem to apply for some reason.

Fixed the old man exit.

The bag thing was very unexpected, and also applied to flags, towel racks, ect. I thought the star tile setting meant able to step under it only if it hung on a non wall area, not always as pass-ability. I learned something.

The cool thing about the alchemy recipes is you can read them anytime you can get to one, but they aren't recorded for use until you obtain "The Big Book of Alchemy."

2. Tame-able monsters are always visible on the map. Unfortunately, the demo only has a total of 3 and only one of them is on the map. That green Babble being the one for now. The actual version will have quite a few more before the next town and in the next dungeon area.

I have nothing that alters default VX Ace to allow group damaging at this time unfortunately. Boomerangs are able to hit all enemies, but the whips multi target future is up in the air.

I'll look day night over later and see about faster pacing. I'm also likely to add a rest until night feature to the inn that'll appear as an option only during day time hours.

The lottery never failed me even once in testing. That's strange. Even now I can't replicate your claim or find an eventing issue that could lead to it. Are you certain you had two winning numbers? For example if it's 212 and you get 221... you only have 1 winning number. It's slot for slot, straight, not boxed.

The sparkling is easily identifiable on my monitor in the grass. I'm going to wait for a few more opinions to roll in on that one and act accordingly. I'm considering a different sparkle anyways because it's the default and it's not 2by2 sprite based.

I could mark the borders of Perrington, but why do you need to remember where you left? I'm guessing it could be frustrating if you accidentally step out a few times?

3. Yes and no. The torches throughout the actual cave have no meaning, but are there for the player to stumble onto an optional mechanic that they can be lit. In the final room of the cave is four torches, and lighting them is enough to make something on the ground shine from the torches light of only that room. The other torches do nothing. The item can be picked up, shining or not.

Fix version 1.2 is up.
You missed the transfer error when leaving the house with the cat - came up in front of the pup. And thanks for the message.
sjmorgan
Threatening someone over a 30 day ban.
1545
I'll look when I get home. I literally took the 30 seconds to redo the event transfering you from the cat house interior to exterior. I then tested it without needing to. There's no reason it should be dropping the party at the pub still. :( I hope I didn't reupload the unfixed version somehow
author=sjmorgan
I'll look when I get home. I literally took the 30 seconds to redo the event transfering you from the cat house interior to exterior. I then tested it without needing to. There's no reason it should be dropping the party at the pub still. :( I hope I didn't reupload the unfixed version somehow

No, I mean you only mentioned the old man's house.
sjmorgan
Threatening someone over a 30 day ban.
1545
No, I mean you only mentioned the old man's house.

I took care of it. :) I'm also reupdating one more time after someone pointed out to me that I should implement 4 way passage controls for the ships walls. Now the child hero can get close to all of those thin walls with just not touching them!


Demo up to version 1.4 Fixed a bug where Zeroth being above the hero on the map when searching the red flowers would break the game. Simple bug easily over looked because I never stood on the flowers with him caterpillared above me.
sjmorgan
Threatening someone over a 30 day ban.
1545
Massive issue found with all previous versions of the demo. A spot exists on the world map I used to test the late addition of the game intelligently knowing the front 4 are wiped, and sending the reserves into the fray rather than processing defeat.

This spot adds 7 characters and then sets combat vs 3 slimes I had with 999 atk to test the function. The slime were reset to 9 atk, but the spot will still give you characters that are all in the demo anyways, when you shouldn't have them, and without the variables being appropriate, thus breaking adding and removing characters + other things. It's best to update if you're still playing the demo, or just finish playing while avoiding the spot that's right of the bridge and northish slightly in that first forest.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
If you choose not to run into the battle against the rookie and the commander, the game locks up after the rookie dies. What else I played of it was really bland. Characters were laughably one-dimensional (we get it, monsters are good and humans are bad) and did nothing to make me care about the world.
sjmorgan
Threatening someone over a 30 day ban.
1545
You commenting on a game page of mine is what's laughable? Why are you ever here? Doesn't the troll guard need you elsewhere as part of the recurring elite four of trolls?
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=sjmorgan
You commenting on a game page of mine is what's laughable? Why are you ever here? Doesn't the troll guard need you elsewhere as part of the recurring elite four of trolls?


What does this even mean? And is this how you respond to all critique? I thought you'd have learned after the whole Leo and Cat debacle.
sjmorgan
Threatening someone over a 30 day ban.
1545
My lesson? What I learned is that three others and you appear once to twice a month on a random game to back an argument one of you start and all four of you are jack asses every time. You just cosign infinitely. That is what I learned from Leo and Cat.

I want nothing to do with the Troll Guard of RMN. You didn't come here to give legitimate critique. You came here because you're a douche who wanted to rile me up. It's what you and your little clique do. Get lost.

I'll accept any legitimate critique humbly, but that doesn't include anything from you or your crew. I have nothing but hostility for the lot of you after that whole Leo and Cat incident I did not start, and was not started by legitimate critique, but rather an easily triggered, prone to arguing SJW. Peace.
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