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Current Version: Demo v0.3.2c

Synopsis
For centuries untold, the humans and the Magi co-existed in peace with one another. The humans, at large, left the Magi alone,and in return the Magi left the humans alone. A few Magi disguised themselves and lived among the humans, pretending to be like one of them. For the most part, there was no conflict between the humans and the Magi. But…that wasn't the case with all humans.
Some humans feared the great powers that the Magi could harness.
They believed that the Magi made pacts with the devil himself to obtain their powers. If left unchecked, the Magi could one day use this blasphemous power to take over the world and enslave the humans. This story is the beginning…of their end.

Gameplay
Eternal Twilight is an old-school styled fantasy RPG with a Turn-Based battle system. I have made much use of the plethora of amazing scripts that Yanfly has created for the MV system to bring a battle system that is familiar, yet original in its own right. I am a firm believer of quality over quantity when it comes to designing a battle system and the types of skills a player has at their disposal. The battle system in Eternal Twilight features the following:

-Intelligent enemy AI that will keep the player on their toes. The AI will respond according to the player's actions to make sure "LOL-SPAM ATTACK" will lead to the players demise.
-Resource management will be key to success. There are ZERO MP regenerating items, so it is up to the player to make sure they are using the party abilities intelligently.
-Skills come in all shapes and sizes, ranging from Instant cast spells that don't consume the character's turns, to very powerful attacks, buffs, and heals that have cooldowns, making sure the player strategically chooses when to use certain abilities.
-Players can craft magical runes that they can then equip into their armors and weapons to bolster their stats, also adding to the level of customization that the player has in creating their perfect party.
-This and much more!

This game is currently in development.

Latest Blog

Eternal Twilight Demo v0.3.3a Uploaded!

If you were using Demo v0.3c or higher, you SHOULD be able to just transfer over your old save file without running into any issues...but, do so at your own risk! :D

Major Additions
  • Runecrafting rewards are now unlocked after crafting certain amounts of runes/glyphs. Rewards include things such as free "Mystery Runes", runecrafting recipes, and if you craft enough, even a super rare accessory!


Gameplay Changes
These changes affect all playable characters!
  • The POWER stat used to just increase Critical Hit Damage, but now has an added effect of increasing all damage done across the board. This effect works in a way that scales with the base power of each character. For example, every 10-15 POWER that a character has increases his or her damage output by about 5-10%. At lower levels, this hardly has any impact on the damage a character does, but at higher levels/stats, the effectiveness of the POWER stat greatly increases, making it a very valuable stat mid-late game.
  • It now takes less of the DEFENSE stat to increase Physical and Magical damage reduction rate. In other words, each point of DEFENSE is about 20% more valuable than before when it comes to reducing damage taken.


Character Changes
Damien
  • A character's DEFENSE stat now increases the healing that RADIANCE does to them.

Trish
  • N/A

Luna
  • PILFER VITALITY damage slightly increased, but the HP/MP it restores has been slightly reduced to compensate. It should still heal for about the same amount.

Ryudo
  • TAUNTING SHOUT has been replaced by BRACE. This new ability will reduce damage taken by the whole party by 35% and then disperse that damage over the duration of 2 turns. For example: If Luna gets hit for 200 damage while BRACE is active, she will only take 130 damage up-front, and the remaining 70 damage will be taken over the course of 2 turns. This will help Damien in keeping the party healed up if he starts falling behind! :D
  • DRAINING ASSAULT deals 10% more damage, and also heals for 10% more.
  • MaxHP has been reduced by 10%.

Minerva
  • DARKNESS FALLS is no longer a multi-target ability. This ability has been changed to an instant cast ability that deals increasingly more damage the lower Minerva's HP gets. This is a great ability for sniping damage before she gets any healing.
  • Minerva now gains Overcharge charges from a few more abilities other than just DARK BLAST. This will allow her to use ULTIMA more often.


Other Changes
  • Almost all enemies have had a huge graphical upgrade and are now animated, yay!
  • Runic Heart boss was accidentally dealing 2 hits with his "EXPELLING MANA" attack, so this has been fixed. This should make the fight a bit easier for those who have gotten to that point and found themselves struggling to beat him.
  • Fixed a bug where Minerva's faceset and character graphics wouldn't return to normal if the battle ends and she was under the effect of METASTASIS.
  • Fixed a bug where Damien's faceset and character graphics wouldn't return to normal if the battle ends and he was under the effect of Smite's Blessing.


  • Production
  • Fernyfer775
  • RPG Maker MV
  • Adventure RPG
  • 11/12/2015 10:09 PM
  • 01/22/2017 03:11 AM
  • 06/01/2017
  • 30159
  • 27
  • 73

Posts

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Sounds like a mixture of FF VII and Demon Hunter. I'll give it a try once its out.

Nice. I saw one grammar misstake: In the intro you missed a s at highness.
Waiting for more.
@Firefly84 - Perhaps I'm just blind, but I combed through the dialogue in the intro and couldn't find the typo you mentioned.
author=Fernyfer775
@Firefly84- Perhaps I'm just blind, but I combed through the dialogue in the intro and couldn't find the typo you mentioned.

Dito!
shayoko
We do not condone harassing other members by PM.
515
This post has been hidden by the game developer. Click here to show the post anyway.
While I can see where you might have some issues here and there, some of them are quite unwarranted. For instance, the enemies leveling portion.

When an enemy levels up with you, they gain a fraction of the stats the the player does, almost to the point where it doesn't make much of a difference, in fact, the reason enemies level up is to give the player MORE exp and gold. The enemies also have a level cap, so that they don't indefinitely level up as the player does. The enemies in the 1st dungeon max at level 5 I believe, and in the 2nd dungeon, they will max out at level 10, and so on and so forth.

Example: The bee in the 1st forest dungeon, upon level will gain 5hp (again, hardly anything), 1 Attack, and 1 Agility. But, at the same time, they will also gain +3 EXP and +3 Gold upon defeat. I didn't implement the enemy leveling up system to "punish" the players, it's a way to reward them more for their time spent in battle.

The gemming system is made that way on purpose (ever play World of Warcraft?), hence why they drop so frequently, AND you can buy them as well. You're the 1st feedback I've read that disliked that feature, but you can't please everyone, so I just have to understand that as a developer.

As for the losing money on running thing, my game is not the first to do that, and considering on-map encounters is a thing, it's pretty fair. Even if you do run, the amount of gold you lose isn't huge (at least it shouldn't be...I might have to look at the numbers). Escaping from a battle should, at least according to my math/setup take away about 15% of your total gold. Some players dislike it, but it's a balance thing...risk vs. reward.

Thanks for the feedback regardless, there are a few things I can look into based off of it.
Linkis
Don't hate me cause I'm Cute :)
1025
Well, it's about time I get to play another Ferny game :)

Subscribed, downloaded and so far, another good game.
Damn, I wish some players would just play and judge the type of games they enjoy most.

Get to work Ferny, 4/16 is just around the corner :)
@Linkis: Hahah, glad to see you still ticking! I'll make sure to get it done quickly, just for you! :D
A bug has been found where sometimes you will receive a "Nan" message when gaining AP after battle, and it will reset that character's total AP back to zero. I believe the issue has been fixed, and the demo has been uploaded reflecting it. Sorry for the inconvenience! D:
author=Fernyfer775
A bug has been found where sometimes you will receive a "Nan" message when gaining AP after battle, and it will reset that character's total AP back to zero. I believe the issue has been fixed, and the demo has been uploaded reflecting it. Sorry for the inconvenience! D:
Sorry Fernyfer, this bug is still there. Or the download is not updated yet.
It seems to happen when Luna is poisoned and Trish is bleeding.
It just happened to all after using Radiance, even when it is over.
It never happens when a buff is given with Guard, Smite or Tantra Magic.

And when the earlier event with explaining some game mechanics where (I think it was about the runes) only a black box appears and you can't do nothing except wait. Then you have full control of your characters.

When initiating the rune shrine, it goes to "now Loading" but nothing happens.
Another Bug:
When using Raining Arrows, this happened:


I would test the other skills and status and (de)buffs, but for now I haven't enough skill points.
I think I know what the issue is...whenever I deploy the project, it seems to be removing some vital parts, causing all these crashes because I've meticulously test-played all of this stuff countless times and it always works on my end. - This issue has been fixed.

As for the AP bug, it was actually another plug-in that was screwing it up. I have removed the plug-in and replaced it with one that is compatible. I'm going to try to fix the deployment problem, and then I will re-upload a fixed demo. -This issue has been fixed.

The most current fixes and adjustments have been uploaded.
Thanks for getting rid of these bugs.
But there are some gliches you have to solve:
In the item-menu there are some slots without anything and you can choose them in battle too for loosing a round.
There's a non-name-slot in the buy-menu in the pub for the cost of 0G.
When this doesn't help, I'll make some screenshots.

I will try to find a spirit... and I think I found one but it's bugged.
Were the "empty" items only acquirable through the store, or did you notice you had some prior to that? I fixed the store, I had moved some items around in the database and forgot to update the inventory.

I fixed the problem that crashed Tajin Forest...I manually stripped files from my game to knock down the download size, and totally missed that one.
  • PS - That was one of those rare "spirit" monsters too, booo!


Is the most recent demo you downloaded the one with enemy side-view battlers or no?
Also, did you try going into the Runecrafting Shrine? I had a few people mention that it was freezing up on them, I wanted to know if I fixed the problem.
author=Fernyfer775
Were the "empty" items only acquirable through the store, or did you notice you had some prior to that? I fixed the store, I had moved some items around in the database and forgot to update the inventory.

I fixed the problem that crashed Tajin Forest...I manually stripped files from my game to knock down the download size, and totally missed that one.
  • PS - That was one of those rare "spirit" monsters too, booo!

Is the most recent demo you downloaded the one with enemy side-view battlers or no?
Also, did you try going into the Runecrafting Shrine? I had a few people mention that it was freezing up on them, I wanted to know if I fixed the problem.
I noticed the empty spots before I tried to buy something. I think they appeared after buying the equipment. When using the empty spots in battle nothings happend else loosing a round for nothing.
I thought it was because I met a spirit - it was the first time so the bug was new.
I didn't start a new game but copied the complete save file. So I don't know of the black issue after fleeing from the first battle scene happened again.
The runecrafting shrine is now working as it should, I even got one Tier 2 after the gargoyles.
The battles were the same as in the first version. The only difference was that the first gargoyle disappered after defeating and of course the "weather".
Ah, okay. Perhaps transferring the save file is what did it. Good to know! :D
I'm glad the Runecrafting shrine is working now.
author=Fernyfer775
Ah, okay. Perhaps transferring the save file is what did it. Good to know! :D

If you mean the empty spots then no. I have seen this empty spots in your second version, too, and that game I had to restart, because the copied saves didn't work.
Perhaps I should have mentioned it before.
Hey Fernyfer775,
when will you update your download? I really want to fight a spirit.
To the battles:
Sideview, with a zooming out at the beginning, but no more zoooming in (and out) during battle. Each action shows the actor and its aim(s). This battle system is fine for me. Even the "weather" is fitting.
I am going to finish the Port Town Muyan area and then the next dungeon + boss before uploading the next demo. I want to make sure I give people enough new stuff to warrant re-downloading the game! :)
It should be ready by the end of the week, school is getting crazy busy this week, so I've had to cut back my RPG MAKER time.
So I downloaded this and I'm extremely impressed. I love the scenario thus far, the animations are crisp and unique. I haven't done much socketing yet, but I defeated the first boss and I'm absolutely loving this game.

@squallstorm: I'm glad you're enjoying it so far. I really am trying hard to deliver a satisfying experience to my players. Keep an eye out for the updated demo that I hope to release around the end of the week that will include more content to play around with! ^_^
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