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"When the divine child returns, evil will return with her."
Incomplete RM2k3 version now available! Stay tuned for Bakin updates!



Princess Vera Casteline has always longed to see what lies outside the safe haven of Windfield since she was a child. When opportunity presents itself, she sneaks away from the castle seeking adventure. On the other side of the castle walls, however, she finds she is the target of the immense Sophian Church, led in their crusade by the holy book of the Grimoire. Little does she know that there is more to the world than appears at first glance...

Meanwhile, in the small village of Farandale, blacksmithing apprentice Hermann Benafaust comes face-to-face with the cruelty of the Sophian Church and vows to protect the queendom he grew up in, not realizing how much of a target it would put on his back. His journey takes him to the depths of the temples of the Church, where he meets a certain princess who would change the course of his life forever...

Originally released incomplete in 2005 for Gaming World's Release Something Else!, Sagawind is currently being redone and completed for an undetermined release date.


  • A narrative that spans over hours of gameplay that follows two main characters and their journeys together across the land of Esteryia, while learning more about the world they live in and where it all came from, Inspired by such games as Xenogears, Grandia, Trails in the Sky, and the Tales of series.
  • An immersive world where every NPC has a name and a story to tell that changes over the course of the narrative. Inspired by the work of Falcom, interact with multiple characters who change over time and grow themselves along with the playable characters.
  • Strategic turn-based battles where you can alter the elements of the battlefield to your favor and customize your characters to your liking. Engage with a conditional turn-based system where your characters can move, change their equipment, and use abilities to turn the tide of battle.
  • Explore a 3-D world with a retro look, inspired by RPGs of the PlayStation and PlayStation Portable era, coupled with advanced lighting and camera techniques to create an experience that is both old and new.



September 20, 2022 - Pre-production begins on RPG Developer Bakin version.
July 23, 2013 - Version 0.3b - Final release of the RPG Maker 2003 version.
March 20, 2008 - Version 0.2b - Release for the 2005 Release Something! event.
March 18, 2008 - Version 0.1b - Release for the 2004 Release Something! event. Currently unavailable.

Latest Blog

Example of new dialogue style

Second of two blog posts scheduled for September 25, 2022.

To kind of help get me into a groove with how I want to write dialogue, I've been using a fantastic website called Trails in the Database to get a feel for how the dialogue in the Trails games flow, given it's one of the major inspirations for my writing going forward. If anyone's curious, one of my others is AdmiralStyles' Love and War, which is equally as verbose (and I love it).

In that vein, I've been working in Scrivener (a fantastic tool for writing if you're at all interested) creating "game script files" of NPC and story dialogue. It feels like Falcom kind of just kitchen-sinked the writing in Trails in the Sky where they have seeming drafts of interactions along with the actual text that gets called in the game. So I've also been writing multiple versions of the same conversation in kind of a drafting format.

As one of the major inspirations for the dialogue is the Trails series, every NPC has a name and has their own life outside of the player talking to them. So because of that, I've been writing different dialogue for each NPC depending on when in the narrative the player talks to them, who's in the party, what other NPCs the player has talked to, whether the player has actually talked to that NPC before in the first place... Though it's not necessarily the machine learning dialogue branching that Emily Short posits as the true evolution of dynamic narratives, it's closer in state to the dynamic authorial leverage that Jacob Garbe puts forth in his PhD dissertation (and more succinctly in his article about the same found on his GitHub).

In layman's terms, expect every NPC to be unique and have not just one line of dialogue, but many based on progress and player interaction in the world.

tl;dr, here's an image example of one such exchange with a character from Vera's past, while being accompanied by her civilian childhood friend Amiee, if the player has not talked to said character the first chance they're able to. Note: This is still draft dialogue and is subject to change in the final product.



I hope this gives a neat glimpse into the writing style and eventual feel of Sagawind going forward!
  • Production
  • trance2
  • Zeigfried_McBacon (Planner)
  • Other
  • Adventure RPG
  • 06/02/2007 12:00 AM
  • 03/24/2024 10:15 PM
  • N/A
  • 117073
  • 66
  • 1863

Posts

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Tau
RMN sex symbol
3293
author=Blindmind
Wow, I just saw this on the front-page and it took me WAY back. :D

This, I remember Sagawind, and that title screen still is amazing looking.
aaaaaa sagawind
Huh what hidden gem what is this madness.

Just as a quick note, I just popped over here to see if I could find a copy of Sunset Over Imdahl when I saw this.

I'll be honest that I can't escape the world I made for this, but I can never find the time nor the motivation to actually work... maybe one of these days, even if RPG Maker 2003 is dated as all hell. =P
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
Then use you entrapment as motivation . . :P
I will always wait for this game ;_;
I remember the GW topic back when this was a 6-game planned saga. with organized release dates on that same thread so that it would be released right before college.
dayum I'm old.
where to find the goblins ?
I meet a bug in the first forest the left path leads to nowhere , i can"t move the party .
Hey, did you guys know this game still exists? I know, crazy, right?

Gonna write up a pair of blog posts, one talking about why I've decided to move to RPG Developer Bakin (can't wait for that to show up on the list of makers so I can make it not "Other," since Smile is in there), the other showing an example of the kind of dialogue you can expect from the game and its NPCs. And obviously the narrative itself.

What a crazy world we live in that a near 20-year-old game can still be around, right?
I still remember Sagawind, Sagawind owns
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