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Story Preview:
You are a billionaire, and owner of a software developing company. Your company's latest software, Regenerate, is capable of restoring a computer's software in case of a virus.

You find yourself in a meeting room one day with no particular memory of what the meeting was about, or how you even got there. Trying to shrug it off, you go home only to get into an accident. Rather than going to a hospital, you regain consciousness in the meeting room. This repeats itself three more times, and leads to even more tragedy with each iteration, with the death of those close to you, and winding up in a psychiatric hospital.


Game Description:

This game is an open-world RPG with unique and intense storytelling. The game is sub-divided into 2 Acts, each Act containing 6 Chapters (or Episodes).

The world itself is divided into several islands, some of which are inaccessible until later in the game. The free-roaming elements include buying businesses (you're a billionaire, after all), and building relationships. There's over 50 collectibles that can be found. With the right blueprints, they can be combined, with over 5000 possible results.

You may also pick up various personality traits in the game. Increasing certain traits will change the player's personality, and how others react. For example, ranks in the "Aggression" trait may cause you to engage in more fights.

This game is not meant for children and may contain disturbing content.

Character Description:
John Caleb
"The Billionaire software genius who developed a computer program which has capability to reverse the effects of a virus and restore OS back to its original state. He named this software “Regenerate” and later named his company after this program. He has a very calm, growing and straight forward personality. Most people are afraid to adapt to change, He’s not."

Sezler
"The Billionaire playboy who helped John Caleb in the development of Regenerate. John trusts him with his life. He has been with John since high school. He is smarter than John. It’s only because of him that “Regenerate” has been able to grow to this day since 2006 when usually the small time companies are absorbed by the richer and meaner ones."

Stacy
"A professional emotive painter. She enjoys drawing emotions of people, she views the world differently than the rest of us. She lost her parents in a car accident when she was young. She was raised by her grandmother. She went into emotive drawing because of the loss she suffered at a very young age."

Prominent Features:
- Extensive in story missions
- Real time cut scenes
- over 32 main missions
- over 50 side missions (contains hidden story content)
- Play time: +10 hours
- Music rich
- Open world
- Day/Night system
- Dynamic weather system
- Character development
- Skill system
- Turn Based Battle system
- Real Time Battle system (RTB)
- 50+ resources
- Resources meshing
- 2 Currencies (Cash and research)
- Business development system (Purchase start-up business and increase your daily income.)
- Education System (Use the in-game college to learn new skills.)

Launch Trailer:


Platforms:
Windows (Completed)

Official Project Pi Website

Latest Blog

A Complete guide for Making Games for Beginners


This how to make a game guide will teach you the necessary steps to get into game development. It is for those individuals and small groups who desire to get into game development. We will go through the basics concepts such as creating the very first draft around your game idea. We will discuss things to look out for when you are choosing a game engine. Starting the development process and then finally publishing it.

Read the complete by clicking on the following link:
How to Make a Game Guide

Posts

Pages: 1
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1730
Remember when I said I'd try this? Yeah... uhhhh... I just remembered. LOL sorry about that. *starts playing*

Ummm... this is pretty much the first impression you give the players. Grammar mistakes right off the bat and some really horrid mapping.

When you look at a map, think about it logically. RM's odd scale and points of perspective are stylistic choices that appeal to us retro lovers but the actual map still needs to be presented logically. This isn't the simple matter of forgetting to put the top on a tree. I'd say that you don't know how to use multi-tile objects but you have some here and intact so I just don't know why the map looks like this.

-How does that ladder work?
-How do the bottles and papers work?
-You have a 3-tile high stack of boxes sitting on what looks like the top of filing cabinets when your walls don't look high enough for that to even be possible.
-You also have high-tech heavy-looking gear sitting on cardboard boxes.
-You mix VXA objects in with MV objects without scaling them. Scaling to MV is very easy. There have been tutorials floating ever since MV's 48x48 tile size was first announced. Not scaling objects can sometimes work with less familiar things like the control panels but everyone knows bookcases and cabinets so it just ends up looking wrong.
-Not having ceiling tiles is an odd stylistic choice but I've seen it work. It doesn't work here though because it creates a sort of folding illusion that's really annoying to look at.
-You have the tops cut off other things but didn't modify the lower half of the object to provide a believable top. Things just stop. It looks like some samurai ran through and sliced things up.

All those problems from one screen. Do they stem from really bizarre and failed stylistic choices or just plain old laziness? Let's continue and find out... <TBC>

http://i.imgur.com/k4uQMPl.jpg End your first sentence with a period. Your 2nd sentence is wrong. I suggest "By approaching it, the save menu will be displayed."
I go easier on spelling and grammar than I do on technical errors because not everyone is raised speaking English and what culture we're born into is something no human being ever has control over.

http://i.imgur.com/LPp2lnA.png Take this for example. Technically this isn't wrong. It just sounds strange. People just call it a bed. "improve your energy" also isn't wrong. We just usually say "recover your energy" because it's assumed that you're resting because you lost some energy.

Now that I'm playing I've run into some other problems.
-The tutorial said approaching the mirror will bring up the save menu. It doesn't. The action button doesn't either.
-Just walking up to the bed automatically makes you use it. If you lose anything for resting, like time, players will be annoyed that there is no confirmation.
-Some of your text boxes have black backgrounds and some have blue. Weird.
-In the menu the sound for switching options doesn't always play. The SE for it is likely too long for the quick action of switching menu options.
-I understand that you can't walk on cracks but this means John can't use his toilet or take a bath.
-Because the VXA sci-fi objects weren't resized properly you hit an invisible wall when approaching from above. The top part of these objects should be a star in the Database -> Tilesets menu so that you can pass behind only the top part.
- http://i.imgur.com/A4wkNts.jpg You can walk into the walls.

I'm sure you have important and complex gameplay mechanics to test out but I don't really have faith in it if you don't even understand the basics yet. Make some trial games for your friends, look up tutorials for anything you don't understand and learn to use RPG Maker before releasing stuff onto the internet. A developer's reputation is super important to them and giving such a lazy first impression will only reduce the number of people who will play your games. Be patient and learn. The internet isn't going anywhere.
You are pretty good observant, I'll give you that. It seems like you shutdown the game as soon as you downloaded it. (Not even completed the tutorial, You were supposed to complete the tutorial in-order to unlock the rest of game including "Save Mirror").

I will see what I can do to rectify the mistakes that you pointed out.

You were talking a lot about the first-impressions. I agree with you 100%, first impressions are important and similarly it is important for a game tester or reviewer to completely test the whole thing before pointing out mistakes. I may not be a pro in designing maps. but I do know one thing for sure (after developing many apps) that it is not ethically correct for a reviewer or game tester to turn on a game and start writing reviews without even touching the game-pad or keyboard. It is just a thought, I may be wrong.

I will thank you again for your honest feedback.
A humble request from developer to all game testers:

I must urge the game testers that they should test all the features+demo missions before pointing fingers and writing "First impressions".
oohh shiny

Wait, I get to ruin the lives of small buisness owners? Sold.
Erm, game? I do not like having to wait 15 seconds in-between dialogue boxes or watching characters s l o w l y leave the buisness room one at a time. I have patience but not quite that much.
author=AlexHeartnet
Erm, game? I do not like having to wait 15 seconds in-between dialogue boxes or watching characters s l o w l y leave the buisness room one at a time. I have patience but not quite that much.


By holding ENTER key you can fast forward character movements and wait in between dialogues.there us usually a wait of maximum 2 seconds.
The delays have been more then two seconds and the characters have all been slow-walking whenever they do move. I know you made a game about being in a low consiousness state but this is a bit much...? Although I doubt you intended things to go this slowly the slowdown might very well be a bug.

also did you really have to start killing people this early?
author=AlexHeartnet
The delays have been more then two seconds and the characters have all been slow-walking whenever they do move. I know you made a game about being in a low consiousness state but this is a bit much...? Although I doubt you intended things to go this slowly the slowdown might very well be a bug.

also did you really have to start killing people this early?


I will look into it, One of these days I have to stop watching Game of Thrones. You know what I mean right? :)
I give up, this game has the worst intro I have seen in a while. The whole point of this sort of "descent into madness" tale is to have it done gradually, and it is also taking way too long to get to the point where I can actually play a game instead of watching a movie!

I guess those small buisnesses will have to survive with out selling themselves out to a billionare. Oh well.
I sincerely hope you'll consider revising the script/story because...I was completely removed from it by time I read "your vision is blur" for the eighth or ninth time.

As ambitious as this project seemed, some issues:

1.) Mapping. In some places, it's consistent. In others, far less so.
2.) The first two or three chapters are so agonizingly slow, that I began to feel that playing through the rest of the game was going to be a chore. I'm all for a slow beginning if it frames the narrative but this game more or less shoves us right into a mess of events and with little to no connection drawn between audience and story.
3.) I did get a few unintentional sessions of laughter with the hospital scene, and the typo "angle of death" - that killed me.

Seriously, though - there's areas of this game that need major reworking, rewriting and mapping. But, seeing how the above constructive criticism was basically shoved aside because they 'didn't complete the demo', my remarks may as well be falling on deaf ears.
so osme kidn of trashh gonabreak my pcc and them i wont be able to paly games why everyhtign is codeed
author=Punk_Kricket
I sincerely hope you'll consider revising the script/story because...I was completely removed from it by time I read "your vision is blur" for the eighth or ninth time.

As ambitious as this project seemed, some issues:

1.) Mapping. In some places, it's consistent. In others, far less so.
2.) The first two or three chapters are so agonizingly slow, that I began to feel that playing through the rest of the game was going to be a chore. I'm all for a slow beginning if it frames the narrative but this game more or less shoves us right into a mess of events and with little to no connection drawn between audience and story.
3.) I did get a few unintentional sessions of laughter with the hospital scene, and the typo "angle of death" - that killed me.

Seriously, though - there's areas of this game that need major reworking, rewriting and mapping. But, seeing how the above constructive criticism was basically shoved aside because they 'didn't complete the demo', my remarks may as well be falling on deaf ears.


Not at all, Your remarks are totally genuine. If you have played 2 or 3 chapters, it means you have played for like 40 to 50 minutes. I want more feedback. play-out some missions and give more feedback/suggestions.

I know my English isn't good so you will have to forgive me on that part. As for mapping, I'm working on it. (In particularly the map for safe house)
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