This was practically my first RpgMaker 2000 project. It is so old that the name I use in the credits sequence was my handle on a different Rm2k oriented site that no longer exists.
The player takes control of Cail Tyrik, who based on your actions in the first location will be revealed to have either been a Smuggler, a Slicer, or a Soldier. After accepting a dangerous mission from a troubled young woman, he finds himself pitted against bounty hunters, mercenaries, and a self proclaimed Dark Lord of the Sith. Only through learning the ways of the Force will he be able to stand against this newest threat to the galaxy.
Learn from up to 50 possible Force Powers and 12 Lightsaber techniques. Some of the force powers are awarded based on the player's interaction with the environment. Standing and fighting nets one set of powers while infiltration and evasion net another.
Party members usually gain improved skills through finding rare items. A gambler's Lucky Shot combat skills improve with each Deck of Cards that the player finds, while a droid's stats can be upgraded at a certain shop as long as the player has enough credits.
Many of these upgrade items are rewards for an ongoing sidequest. Once the player has a party member able to translate for them, they can begin trading with the Jawas that can be found in several locations on Tatooine. In exchange for 'Rare Parts', the Jawas are willing to trade anything from Robes, Decks of Cards, Blasters, and even Implants.
Based on the in-game chronometer item (which I don't believe tracks time spent in battles) the game weighs in right around five hours.
I was a big fan of KOTOR, but instead of just trying to reinvent what they did, I tried to put my own spin on it. I was always disappointed at how black and white they were with their morality system. Some of the best moments in the Star Wars expanded universe came out of how seductive the darkside could be. Their games never really allowed for "Doing the wrong thing for the right reason" and instead split it up as "goody two shoes" and "Just raped a herd full of Nerfs type psychopath."
For that reason, the dark side can be pretty sneaky in my game. Though some situations obviously lead to light or dark points, I never flash up a message telling the player that they had a net dark side shift or a light side gain. The only time the player is made aware of their standing is AFTER it is too late to turn back. I wrote the damn thing, and I was actually surprised during my last test play when my character ended up really dark by about the halfway point of the game.
Here's the kicker though. This game was conceived of as the first half of a duology. It presents a complete story and works as a standalone, but it does not resolve the ending's cliffhanger. This was one of my first exercises in writing for a game, and I did a lot wrong with it. My characters were all place holders until almost the very end, even the hero was referred to as Male Lead in the database until right before the original planned release date.
Due to the fact that the characters are all pretty thin, I don't really want to handcuff myself to this for a whole second game.
Instead, the plan is to release a new game that will basically be a remake (with 90% new content, and hopefully much better writing and characterization) of this game, as well as some of the content originally planned for the sequel.
So why release something which is outdated and will not be supported? Aside from a few issues I am very well aware of, I think that a couple of people out there might enjoy giving this a try. Any feedback that they might give might really help me in future projects. - Trying to push this out for the deadline got me interested in actually completing it properly again, so disregard the 'unsupported' thing.
The player takes control of Cail Tyrik, who based on your actions in the first location will be revealed to have either been a Smuggler, a Slicer, or a Soldier. After accepting a dangerous mission from a troubled young woman, he finds himself pitted against bounty hunters, mercenaries, and a self proclaimed Dark Lord of the Sith. Only through learning the ways of the Force will he be able to stand against this newest threat to the galaxy.
Learn from up to 50 possible Force Powers and 12 Lightsaber techniques. Some of the force powers are awarded based on the player's interaction with the environment. Standing and fighting nets one set of powers while infiltration and evasion net another.
Party members usually gain improved skills through finding rare items. A gambler's Lucky Shot combat skills improve with each Deck of Cards that the player finds, while a droid's stats can be upgraded at a certain shop as long as the player has enough credits.
Many of these upgrade items are rewards for an ongoing sidequest. Once the player has a party member able to translate for them, they can begin trading with the Jawas that can be found in several locations on Tatooine. In exchange for 'Rare Parts', the Jawas are willing to trade anything from Robes, Decks of Cards, Blasters, and even Implants.
Based on the in-game chronometer item (which I don't believe tracks time spent in battles) the game weighs in right around five hours.
I was a big fan of KOTOR, but instead of just trying to reinvent what they did, I tried to put my own spin on it. I was always disappointed at how black and white they were with their morality system. Some of the best moments in the Star Wars expanded universe came out of how seductive the darkside could be. Their games never really allowed for "Doing the wrong thing for the right reason" and instead split it up as "goody two shoes" and "Just raped a herd full of Nerfs type psychopath."
For that reason, the dark side can be pretty sneaky in my game. Though some situations obviously lead to light or dark points, I never flash up a message telling the player that they had a net dark side shift or a light side gain. The only time the player is made aware of their standing is AFTER it is too late to turn back. I wrote the damn thing, and I was actually surprised during my last test play when my character ended up really dark by about the halfway point of the game.
Here's the kicker though. This game was conceived of as the first half of a duology. It presents a complete story and works as a standalone, but it does not resolve the ending's cliffhanger. This was one of my first exercises in writing for a game, and I did a lot wrong with it. My characters were all place holders until almost the very end, even the hero was referred to as Male Lead in the database until right before the original planned release date.
Instead, the plan is to release a new game that will basically be a remake (with 90% new content, and hopefully much better writing and characterization) of this game, as well as some of the content originally planned for the sequel.
So why release something which is outdated and will not be supported? Aside from a few issues I am very well aware of, I think that a couple of people out there might enjoy giving this a try. Any feedback that they might give might really help me in future projects.
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