This is an experimental game, using RM2k3 and DynRPG, with a fake 160x144 resolution. I already changed it to 256x144 because I may want to work further on this on another engine :V All systems are evented with the help of aweosme plugins (thanks Kazesui and Cherry!).
Actual Story:
There was a great war upon the land, that lasted for an entire century. Countless were the dead, and the world was bathed in chaos.
Five warriors from all across the land united together, not long ago, to finally end this bloody war. Now everything is peaceful, everyone's back to their own places... But it also is kinda boring, isn't it?
A world without war?
Levin and Noah decide that now that the war is gone, it's time to live life and pursue a new meaning. Thus they embark on a new journey to find a long missing friend but more importantly, to live life, now that they can.
Gameplay:
Together We Go features a fixed party of two characters; Levin and Noah.
Systems are all streamlined and simplified to give room to its handful of unique features:
- Mix spells! Cast two spells in sucession and unleash a secret, powerful combination spell Burn then Freeze your opponent with Antipode! Some spells don't result in new combination spells but rather carry over the effects of the first spell into the second. Spread that Poison with Silver Wind!
- Simplified Phase Battle system -- Turns are divided between player and enemy phases. As such, there's no SPD stat. The character on top always acts first, while the one below always acts second -- use this to your advantage while setting up dual techniques!
- Proficiency Stat System -- Away with levels! Earn stats after almost every battle, influenced by your battle behaviour! Want more STR? Attack more! Want more MAG? Cast more spells!
- Charm Equip System -- Levin and Noah's equipments are well-beloved and insubstitutible. Instead of equipping new weapons and armors, equip up to 5 acessories to change battle statistics and produce interesting new effects!
- AP System: Away with MP! Characters have 5 ap and regain 1 per turn. Spells consume 1-5 AP per cast.
- Spell School system -- Learn abilities in 4 different skill schools!
Physical Techniques: these cost HP and are unique to each character.
White Magic: Healing & Protective spells which mix with themselves or Physical Techniques.
Black Magic: Offense & Debuff spells which mix with themselves or Physical Techniques.
Forbidden Magic: Powerful spells with assorted, battle changing effects, they cost 5 AP and don't mix with other spells. (Except for Bolster, which mixes with the second spell making its effect much, much stronger!)
Graphics are fully original and will be made available on my OpenGameArt page (as well as here, on RMN).
Audio is either ripped from old RPGs (mostly SaGa where this drinks a lot from) or created by myself in the case of sound effects.
If a composer eventually finds interest in composing a score for this game, I'd be happy to hear their offer!
I might seek to hire someone for such a situation in the future. It really depends on the shape this project takes.
Actual Story:
There was a great war upon the land, that lasted for an entire century. Countless were the dead, and the world was bathed in chaos.
Five warriors from all across the land united together, not long ago, to finally end this bloody war. Now everything is peaceful, everyone's back to their own places... But it also is kinda boring, isn't it?
A world without war?
Levin and Noah decide that now that the war is gone, it's time to live life and pursue a new meaning. Thus they embark on a new journey to find a long missing friend but more importantly, to live life, now that they can.
Gameplay:
Together We Go features a fixed party of two characters; Levin and Noah.
Systems are all streamlined and simplified to give room to its handful of unique features:
- Mix spells! Cast two spells in sucession and unleash a secret, powerful combination spell Burn then Freeze your opponent with Antipode! Some spells don't result in new combination spells but rather carry over the effects of the first spell into the second. Spread that Poison with Silver Wind!
- Simplified Phase Battle system -- Turns are divided between player and enemy phases. As such, there's no SPD stat. The character on top always acts first, while the one below always acts second -- use this to your advantage while setting up dual techniques!
- Proficiency Stat System -- Away with levels! Earn stats after almost every battle, influenced by your battle behaviour! Want more STR? Attack more! Want more MAG? Cast more spells!
- Charm Equip System -- Levin and Noah's equipments are well-beloved and insubstitutible. Instead of equipping new weapons and armors, equip up to 5 acessories to change battle statistics and produce interesting new effects!
- AP System: Away with MP! Characters have 5 ap and regain 1 per turn. Spells consume 1-5 AP per cast.
- Spell School system -- Learn abilities in 4 different skill schools!
Physical Techniques: these cost HP and are unique to each character.
White Magic: Healing & Protective spells which mix with themselves or Physical Techniques.
Black Magic: Offense & Debuff spells which mix with themselves or Physical Techniques.
Forbidden Magic: Powerful spells with assorted, battle changing effects, they cost 5 AP and don't mix with other spells. (Except for Bolster, which mixes with the second spell making its effect much, much stronger!)
Graphics are fully original and will be made available on my OpenGameArt page (as well as here, on RMN).
Audio is either ripped from old RPGs (mostly SaGa where this drinks a lot from) or created by myself in the case of sound effects.
If a composer eventually finds interest in composing a score for this game, I'd be happy to hear their offer!
I might seek to hire someone for such a situation in the future. It really depends on the shape this project takes.
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- JosephSeraph
- RPG Tsukuru 2003
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