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Hero's Realm: Heroic Edition
I always wanted to publish a game based on everything I enjoyed as a kid. This will be the end result.



Lead four heroes and their teams against the evil forces of Mephistocles, the Lord of Demons in this retro-RPG adventure. Switch between the four heroes as you explore dungeons, ascend towers, spelunk caves, save villages and defeat the forces of evil! Reminiscent of classic NES/SNES-era RPGs, Hero's Realm is a fun romp in old-school RPG nostalgia.


  • Play as 4 powerful Heroes and their customizable party throughout a four chapter story, each with their own skillset & battle commands!
  • Come together in the final fifth to adventure with all four parties - switching between them anytime, even in boss battles!
  • Customize your heroes' party by selecting from 21 unique character classes split between the mage, warrior, and rogue specialties, including unlockable elite and master classes!



  • 25 character classes (12 base classes, 4 hero classes, 6 elite classes, 3 master classes)
  • Over 30 hours of game content and sidequests
  • Classic NES-era and SNES-era RPG gameplay
  • Multi-party switching system
  • Multi-party tactical battles
  • Expansive world map





If you like what I do and have done to date, consider being my patron so that I can continue doing it. A remastered game is just the start!
https://www.patreon.com/kentona

Hero's Realm has a TVTropes page.Check it out.
Alternatively, you can donate directly to my PayPal.



Latest Blog

My wife said I can't buy FFVI Remaster until I finish Hero's Realm

So I have extra motivation, I guess.

Anyway, I am working on battle animations these days. (Follow along on Twitter while that site still exists, if you like!).

I had done a thorough review of every skill and battle event in the game, and then mapped that to every animations, and from there to every battle animation sheet. I cross-referenced that with the animation sheets I had commissioned from visitorsfromdream. From there, I identified the gaps - the most significant gap being the space in my wallet (I have no budget left, really. That's what happens when you let a game project drag on for 5 years). So to fill in the gap, at the beginning of April I started to learn how to do simple pixel art, with a focus on small animations!



I started with simple laser effects, and then moved on to a study on sparkles and gems (a staple of every RPG ever). The sparkles will be used in a large variety of spells, especially healing.



I circled back to some more lasers, and small burst animations. The lasers were based on an animation that I had downloaded back in like 2003 and have no idea where it is sourced from. The bursts are based off of Chrono Trigger's animations.




You can see me working on it here:


Because some people think I have some sort of innate spriting skillz, I am showing you my current process - using references from SNES games!!

I tried to make a fissure like skill, based on our favourite end boss Lavos.



Today I took a crack at making the most complex sprite I've attempted to date - a large skull.



Naturally, I used my socks as a reference. (I also later googled skull art references, because I do not have a full grasp on how the human skull is actually shaped).


OBEY.


I have a long list, but so far so good in my first 3 week foray into the world of spriting! Still to do are more physical hit sparks and slashes, stealing items, more fire (ugh this is going to be tough), ice, lightning, wind, gasses, dark spirits, holy magic, explosions, and tarot cards!


(Also, I am focusing on spriting right now because it is fun, but MORESO to avoid tedious work I know I have do to. The battle events need a cleanup and revamp, and the prospect of working on that is daunting. Then there are the bug fixes and planned enhancements. And playtesting. Which will lead to more bug fixes.)

Follow along on Twitters if you want more real-time progress reports on battle animations. (where are we supposed to post going forward these days? Instagram? Tumblr? Y'know, for when twitter dies)

Posts

This looks like a very enjoyable game. But how to download please?
unity
You're magical to me.
12630
author=noory123
This looks like a very enjoyable game. But how to download please?


This game is in-progress, and isn't completed, so that's why there's no download. You can find the original game that's being remade here, which does have a download:D

https://rpgmaker.net/games/82/
Lets go Kentona!! Let me know if you need any 2k3 technical consultation, would be happy to help!!
author=noory123
This looks like a very enjoyable game. But how to download please?

one day it will be available for download. One day..... (check back every 6 months or so).

author=narcodis
Lets go Kentona!! Let me know if you need any 2k3 technical consultation, would be happy to help!!

actually there is something we wrestled with that we can't quite figure out! Is it possible to change the hero battler's graphics mid-battle?

The "Shapeshifter" class is a berserker-type that "morphs" into a werewolf, but to achieve that, the Shapeshift is just a status whose default pose is that of a wolf. When the player takes an action (like Attack), the battle system naturally uses the attack animation, which of course doesn't look like a werewolf - it's just the regular battlechar attack animation.

I tried using common events to change classes to a temporary class that is ALL werewolf, but the engine doesn't change battlechar graphics mid-battle.

Thoughts?
author=kentona
author=noory123
This looks like a very enjoyable game. But how to download please?
one day it will be available for download. One day..... (check back every 6 months or so).

author=narcodis
Lets go Kentona!! Let me know if you need any 2k3 technical consultation, would be happy to help!!

actually there is something we wrestled with that we can't quite figure out! Is it possible to change the hero battler's graphics mid-battle?

The "Shapeshifter" class is a berserker-type that "morphs" into a werewolf, but to achieve that, the Shapeshift is just a status whose default pose is that of a wolf. When the player takes an action (like Attack), the battle system naturally uses the attack animation, which of course doesn't look like a werewolf - it's just the regular battlechar attack animation.

I tried using common events to change classes to a temporary class that is ALL werewolf, but the engine doesn't change battlechar graphics mid-battle.

Thoughts?


Man... The battle system is something I'm very bad with. If you're going the common event route, wonder if you could get away with swapping out the character with another placeholder werewolf character that has the same stats? You could change the werewolf character's equipment and level and such. The only tricky part I guess would be figuring out how to... de-werewolf them consistently.
I did attempt this once. Only once. I used a battle animation that overlapped the actual character itself by using the background image as a 'background' to the animated frames, but I wonder if you can't leave the attack animation file blank and use battle animations in place instead? So the animation would overlap? It'd be a lot of work and finicky bullshit and in my game I only had the one character so it was a lot easier - I imagine working around four characters that can be in any of four spots would be a LOT harder.
time to migrate to MZ then
author=kentona
The "Shapeshifter" class is a berserker-type that "morphs" into a werewolf, but to achieve that, the Shapeshift is just a status whose default pose is that of a wolf. When the player takes an action (like Attack), the battle system naturally uses the attack animation, which of course doesn't look like a werewolf - it's just the regular battlechar attack animation.


You can get a visual Werewolf Attack by changing his weapon after the shapeshift skill is used. Use a variable to keep track of the current weapon, then remove it and equip Wolf Claw. Once the shapeshift ends, re-equip the variable-stored weapon.
The caveat is that you won't be able to enhance the equipped weapon's properties by Shapeshifting like how the D2 Druid works. It'll always just have Wolf Claw properties. You can mitigate this by looking at the variable-stored weapon's stats and manually adding/subtracting them before and after shapeshifting, but that won't help if your sword has Fire attribute, attack all, double attack, etc. That stuff won't carry over. Unless, of course, you want to do the madman solution of duplicating every single weapon in the game in Wolf Claw version.

There's another caveat. Every time your shapeshifted hero gets bopped by an enemy, you'll see the human damage animation.
When is it coming out
If you need art critique or visuals I'm good with that! :P Art school major here
Maybe you can make a 'studio name' instead of your name to make it cool, like Kentona Works or KenWorks? Maybe a punderful thing like Square. lol Which is very, very punderful. I dunno. :/ I have my own name and studio names