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Sir Edmund,

Although not without regret, I'm afraid I must decline your request that I lead the newly formed Exploratory Division of our armed forces.

First among my reasons, while I understand the reasons for His Majesty's decision to treat the new branch as a division of the Naval Department, I must protest that I am not and have never been a man of the navy. Although I have no doubt that the adoption of thamasine-powered ships will usher in a new era of trade and exploration, I myself will always be a traveler of the land and not the sea.

Second, and more prominently, I do not feel that I can devote myself to the exploration and acquisition of new territories when I am beset by concerns for the security of those territories we already possess. Those worries I have discussed with you in the past have only increased in the last year, and I am now convinced beyond doubt that attacks by monsters are increasing, not only throughout the outlying regions of Andam, but across the entirety of Idarica. The problem continues to worsen, and I fear that without increased security the regions of threat will someday cease to be practically habitable. It is my intent to devote the remainder of my career to the creation of an organization which can provide this much needed protection. Guarding the people from the beasts of the wild has always been one of the central purposes of civilization, and in a time of marvels such as this, it would be deeply shameful if we should falter in that duty.

Many of my men, scouts who I have trained and served alongside for long years, have already promised to join me in the creation of such an organization. For while the need may not yet be apparent in the Capitol, to those who render their service in the wilderness it is painfully clear. It is my hope that we might form a union which may defend the people across Idarica, for common threats are always best faced in unity, and monsters strike with no regard for the borders of man.

Although it is my fear that I have offered you grave disappointment, this is the only path my conscience will permit.

Yours sincerely,

Raymond March.


(Founder of the Guardian Guild, A.R. 954)


Guardian Frontier is an RPG set in a world inspired by the history and culture of the 19th century, of exploration, colonialism, scientific advancement and industrialization, and is an attempt to create an original style of story out of the toolset of traditional RPGs.

Features:

-Rich, colorful setting.
-Relationship value system driven by interactions with deeply developed cast members.
-Balanced combat with unconventional equipment and skill features.
-Lots of words and stuff to click on.
-At least one (1) elf/catgirl threesome.

Latest Blog

Third Content Update: Hope you like NPCs

Well, that took a while.

I'm afraid by this point, a lot of subscribers have probably concluded that Guardian Frontier is on hiatus or abandoned. The truth is, I just feel awkward making public progress announcements which nobody has asked for unless I have new content to release. I never put Guardian Frontier aside, I'm just a terrible publicist.

The length of this release will vary a lot depending on how much time you spend walking around and talking to people. This update contains a lot of NPC content. Not only does it contain more NPCs and NPC dialogue than the previous updates combined, it's entirely possible that it will contain more NPC dialogue than the entire rest of the first chapter combined, once that's complete.

There's also a lot of Easter Egg content in this update. Probably, even players who try to make a point of exploring the whole game thoroughly aren't going to catch all of it. This isn't even a matter of my aiming for game design that rewards exploration, I just throw this stuff in because I honestly can't help myself.

The kind of eventing content that went into this update takes me a long time to put together though, and as obsessed as I might be with NPCs, making so much of one type of content at a time still saps a lot of my momentum. I was originally hoping to have this update out in January, but obviously that didn't pan out so well. I'd say I've learned my lesson, but honestly I knew from the start that my plans for this section were kind of crazy. But this is one of the earliest-planned segments of the game, and while a lot of the specifics have changed since it was first conceived, I'm glad to have gotten something out that stays more or less true to my original vision of it.

The next update after this one will have more of a focus on wilderness-based content, and shouldn't take as long for me to complete. There's a reason Guardians don't spend most of their time hanging around in cities.

If anyone wants more frequent updates on this game's development, feel free to let me know. I may be reluctant to advertise, but I'm always happy to answer questions.
  • Production
  • 0 of 3 episodes complete
  • Desertopa
  • RPG Maker VX Ace
  • Adventure RPG
  • 07/16/2017 01:37 PM
  • 01/31/2020 11:16 AM
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Posts

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Looks like i play it almost blind... at end of the demo, but...

It seem that i can say:
" Just take these lizards at random counters area, and escape that bird (It stats at like that your pair get hit it just 1/6 or worse ... but, if youre get them down anyway, wind magic hit MOST , but not that area...) No, you DON´t get money for FIGHTS, only missions... but higher exp l= mission succes easier... at usually?

Try look L10 or some after that before going get that monster in cave (bolt?), just clear these flowers (some) and clear areas (encouters) ... i don´t sure, at are random counters area is still, but... But if it, just try put 3-5 levels before meet that profersor...

That´s enough... but beware that area is these Hulks! Just think them hardest encouter what demo have...

And before deen... (Why i can´t training that other pair? ) just keep sure at your level at that pre pair was MUCH more than only 13-15 ... (although youre can do deen even these (pre pair) but... Is there way training that backup pair? ...
"
I'm having a difficult time understanding a lot of that, but...

You can't train the other Guardians before the Deen mission; they're not in your party before that, and the levels of party members when they join isn't determined by your party's level.

I like to encourage some trial and error in combat, but since there are so few Forest Hulks to do trial and error on, I don't think it would hurt if I let you guys know that fire magic can help you a lot with them. Bolt may have higher base damage than Fire, but that doesn't mean it's more useful for every situation. Most of the attack spells in this game have status effects they can inflict occasionally, and some enemies are much more vulnerable, not just to damage from the elements, but to the status effects that go along with the spells.

You're right that you don't get money from fights, but a higher level will make the missions easier. But there is another source of money aside from missions; you can find stuff when you're out exploring combat areas which you can exchange for money. In the case of the areas so far, it's only queenswhite, but there are going to be more over the course of the game.

I think you have to grind on encounters on the world map for either of your characters to make it as high as level 15 by the end of this update. I didn't do that in my own playtesting (I didn't want my characters to be extra strong and have an easier time than most players would,) and I never made it up that high. It definitely shouldn't be necessary in order to beat all the plot-required battles.

Here's another hint on something I hope too many players haven't been missing. It's a good idea talk to people around town after plot events like finishing a job. Guardians live on the gratitude of the public! In very concrete, material terms. You'll be sleeping in strangers' houses a lot, but also getting gifts from people who want to help you out.

Edit: As an added note, I don't think of what's out so far of the game as a "demo." I don't plan to get to a point where I'm going to tell my audience "Okay, I've demonstrated enough, now you have to wait for the whole rest of the game to come out at once." Releasing the game in gradual updates helps keep me on something like a proper schedule. That doesn't mean I'm going to be releasing every new update month by month. The next update is almost certainly going to take longer, since it has a lot of large areas and far more NPCs to write for than the previous updates. This isn't part of some serial escalation where I'm developing bigger and bigger plans for each update until it becomes unsustainable, those elements of this update have been planned since way before I started the game. The first update of the second chapter (which is still quite a while off) is also going to take a lot longer, because the gameplay will start to become more nonlinear at that point. But in general, I want to keep these releases coming at a pretty frequent pace.
Dyluck
For thousands of years, I laid dormant. Who has disturbed my slumber?
5184
In the first scene with the imps, let's say I keep going to the left, and one of the imps follow behind me from the right. Now I'll be stuck between the imp and the floor event. Even if I could somehow beat the imp, the battle doesn't start because the floor event is trying to push you back 1 step, while the imp is in the way, so the game just keeps waiting.
Hmm... I might be able to resolve that by adding a skip contingency to the move instruction, but if I did that, then a player who got cornered by a monster might be able to escape and force their way through the event barrier, which would be a problem in itself since there's really nothing in that direction. The map cuts off precipitously after a while because there's no reason for the player to be there.

I can experiment with some fixes for this, but I'll probably wait on the next content release to change it for the download, because it's a situation most players probably shouldn't end up in in the first place.
Dyluck
For thousands of years, I laid dormant. Who has disturbed my slumber?
5184
You can get trapped by imps in the library too. The better solution is to simply make the imps not follow you, and/or make walkways wider in general.
Making the imps not follow the player would prevent the player from getting trapped, but I'm not fond of it as a solution, because that affects the atmosphere of the sequence which all players are going to be exposed to, whereas only a small fraction of players should risk being trapped unless they place themselves in a situation to cause that deliberately. Also, monsters in general chase you in this game; that's not just a gameplay element, as an element of the setting, aggression towards people is part of what makes people categorize monsters as monsters.

Making the walkways bigger is a possibility, but I'm concerned that as an interior area, I've already way overbuilt the school relative to other areas in the game. For a building, it's already kind of excessively large.

I don't want to get players stuck in unwinnable situations which force them to lose significant amounts of progress by resetting, but it actually wasn't my intention to begin with for the introductory section to be challenge-free. Originally, I actually planned for more significant monster avoidance elements in the beginning which were mostly cut. I'm reluctant to further diminish the tension of that section by making it almost impossible for the player to enter a threatening situation.
GoldenUnicornGaming
Writing reviews for your own game is against site rules.
305
I just wanted to pop in and say I LOVE the cover art to your game. Reminds me of Dungeon Explorer on the TurboGrafx. <3
author=Desertopa
Making the imps not follow the player would prevent the player from getting trapped, but I'm not fond of it as a solution, because that affects the atmosphere of the sequence which all players are going to be exposed to, whereas only a small fraction of players should risk being trapped unless they place themselves in a situation to cause that deliberately. Also, monsters in general chase you in this game; that's not just a gameplay element, as an element of the setting, aggression towards people is part of what makes people categorize monsters as monsters.

Making the walkways bigger is a possibility, but I'm concerned that as an interior area, I've already way overbuilt the school relative to other areas in the game. For a building, it's already kind of excessively large.

I don't want to get players stuck in unwinnable situations which force them to lose significant amounts of progress by resetting, but it actually wasn't my intention to begin with for the introductory section to be challenge-free. Originally, I actually planned for more significant monster avoidance elements in the beginning which were mostly cut. I'm reluctant to further diminish the tension of that section by making it almost impossible for the player to enter a threatening situation.

isnt there a way to restrict where mosters can go? then you could prevent them from geting too close to those tiles.
author=SoulAuron
isnt there a way to restrict where mosters can go? then you could prevent them from geting too close to those tiles.


Good point. I've made some adjustments which will be effective for the next content release which should prevent monsters from locking the game up by cornering you. It's still possible to be cornered, but it shouldn't freeze the game, and it should be possible to save and load in that situation and thereby reset the locations of the monsters (although it's easier to just avoid being cornered.)



author=GoldenUnicornGaming
I just wanted to pop in and say I LOVE the cover art to your game. Reminds me of Dungeon Explorer on the TurboGrafx. <3


That's Heru Purwanda's work, which I'm happy to recommend. I wish I could afford to commission art for more of the game. Maybe eventually that'll be a possibility.
I finally played this demo.
One thing, though: Better weapons aren't shown as such (+0).
It would be nice to change that (I know it's possible, perhaps ask UPRC (Blackmoon Prophecy) for help).
I'll ask him and see if he gets back to me. Unfortunately, doing original scripting really isn't in my skill set, so I have to rely on solutions other people have come up with, and I haven't found a solution among the resources I've searched so far, probably since it's a problem most games don't encounter in the first place. But if anyone does have a way of fixing that issue, I'd be happy to use it.
Finally the next update, can't wait to start playing this! Ill give my feedback soon.
It's alive! Aliiiive! Uh...not that I ever thought it was dead.
This is going to be a long game, and I can't promise that nothing could ever come up that would prevent me from completing it, but barring sudden death I can at least promise that if I stop actively working on it, I'll say so.
Alright, so I found some problem. After taking the boat to the new land everything seemed to go find. Then when the money was stolen from Ashe and I chased the thief down. There is a part across the river a little girl runs from you and you encounter someone who is completely invisible. You can talk to them but no one shows up.

Another bug I found is that after you find the thief but go to save the girl from the spider. The hooded figure shows up also invisible.

https://imgur.com/a/bBqOQ8N

She finally showed up only after returning to Ashe and talking to her did she finally appear.

Another bug crashes the game, doing patrols with Tchieska it takes you into a house with a slime. The game crashes because of a missing audio file which is game_maoudamashii_7_event44.edit
Dammit, I should have known changing anything at the last minute was going to break something.

The second issue is easy to fix. The problem is that all the extra music I added to this update made the file size really big, so I got rid of some of the music files in favor of lower-fidelity versions which took up less space. That event is one where I failed to properly swap out the music for the new version.

The first issue, I can hazard a guess what the problem is, but it's hard to be sure, because the problem does't arise in my own copy of the game. I'll upload a fixed version which should resolve the crashing issue, and will probably fix the invisible character issue, but I can't be sure until players report back on that one.
Alright, so I just finished with the new update wasn't too bad. Though turning the rescue of the trader, I wasn't sure if you could stealth your way through like they asked. I saved before entering the place and tried all kinds of things to go through undetected but seemed impossible.
Being sneaky isn't really Guardians' forte.

Did the cloaked sprites show up properly in the fixed version?
author=Desertopa
Being sneaky isn't really Guardians' forte.

Did the cloaked sprites show up properly in the fixed version?


I wouldn't know, I just kept playing regardless of them showing up. Though after that one part where Tchieska sprite didn't show up. After that the cloaked sprite worked just fine.
Very good writing, and generally feels very logical, but battles can go pretty badly if your unlucky, and are also quite boring.

Wild encounters are on screen and avoidable, but there is NO reason to avoid them unless your dying, since they dont respawn, and you will need the exp anyway. Enemies dont drop monetary compensation of any kind, and your only source of income are non-respawning herbs in the wilderness. These are very logical and realistic game design choices and really makes me feel I'm actually out in the wilderness with limited resources that I have to manage. The game railroads you alot so backtracking to inns or whatever isn't always allowed. However these battles are sometimes pretty annoying. The most egregious ones are the plants, who defend alot and just draw out the fight. We do have a move for removing defend but it has TP cost and isnt always usable, and these plants also spam a stun attack. All battles involving these plants take much longer than any other regular battle. There was this particularly annoying fight with this heavy hitting dude backed by two plants. The heavy was telegraphing a big attack but I can't even defend because the plants had me stunned/asleep. The big attack causes paralysis as well so I was just loosing alot of turns. This problem gets worse later when you have to fight these really agile werewolfs who also have a paralysis ability. I basically decided I had enough. You had one person in your party up against 2 of these paralysis werewolfs, and when they proc'd the paralysis on my single dude, the entire mission was screwed because at this point in the game you are thrown into several battles without any chance to heal up in between. Basically, battles are pretty booring with too much stunning and paralysis going on. It's not actually TOO difficult or anything, but I kept getting unlucky in these fights.

Writing was great and character/NPC interaction is pretty swell. You get alot of conversations with your companion and the NPC's and they will be at different places at different times too. Everything feels pretty realistic in a sense. I'd liked to have played the game demo to the end, but the battles were getting really irritating so that's all.
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