GALENMERETH'S PROFILE

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Intra Mundum

author=shayoko
i dont know how interested i am in the description but iu will try it when theirs a download available. so subbed for now :)


The description is getting a bit old, and I'll update that soon. A lot has changed over the last months. You could check out the following two gameplay videos to see the two new gameplay mechanics in place; "spiritwalking" and "soul searching":




I'll have a demo version ready in not too long to give you a taste of how it plays, too :)

Spiritwalking - Refined and polished

Intra Mundum isn't necessarily the finalized name, so who knows; it could end up spiritwalker, or something else :) The "codename" is "Intra Mundum" because it can mean "inner world" in lazy latin, which is also what one could call the spirit world.

Thunder, rain and lightning

I think perhaps the problem with the thunder sound is that the rain sound effect has a much lower volume, which can lead you to crank up the volume; then the thunder hits with close to 100% volume, and it punches you in the face.

... I kind of want to call it a feature ;)

ashfirth.png

I like to map villages in semi-realistic sizes, so that you feel like this could be a real place. However, I make sure that roads and natural landmarks makes it easy to find points of interest, as making you feel lost is not the point of these maps :)

ashfirth.png

Work in progress; there will be more to the town down south.

Rhythos RPG Builder - a Free and Open Source Dev Tool

author=terra0nova
if the community and features continue to improve between this campaign and the next one, I have high hopes that I'd have a better chance succeeding the next time around! I've even been getting some community contributions to the editor, and that'll definitely help keep the project going!


It's good to hear that you want to keep going even if the kickstarter should fail. This project has a lot of potential, and I'd love to support it, but I feel there's a bit too little "meat on the bone" for the project so far. I like the looks of it, and the use of haxe and export possibilities are really great, but I'll be awaiting some more details before I commit to it myself. Best of luck! :)

Battle system change: Removal

Yeah, I hope so too. It really feels good to be able to spend more time on creating truly interesting maps; it's what I enjoy the most apart from creating the story itself :)

Rhythos RPG Builder - a Free and Open Source Dev Tool

What is the future of this project if the Kickstarter doesn't work out?

Intra Mundum

author=TheBadMan
+ The game overall is very good, despite the fact that you don't use custom stuff.
- I hate the "Player Touch" to interact with the events (I miss a lot of dialogues sometimes...dialogues that flow too fast).

Thank you very much for your freedback! I'll comment on these two elements specifically :)

Regarding use of non-custom stuff: I'm trying to use as little custom tiles and graphics as I am comfortable with because I have so many other elements to create, like story, characters, gameplay and interesting events and scripts – I'm making a custom combat system, for example, so what you tried in the current demo got scrapped completely. So I am trying to limit myself creatively as much as possible to whatever is there in the RTP. I'm aware this might put some people off, but the reality is that things take a lot of time, and I'm only one guy. However, when I feel that the restrictions negatively impact my game design, I'll change and/or add custom elements. For example, the window design has been completely redesigned (there is a screenshot of it). I'm also creating a custom HUD for health, energy and some battle specific elements. When I've gotten comfortably far with the game, I'm going to look at modifying character faces and sprites, and possibly hiring an artist for it, too :)

"Player Touch" event activation: I've gotten mixed feedback on this now. some love not having to press the action button all the time to interact. Others (like you) loathe it. It's about 60% for at this point in time, and since I'm making character interaction "action button" to interact, I might just change everything to that for consistency :)

Again, thank you very much for your feedback. If you have any thoughts on my comments, I'd love to hear them!

Intra Mundum

author=Dyhalto
The RTP portraits are meh, but maybe that's just my personal opinion. You should either find a good artist, or a good source of replacements.


I think my problem is that I haven't played many RPGMVXA games, so to me they look great. But I am aware of this issue, so it's something I'll look at eventually when I can make a proper decision about what custom art I want :)

author=Dyhalto
The abstracts were laid on a bit thick at the start, almost to the point of "oh no, pretentious bullshit", but I was well into it by the time I got to Elise's mirror. No issues after that.


Great to hear; I wanted to walk the fine line between having people get that "pretentious" feeling creeping in while breaking it up in time for it to actually put things into an interesting perspective.

author=Dyhalto
And there weren't enough battles to gauge my thoughts on them. If you stick to the limited items and limited healing though, I can see a problem with players winding up trapping themselves.


If I go with this default battle system, then I'll definitely go all the way with custom class functionalities, tactical mechanics and good itemization. I'm making the game so that I find it interesting to play myself, and I really dislike "battles as filler". However, because of that, I am in the process of experimenting with alternatives to having battles. For example, I'm playing around with the "mirror" realm being puzzle-like (with abstract elements, but not Monkey Island abstract) and the physical realm not having combat at all. The reason is that I'm realizing that I might have to make sacrifices to story and the adventure to support the kind of in-depth battle system I have in mind. By sacrifices I mean due to time restraints and because I have to force the player into interesting encounters, and adding a huge layer of complexity on top of an already complex concept (the "mirror" realm is going to become really symbolically interesting). And that's why I'm at a point where I'm trying to find something that'll work in tandem with the story I want to tell, while still requiring actions from the player and keeping them interested; I do not want to make a visual novel, after all :)