HAPPY'S PROFILE
I'm a very big fan of music of japanese role playing games for it has influenced me throughout my life since my early childhood. The day I saw Nobuo on the stage in front of me I decided I too will become a composer one day. It has been 9 years since that day.
You can't find my works anywhere right now, but that will change very soon this year as I will be contributing several original tracks for RMN Music Pack 2.
You can't find my works anywhere right now, but that will change very soon this year as I will be contributing several original tracks for RMN Music Pack 2.
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[RSD DEMO] Ascendence
Continuation to gameplay-wise:
Larger scale interaction with the world and surroundings
As you progress further in the game you will find yourself working in associations of different kinds, the first of them for you being the Kaskar Armed Forces.
This won't be the only association you will be working at.
With 5 major Colonies existing in the game world, you will find several factions within them. Aside from dungeons, this is where you get your rewards, and the only way to gain money, aside from selling loot. You have a reputation with every faction, and you can join many of them and work in them. The factions you work with will pay you a salary.
For example the Armed Forces, which are responsible of fighting the Beasts and protecting the Colonies, will pay you extra each time you perform a "Purge" in the worldmap or in the dungeons, which means clearing the place of all its Beasts. There are several ways to raise your reputation, rank or payment in different factions.
As another example, in the Armed Forces you can also raise your rank by performing exams and completing simulated combat courses successfully, which will also raise your salary! What about reputation? There are rumors some of the soldiers in A.F. arrange special events such as "Measurement of Manhood" by Real Men Network to gain higher status among the soldiers!
That's only how it works with the A.F.; there are several more factions to be discovered!
To keep in contact with different people around the Colonies, as well as your friends and party members you can use R.M.C. anytime to share information. R.M.C. is a handy way to obtain extra information, tips, rumors and guidance, while you can also do the same to your allies, warning them to be prepared for whatever is coming.
Musically:
Graphically:
What Ascendence RSD version is:
So what will you get in the RSD version? Nothing actually, it sucks. Well, to be honest, I'm just not happy releasing anything at this level, but I'm releasing it for the sake of RSD anyway. I'm hesitant to release anything yet because it would hardly do any justice to the actual game.
The playability of RSD is pretty nonexistent because you won't access any of the character customization yet, or hardly get to fight any battles. The short prologue doesn't have any of that in any case, but right after the prologue there would be a dungeon, which won't be in there in the RSD version. This is where you would have got a taste of the Psi Grid and the battles properly for the first time, but no, not in RSD version.
Instead you'll get to play what comes after that dungeon, which is the introduction of the two main characters Cyrus and Quinn. There are some battles, but again a lot of dialogue and no real "dungeon gameplay." The RSD version will end pretty soon after the character introductions, which is the point where in the real game you would gain total control of the hero, head out to the first city, worldmap, first fields and first major dungeon, the water caves.
The reason why there isn't more than this to the RSD version, you can read in the following section!
How the game is being worked:
So, I can say I honestly work 80-90% of my free time on Ascendence, which is around 60% of my total time. That means I'm continuously working on it, and my methods differ pretty much from linear progress. To prevent myself burning out, and keeping myself inspired and motivated, I change the area I work all the time and always work on what feels most pleasing to myself on that moment.
Also, there are certain factors that require much further planning and consideration in them, meaning the gameplay and story factors. I've got the story pretty much covered and the outlines of the gameplay features as well, but many features and systems aren't implemented because they need to be perfected before doing so. I'm not adding them as I go, but I need to always build the frames and the entire scale of any of the systems before I include them. Meaning that any gameplay mechanic need to be 100% complete before I can add it. The Field Menu is example of this and already included in the game, but much larger scale systems require a hell of a lot more planning.
I wonder what the best way to explain it would be... Well, it's just like any complicated mechanism, such that it needs to be planned to last bit before it can be done.
It's different with graphics, so what I'm doing usually is multitasking pretty much. Working on the graphics and levels while planning the systems seems most productive to me, but when it comes to early releases, it is also the reason why you don't really get much gameplay yet. Just scratch the surface of the graphics and whatnot.
Hope you understand this.
Well anyway, that should cover most of what I wanted to say. I've been working on this project about 7 months now, excluding the planning stage and the time I was in the army. I believe you'll get a lengthy demo with a big chunk of content by the end of the year. It will be the first and the last actual demo of Ascendence I think!
Larger scale interaction with the world and surroundings
As you progress further in the game you will find yourself working in associations of different kinds, the first of them for you being the Kaskar Armed Forces.
This won't be the only association you will be working at.
With 5 major Colonies existing in the game world, you will find several factions within them. Aside from dungeons, this is where you get your rewards, and the only way to gain money, aside from selling loot. You have a reputation with every faction, and you can join many of them and work in them. The factions you work with will pay you a salary.
For example the Armed Forces, which are responsible of fighting the Beasts and protecting the Colonies, will pay you extra each time you perform a "Purge" in the worldmap or in the dungeons, which means clearing the place of all its Beasts. There are several ways to raise your reputation, rank or payment in different factions.
As another example, in the Armed Forces you can also raise your rank by performing exams and completing simulated combat courses successfully, which will also raise your salary! What about reputation? There are rumors some of the soldiers in A.F. arrange special events such as "Measurement of Manhood" by Real Men Network to gain higher status among the soldiers!
That's only how it works with the A.F.; there are several more factions to be discovered!
To keep in contact with different people around the Colonies, as well as your friends and party members you can use R.M.C. anytime to share information. R.M.C. is a handy way to obtain extra information, tips, rumors and guidance, while you can also do the same to your allies, warning them to be prepared for whatever is coming.
Musically:
The Music of Ascendence will be in Mp3 format and will hopefully stay pretty consistent. Most of the influence is coming from Koji Hayama and Hayato Matsuo, while there will also be pieces from Norikazu Miura. Even though the style of their work is pretty different, they balance each other pretty nicely, Miura's work being more worldly and Koji Hayama & Hayato Matsuo sort of industrial - which also represents what you'll see in the game! There's several pieces from other sources as well, but they all should fit in and not be too overused or recognizable. I personally think Ascendence's soundtrack is excellent, and it is what inspires me the most. Too bad it's not original!
Examples:
One of the action themes
- Originally by Koji Hayama
One of the A.F. themes
- Originally by Hayato Matsuo
In comparison:
One of Quinn Dasstar's themes
- Originally by Norikazu Miura
One of Lin's themes, being one of the main themes
- Originally by Norikazu Miura
Examples:
One of the action themes
- Originally by Koji Hayama
One of the A.F. themes
- Originally by Hayato Matsuo
In comparison:
One of Quinn Dasstar's themes
- Originally by Norikazu Miura
One of Lin's themes, being one of the main themes
- Originally by Norikazu Miura
Graphically:
Screens will do the talking here, but what comes to the graphics generally, all the chipsets are compiled to fit the general look of the game (which I don't really know the influence of), sprites usually pretty much edits and the main characters usually totally custom or at least customized to be very unique. I also put way too much effort on lots of animated sprites and poses, so look forward to them.
For character lineart go here!

This is from the prologue, which is pretty different to the rest of the game in every way, so don't mind the difference in graphical style.

This here is from the world map inside Kaskar Colony. It's lacking possible UI as well as the hero worldmap sprite.

From a yard of a school in Den'Ferrel. The city might still get some more pipes and stuff around to make it look more steam-punk. You won't access Den'Ferrel in the RSD version. :(

From road to A.F. Central Base... you won't access this area in the RSD version either!

From a short tutorial-like sequence on how to "Purge" field areas.
For character lineart go here!

This is from the prologue, which is pretty different to the rest of the game in every way, so don't mind the difference in graphical style.

This here is from the world map inside Kaskar Colony. It's lacking possible UI as well as the hero worldmap sprite.

From a yard of a school in Den'Ferrel. The city might still get some more pipes and stuff around to make it look more steam-punk. You won't access Den'Ferrel in the RSD version. :(

From road to A.F. Central Base... you won't access this area in the RSD version either!

From a short tutorial-like sequence on how to "Purge" field areas.
What Ascendence RSD version is:
So what will you get in the RSD version? Nothing actually, it sucks. Well, to be honest, I'm just not happy releasing anything at this level, but I'm releasing it for the sake of RSD anyway. I'm hesitant to release anything yet because it would hardly do any justice to the actual game.
The playability of RSD is pretty nonexistent because you won't access any of the character customization yet, or hardly get to fight any battles. The short prologue doesn't have any of that in any case, but right after the prologue there would be a dungeon, which won't be in there in the RSD version. This is where you would have got a taste of the Psi Grid and the battles properly for the first time, but no, not in RSD version.
Instead you'll get to play what comes after that dungeon, which is the introduction of the two main characters Cyrus and Quinn. There are some battles, but again a lot of dialogue and no real "dungeon gameplay." The RSD version will end pretty soon after the character introductions, which is the point where in the real game you would gain total control of the hero, head out to the first city, worldmap, first fields and first major dungeon, the water caves.
The reason why there isn't more than this to the RSD version, you can read in the following section!
How the game is being worked:
So, I can say I honestly work 80-90% of my free time on Ascendence, which is around 60% of my total time. That means I'm continuously working on it, and my methods differ pretty much from linear progress. To prevent myself burning out, and keeping myself inspired and motivated, I change the area I work all the time and always work on what feels most pleasing to myself on that moment.
Also, there are certain factors that require much further planning and consideration in them, meaning the gameplay and story factors. I've got the story pretty much covered and the outlines of the gameplay features as well, but many features and systems aren't implemented because they need to be perfected before doing so. I'm not adding them as I go, but I need to always build the frames and the entire scale of any of the systems before I include them. Meaning that any gameplay mechanic need to be 100% complete before I can add it. The Field Menu is example of this and already included in the game, but much larger scale systems require a hell of a lot more planning.
I wonder what the best way to explain it would be... Well, it's just like any complicated mechanism, such that it needs to be planned to last bit before it can be done.
It's different with graphics, so what I'm doing usually is multitasking pretty much. Working on the graphics and levels while planning the systems seems most productive to me, but when it comes to early releases, it is also the reason why you don't really get much gameplay yet. Just scratch the surface of the graphics and whatnot.
Hope you understand this.
Well anyway, that should cover most of what I wanted to say. I've been working on this project about 7 months now, excluding the planning stage and the time I was in the army. I believe you'll get a lengthy demo with a big chunk of content by the end of the year. It will be the first and the last actual demo of Ascendence I think!
[RSD DEMO] Ascendence

DOWNLOAD ASCENDENCE
When was the last time you played an RM game with steam-punk setting!?
There's one right here! Demo estimated runtime: 1h +
http://www.rpgmaker.net/games/736/downloads/
Note: Try to bear with the tutorial messages! They're pretty quick anyway. I'll include an option to turn them off, to a later version, as well as menu where you can access all of them from.
aaand...
There's no real credits for this version, apart mentioning Chirstophomicus who proofread all of the content except few NPCs in the prologue which Karsuman assisted me with.
ps. Don't expect this be superbly balanced RPG with epic gameplay. It's just little
RSD something! Regardless, have fun!
And here's plenty more information of Ascendence! This is not an actual advertisement thread, but rather one I felt like writing to inform people about the game for the RSD version.
The information is divided into three bigger categories, all with their own subcategories!
What Ascendence is aimed to be:
So, what is the game going to be like? What is my goal in making it? What do I want it to be like, as the developer of it?
Setting-wise:
Let's begin with the setting, since it's basically around all the time! Frankly, I didn't want to go with another medieval, or a too generic RPG setting, so I was inspired to create a game with a steam-punkish setting. Music was crucial to achieving this goal: Koji Hayama and Hayato Matsuo, the composers of the Front Mission 3 soundtrack, are two of the major contributors
However, the game setting is not nailed down to the steam-punk we're all familiar with, it deviates from it a bit. Even if the technology is mostly steam-based, there are some new ideas, and all the style in design does not follow the design of the steam-punk era, and neither does the atmosphere so much.
I'd call Ascendence's setting a deviation to a more modern direction, but it's still not quite a modern setting either. The technology is around steam-punk level, but some of the latest discoveries are more advanced and already starting to ascend from steam-punk. There are discoveries such as radio waves, early type of cars which are rare, and some sort of phones, too. Basically it's steam-punk with an industrial feel to it, as the music of Front Mission 3 sounds. It has been a big source of inspiration!
The game world is largely unknown to its inhabitants of our kind. Mankind is only a tiny race struggling to survive and exist on the surface of their world. As the bottom of the food chain, they've set out to live in what they call Colonies, small regions they've locked themselves into, varying between cities built inside mountains, beneath or on the surface of the seas, and some daringly in the middle of bald, plain terrain, confined by huge walls towering high above their heads.
Why they are living in here is because there is no stepping outside those Colonies, for on the other side of those walls awaits nefarious nature, striving to wipe off their existence parasites, if you will. Even if those walls are barely enough to hold off the worst, it doesn't hold off those other inhabitants of this atmosphere, those known as the Beasts. The humans are one of the natural nourishments for the Beast-kind, which is diverse in species, all specialized to hunt in different ways, all with a common goal: to consume and to survive. This is not the only threat to the inhabitants of the Colonies, but the clearest one: the one coming from the outside.
What exists inside, diseases such as Miasma; deception and scheming; conspiracies; assassins, and other various methods one is willing to take to ensure self-survival.
However, the game setting is not nailed down to the steam-punk we're all familiar with, it deviates from it a bit. Even if the technology is mostly steam-based, there are some new ideas, and all the style in design does not follow the design of the steam-punk era, and neither does the atmosphere so much.
I'd call Ascendence's setting a deviation to a more modern direction, but it's still not quite a modern setting either. The technology is around steam-punk level, but some of the latest discoveries are more advanced and already starting to ascend from steam-punk. There are discoveries such as radio waves, early type of cars which are rare, and some sort of phones, too. Basically it's steam-punk with an industrial feel to it, as the music of Front Mission 3 sounds. It has been a big source of inspiration!
The game world is largely unknown to its inhabitants of our kind. Mankind is only a tiny race struggling to survive and exist on the surface of their world. As the bottom of the food chain, they've set out to live in what they call Colonies, small regions they've locked themselves into, varying between cities built inside mountains, beneath or on the surface of the seas, and some daringly in the middle of bald, plain terrain, confined by huge walls towering high above their heads.
Why they are living in here is because there is no stepping outside those Colonies, for on the other side of those walls awaits nefarious nature, striving to wipe off their existence parasites, if you will. Even if those walls are barely enough to hold off the worst, it doesn't hold off those other inhabitants of this atmosphere, those known as the Beasts. The humans are one of the natural nourishments for the Beast-kind, which is diverse in species, all specialized to hunt in different ways, all with a common goal: to consume and to survive. This is not the only threat to the inhabitants of the Colonies, but the clearest one: the one coming from the outside.
What exists inside, diseases such as Miasma; deception and scheming; conspiracies; assassins, and other various methods one is willing to take to ensure self-survival.
Story-wise:
Story-wise I've tried to avoid the scenario of saving the world from a particular threat or a person as being the main theme - even though I'm aiming for some of the events be larger scale, so all cliches on this matter can't be avoided - but the main focus in the presentation are the characters and twists of the plot.
The story is character driven, and even though the plot is rather linear in terms of gameplay, it offers many "levels" which are aimed to change its direction and draw you in. Simply put, character actions drive the plot direction, but at the same time, the surroundings won't remain stale. The story is not a simple one direction view on the things or the main characters, but there are several plot-lines and series of events, as well as a large cast of characters simultaneously affecting the surroundings, (not literally, gameplay-wise) making things collide and just, in general, be interesting.
I'd say the story starts off a bit slow; because there is lot of detail to the setting and plot, it can't be all presented at once. There are gameplay and characters, too, which you'll get familiar with first. I'd say the plot structure is in a way similar to Suikoden games, meaning you get to know the characters and setting properly before you can mingle deeper.
Aside the setting I can't explain much else of the plot except the early plot synopsis:
Today, I will tell you the story of Ascendence.
The story of a time when our world was still vast and wide, enveloped in mysteries like the soil under our feet, the growing of green grass shrouded by the morning mist. A time when mankind could only hope to grasp even the smallest glimpse of the wonder they were born right in the middle of, by craning their dreams over the walls of Colonies towering over them, covering the horizon… and covering tomorrow.
A time of despair, yet also of hope, in the soaring dreams of those with courage to walk with their backs straight in the cage their people were driven into. Structures of scrap iron and steam that could crumble into dust, the siege of the ferocious Beasts; aspects of daily life that would devour the people due to even the smallest hint of naivety, leaving only ruins as memories of the lost civilization for the future.
But where our actual story begins is in a city, standing firm from a time far before New Time; the era of an amazing new type of energy called steam-power, the likes of which were harnessed in this very city.
Hardship, fervour, dreams, labour... rising against the odds and winning the favour. Mankind's achievements rewarded them with momentum, striking a new generation out on iron steeds. Blowing steam out of their horns, they rode through the barren landscape, seeking an oasis of shelter for their kind, like an oak spreading its roots in the soil to sustain its life.
The years that went by all but wore the nest the new blood had left, driving the last inhabitants with a thirst for knowledge of strength, to stand unshaken in the new wind of expeditions. Decay, acquaintance, betrayal, salvation, and the birth of Ascendance.
Decades flew and became centuries, acorns sprouted and flourished into Colonies. The old oak has withered.
A loved child, born in the heart of crowded, busy streets, returns to his origins after many lost years, now wearing the cross of adulthood, and rumours of menace and despair, corrupting the streets he has yearned to return to for years. Where once it was time to depart, now the time comes to return… yet it is twice as difficult for a man made a Deviant, an outcast of the Colony.
Cyrus Kellan returns to home, the Kaskar Colony, after a long journey. Back to the familiar steam-filled streets, where he now finds himself surrounded by unfamiliar faces, glaring eyes, rumours and whispers. The place he once called home has changed into a strange new adventure, both familiar and unfamiliar, as he runs into his childhood friend Lenna at his own doorstep.
The raging Beasts, the oozing miasma... the dark lanterns in the night throwing shadows of deception upon the streets of the Colonies. The stories they would once strain their ears in the night to catch when they were children... revealing their hideous nature before their very eyes. That which reveals itself to be only a part of everyday life in the world of Colonies offers Cyrus the Deviant only questions. Soon, Cyrus finds himself in the ranks of the Kaskar Armed Forces with Lenna, seeking hope and answers to put all their questions to rest.
The answers they receive come at a high cost, and offer nothing but yet more questions, until Cyrus meets his counterpart: Quinn Dasstar, an ambitious young man sharing similar goals to himself. Together, they become a successful working pair on the surface, receiving critical acclaim and praise. Little do they know they will only tumble deeper into the meshes of hazards on their task to bring hope for the citizens of the Colonies... and soon drift into a momentous incident which is to change their future, and the future of everyone else, for the rest of their lives.
The story is character driven, and even though the plot is rather linear in terms of gameplay, it offers many "levels" which are aimed to change its direction and draw you in. Simply put, character actions drive the plot direction, but at the same time, the surroundings won't remain stale. The story is not a simple one direction view on the things or the main characters, but there are several plot-lines and series of events, as well as a large cast of characters simultaneously affecting the surroundings, (not literally, gameplay-wise) making things collide and just, in general, be interesting.
I'd say the story starts off a bit slow; because there is lot of detail to the setting and plot, it can't be all presented at once. There are gameplay and characters, too, which you'll get familiar with first. I'd say the plot structure is in a way similar to Suikoden games, meaning you get to know the characters and setting properly before you can mingle deeper.
Aside the setting I can't explain much else of the plot except the early plot synopsis:
Today, I will tell you the story of Ascendence.
The story of a time when our world was still vast and wide, enveloped in mysteries like the soil under our feet, the growing of green grass shrouded by the morning mist. A time when mankind could only hope to grasp even the smallest glimpse of the wonder they were born right in the middle of, by craning their dreams over the walls of Colonies towering over them, covering the horizon… and covering tomorrow.
A time of despair, yet also of hope, in the soaring dreams of those with courage to walk with their backs straight in the cage their people were driven into. Structures of scrap iron and steam that could crumble into dust, the siege of the ferocious Beasts; aspects of daily life that would devour the people due to even the smallest hint of naivety, leaving only ruins as memories of the lost civilization for the future.
But where our actual story begins is in a city, standing firm from a time far before New Time; the era of an amazing new type of energy called steam-power, the likes of which were harnessed in this very city.
Hardship, fervour, dreams, labour... rising against the odds and winning the favour. Mankind's achievements rewarded them with momentum, striking a new generation out on iron steeds. Blowing steam out of their horns, they rode through the barren landscape, seeking an oasis of shelter for their kind, like an oak spreading its roots in the soil to sustain its life.
The years that went by all but wore the nest the new blood had left, driving the last inhabitants with a thirst for knowledge of strength, to stand unshaken in the new wind of expeditions. Decay, acquaintance, betrayal, salvation, and the birth of Ascendance.
Decades flew and became centuries, acorns sprouted and flourished into Colonies. The old oak has withered.
A loved child, born in the heart of crowded, busy streets, returns to his origins after many lost years, now wearing the cross of adulthood, and rumours of menace and despair, corrupting the streets he has yearned to return to for years. Where once it was time to depart, now the time comes to return… yet it is twice as difficult for a man made a Deviant, an outcast of the Colony.
Cyrus Kellan returns to home, the Kaskar Colony, after a long journey. Back to the familiar steam-filled streets, where he now finds himself surrounded by unfamiliar faces, glaring eyes, rumours and whispers. The place he once called home has changed into a strange new adventure, both familiar and unfamiliar, as he runs into his childhood friend Lenna at his own doorstep.
The raging Beasts, the oozing miasma... the dark lanterns in the night throwing shadows of deception upon the streets of the Colonies. The stories they would once strain their ears in the night to catch when they were children... revealing their hideous nature before their very eyes. That which reveals itself to be only a part of everyday life in the world of Colonies offers Cyrus the Deviant only questions. Soon, Cyrus finds himself in the ranks of the Kaskar Armed Forces with Lenna, seeking hope and answers to put all their questions to rest.
The answers they receive come at a high cost, and offer nothing but yet more questions, until Cyrus meets his counterpart: Quinn Dasstar, an ambitious young man sharing similar goals to himself. Together, they become a successful working pair on the surface, receiving critical acclaim and praise. Little do they know they will only tumble deeper into the meshes of hazards on their task to bring hope for the citizens of the Colonies... and soon drift into a momentous incident which is to change their future, and the future of everyone else, for the rest of their lives.
Gameplay-wise:
I'm aiming Ascendence to have strong traditional RPG gameplay, by which I mean a deep character customization with big focus on the stats, and building the characters in the direction you like. That, as well the fact it revolves around dungeons, as RPGs basically do.
Character customization:
1. Roles and Battle commands
When it comes to the character customization, when you first receive the characters, they have stat base values, which have no actual role in further character development; you can choose the stats you want to develop for them freely in the Psi Grid, where you purchase your "Infuse Psi"-slot spells, as well as your stats with "Psi Points."
However, what creates the difference in the characters' battle roles are their supporting abilities. Each character has a skill slot for an individual skill that only that particular character can use. The effects and purposes of these individual skills can be absolutely anything. Say, one of the character collects different kind of inventions, one can aim different parts of the enemy with his gun to inflict different status effects, while there is also a different type of non-magical (non-Psi) ability skill sets, that only those particular character they've been assigned to can use. Now, these unique skills might be what you want to keep in mind while building the stats of the characters.
However, you're not limited or obligated to raise only those stats which boost the unique abilities of the characters, because those aren't set in stone either.
All right, we already have "Infuse Psi" slot spells, and the "Unique character abilities" for the characters, what else? "Unique battle command"!
"Unique battle commands" allow your characters to carry out a special action in battles resulting in different rewards, depending on the context of the situation. Using "Unique battle commands" determines what type of "Unique character abilities" your character learns. For example, one of your character manipulates enemies, and depending on which kind of enemies you manipulate, determines what kind of attributes that particular character learns from that enemy, while other character like to taste enemies! Yes, Gaz'oh loves to taste the Beast, and depending on if he liked the taste, he may create a recipe based on it. Now this recipe would be one of the "Unique character abilities" of Gaz'oh. See how it works?
Let's throw in few more examples. This character called Lin likes to take his pills. What they do? They kill him for three turns and resurrect him after that with boosted stats which last for few turns. The more he uses this skill, the more he learns new "Unique character abilities."
So basically every one of your characters has these 3 important things:
1: "Unique battle command" which are singular for every character and work in entirely different ways, granting you different sort of benefits in battles.
2: "Unique character abilities" which every character learns based upon how they use their "Unique battle command."
This set also contains attacks from 4 different type of classes, where each works on different types of enemies from 4 categories (Agile, Defensive, Offensive and Intellectual.) So instead of having "Attack command" at all, you have these sort of different attacks in the "Unique character abilities"
3: "Infuse Psi" which is set of spells for all characters from the same base, Psi Grid, but the selection of the spells for particular character in that set depends on which you've bought in the Psi Grid.
2. Psi Grid
Now what is this Psi Grid? It's another factor in character customization.
You gain no experience from the enemies you beat in battles; instead, you gain Psi Points. You can use these Psi Points in the Psi Grid to purchase new spells for your characters and raise their stats.
The Psi spells from 8 different attributes are the fundamentals of the Psi Grid. Imagine them as a chessboard. Every square is a slot which contains a spell that costs a certain amount of Psi Points. However, each time you purchase a spell, it opens up a subcategory with 4 different status ups. Spells from different attributes tend to have different types of status ups attached to them.
You cannot advance further in the Psi Grid, past the squares, unless you purchase the spells in them. However, the status ups are optional, so you can choose which status ups you want to spend your points in, or even none, if you so desire, and just want to advance further in the grid to get better spells, or different stats!
Okay, now this means I can purchase all the spells for all the characters and they can all use same spells and same stats!? Wrong!
Sure you might get the character stats similar if you really intend to grind enough to purchase all the spells and statuses in the Grid, but this is possible because the encouragement of forging your characters in what you want, not to abuse the system and make everyone super saiyans. It is unlikely anyone would grind as far as to fill the entire grid! Even if they did, the character will never be all able to use same spells.
Why? Well, you can actually buy every character the same spells, but it doesn't mean they are all able to use them. If we would go more in-depth you would know Psi Grid is based on the attributes and knowledge / skills of the characters.
However, to use Psi (which is not magic), you won't just create the spell out of nowhere! For this your characters can use inventions called "Synth Cores."
3. Synth Cores
Wow, what are Synth Cores? Synth Cores are yet another factor in character customization.
A Synth Core takes one equipment slot and is loaded with two elements. These will be the elements of which attribute spells that specific character can cast in battles. Yup, you won't be able to change the Synth Core in battle, but anytime outside it! What else? You actually create the cores yourself.
You decide those two elements you want the core to obtain. You usually have 4 basic elements you can use in the creation, which are Fire, Water, Wind, Earth (surprise surprise!), but with right combinations you can unlock the Synth Core to obtain a third element. This means your character can use three elements with a successfully combined Synth Core. Is there a way to create even more elements with combinations? So far it's known there is at least 8 possible elements, meaning a lot of different combinations. Remember, your character can only use spells of these specific elements you've combined!
Now how do you create a Synth Core? There are facilities specialized in it, but they require you to bring them material where they can extract the elements from. Like? Beast loot! Yes, the loot you obtain from battles and the Beasts can be brought into these facilities as the base of the elements for the Synth Core.
So this is basically how the character customization and battles work!
Dungeons and field action
What about outside the battles and traditional RPG elements? What about the dungeons? They were mentioned to be one of the focuses.
Yeah, if you have played the original Grandia, I would like to use it as reference to what is one of the inspirations for my dungeons. Those were boring and fricking tedious! Well, the actual thing I'm referring to is the length. Dungeons in Ascendence are going to be pretty lengthy, but by any means I'm trying to keep them interesting enough with the design and puzzles and the playability outside battles.
This is a good spot to mention of "Field Abilities" and "Action Command!" systems.
Field Ability is something each of the characters have. It's unique ability only that particular character can use outside battles. If you have the specific character in party, you can switch to control him/her anytime outside battles and use his/hers Field Ability. I've been trying to keep away from the obvious default ones, so instead you'll see something different here, ranging between kicking objects, aiming objects with sniper rifle, phasing, cooking and so forth!
Action Commands are something you can carry out with different kind of objects, and most importantly, in the middle of cutscenes, and generally in important action sequences!
Action command basically means hitting a button at the right time, or with the right thing, and depending on your performance, there will be diverse outcomes for the event, or different ways to achieve something.
While Field Abilities are designed to make the dungeons more fun, the Action Commands are aimed to be what makes story sequences more interactive, though they will occur in dungeons too.
Character customization:
1. Roles and Battle commands
When it comes to the character customization, when you first receive the characters, they have stat base values, which have no actual role in further character development; you can choose the stats you want to develop for them freely in the Psi Grid, where you purchase your "Infuse Psi"-slot spells, as well as your stats with "Psi Points."
However, what creates the difference in the characters' battle roles are their supporting abilities. Each character has a skill slot for an individual skill that only that particular character can use. The effects and purposes of these individual skills can be absolutely anything. Say, one of the character collects different kind of inventions, one can aim different parts of the enemy with his gun to inflict different status effects, while there is also a different type of non-magical (non-Psi) ability skill sets, that only those particular character they've been assigned to can use. Now, these unique skills might be what you want to keep in mind while building the stats of the characters.
However, you're not limited or obligated to raise only those stats which boost the unique abilities of the characters, because those aren't set in stone either.
All right, we already have "Infuse Psi" slot spells, and the "Unique character abilities" for the characters, what else? "Unique battle command"!
"Unique battle commands" allow your characters to carry out a special action in battles resulting in different rewards, depending on the context of the situation. Using "Unique battle commands" determines what type of "Unique character abilities" your character learns. For example, one of your character manipulates enemies, and depending on which kind of enemies you manipulate, determines what kind of attributes that particular character learns from that enemy, while other character like to taste enemies! Yes, Gaz'oh loves to taste the Beast, and depending on if he liked the taste, he may create a recipe based on it. Now this recipe would be one of the "Unique character abilities" of Gaz'oh. See how it works?
Let's throw in few more examples. This character called Lin likes to take his pills. What they do? They kill him for three turns and resurrect him after that with boosted stats which last for few turns. The more he uses this skill, the more he learns new "Unique character abilities."
So basically every one of your characters has these 3 important things:
1: "Unique battle command" which are singular for every character and work in entirely different ways, granting you different sort of benefits in battles.
2: "Unique character abilities" which every character learns based upon how they use their "Unique battle command."
This set also contains attacks from 4 different type of classes, where each works on different types of enemies from 4 categories (Agile, Defensive, Offensive and Intellectual.) So instead of having "Attack command" at all, you have these sort of different attacks in the "Unique character abilities"
3: "Infuse Psi" which is set of spells for all characters from the same base, Psi Grid, but the selection of the spells for particular character in that set depends on which you've bought in the Psi Grid.
2. Psi Grid
Now what is this Psi Grid? It's another factor in character customization.
You gain no experience from the enemies you beat in battles; instead, you gain Psi Points. You can use these Psi Points in the Psi Grid to purchase new spells for your characters and raise their stats.
The Psi spells from 8 different attributes are the fundamentals of the Psi Grid. Imagine them as a chessboard. Every square is a slot which contains a spell that costs a certain amount of Psi Points. However, each time you purchase a spell, it opens up a subcategory with 4 different status ups. Spells from different attributes tend to have different types of status ups attached to them.
You cannot advance further in the Psi Grid, past the squares, unless you purchase the spells in them. However, the status ups are optional, so you can choose which status ups you want to spend your points in, or even none, if you so desire, and just want to advance further in the grid to get better spells, or different stats!
Okay, now this means I can purchase all the spells for all the characters and they can all use same spells and same stats!? Wrong!
Sure you might get the character stats similar if you really intend to grind enough to purchase all the spells and statuses in the Grid, but this is possible because the encouragement of forging your characters in what you want, not to abuse the system and make everyone super saiyans. It is unlikely anyone would grind as far as to fill the entire grid! Even if they did, the character will never be all able to use same spells.
Why? Well, you can actually buy every character the same spells, but it doesn't mean they are all able to use them. If we would go more in-depth you would know Psi Grid is based on the attributes and knowledge / skills of the characters.
However, to use Psi (which is not magic), you won't just create the spell out of nowhere! For this your characters can use inventions called "Synth Cores."
3. Synth Cores
Wow, what are Synth Cores? Synth Cores are yet another factor in character customization.
A Synth Core takes one equipment slot and is loaded with two elements. These will be the elements of which attribute spells that specific character can cast in battles. Yup, you won't be able to change the Synth Core in battle, but anytime outside it! What else? You actually create the cores yourself.
You decide those two elements you want the core to obtain. You usually have 4 basic elements you can use in the creation, which are Fire, Water, Wind, Earth (surprise surprise!), but with right combinations you can unlock the Synth Core to obtain a third element. This means your character can use three elements with a successfully combined Synth Core. Is there a way to create even more elements with combinations? So far it's known there is at least 8 possible elements, meaning a lot of different combinations. Remember, your character can only use spells of these specific elements you've combined!
Now how do you create a Synth Core? There are facilities specialized in it, but they require you to bring them material where they can extract the elements from. Like? Beast loot! Yes, the loot you obtain from battles and the Beasts can be brought into these facilities as the base of the elements for the Synth Core.
So this is basically how the character customization and battles work!
Dungeons and field action
What about outside the battles and traditional RPG elements? What about the dungeons? They were mentioned to be one of the focuses.
Yeah, if you have played the original Grandia, I would like to use it as reference to what is one of the inspirations for my dungeons. Those were boring and fricking tedious! Well, the actual thing I'm referring to is the length. Dungeons in Ascendence are going to be pretty lengthy, but by any means I'm trying to keep them interesting enough with the design and puzzles and the playability outside battles.
This is a good spot to mention of "Field Abilities" and "Action Command!" systems.
Field Ability is something each of the characters have. It's unique ability only that particular character can use outside battles. If you have the specific character in party, you can switch to control him/her anytime outside battles and use his/hers Field Ability. I've been trying to keep away from the obvious default ones, so instead you'll see something different here, ranging between kicking objects, aiming objects with sniper rifle, phasing, cooking and so forth!
Action Commands are something you can carry out with different kind of objects, and most importantly, in the middle of cutscenes, and generally in important action sequences!
Action command basically means hitting a button at the right time, or with the right thing, and depending on your performance, there will be diverse outcomes for the event, or different ways to achieve something.
While Field Abilities are designed to make the dungeons more fun, the Action Commands are aimed to be what makes story sequences more interactive, though they will occur in dungeons too.
Guess the Game!!!
d1sheyin.png
RMVX RTP, Chibi Graphics and Serious Games
I said I'm aware most of small sprites could be labeled chibi, but in RMVX the head is just fricking huge.
RMVX RTP, Chibi Graphics and Serious Games
I think what F-G means by calling them cute, is something you could be related to chibi, which I would personally call a type of design that highlights physical features of a person, so that it makes him/her appear more similar to small child or a baby and hence, could be called cute.
What would these features be? Usually a big head in comparison to the rest of the body, as well as short limbs, possibly large eyes, and not too rough shapes or features that distinct the character, like nose, mouth or such.
I must agree that while this sort of design has appeared in a lot of pixel/sprite based graphics before, it's taken even further in RM VX sprites, which I also find hard to be taken seriously. When these sprites are associated with anime facesets, many people probably connect them to "chibiness" in case they're aware of that particular style.
Usually chibi/cute characters are used to make anything which in original concept is more serious, seem as cute as possible and sort of silly.
What would these features be? Usually a big head in comparison to the rest of the body, as well as short limbs, possibly large eyes, and not too rough shapes or features that distinct the character, like nose, mouth or such.
I must agree that while this sort of design has appeared in a lot of pixel/sprite based graphics before, it's taken even further in RM VX sprites, which I also find hard to be taken seriously. When these sprites are associated with anime facesets, many people probably connect them to "chibiness" in case they're aware of that particular style.
Usually chibi/cute characters are used to make anything which in original concept is more serious, seem as cute as possible and sort of silly.
Nudity in Games
I've yet to form an opinion on this matter myself, but The Witcher went with nudity, and it was pretty well received. And Age of Conan, too.
Maybe nudity is not exactly a problem, if it doesn't contrast too badly with the rest of the game, and doesn't seem out of place. Also, the audience. There certainly is audience who doesn't mind (much, or at all) nudity in games, but if you're looking for positive receiving from the audience, you must make sure it is just targeted at the right one and people are informed of what they get.
And in other hand, it depends how it is expressed. There's several ways, probably many that work with different cases, but you should be fine as long as you're happy with it and think it is what you want it to represent or deliver to the player.
Maybe nudity is not exactly a problem, if it doesn't contrast too badly with the rest of the game, and doesn't seem out of place. Also, the audience. There certainly is audience who doesn't mind (much, or at all) nudity in games, but if you're looking for positive receiving from the audience, you must make sure it is just targeted at the right one and people are informed of what they get.
And in other hand, it depends how it is expressed. There's several ways, probably many that work with different cases, but you should be fine as long as you're happy with it and think it is what you want it to represent or deliver to the player.
Favorite Films.
author=Max McGee link=topic=3212.msg64515#msg64515 date=1236052161author=demondestiny link=topic=3212.msg64292#msg64292 date=1235980676
That's right, my favourite movies are Lord of the Rings and Harry Potter. I watch these at least every week.
Demon Destiny just turned 12 today you guys. Happy birthday, DD! ;)
YES IT'S OBVIOUS. Only because you don't like subject because of a flaw you see in it, totally makes it unenjoyable for the rest of the audience! If they for some strange reason enjoy it, there must be something horribly wrong with those poor bastards. Blasphemy! Just, just because they aren't looking at the same things you are, or looking for what you are.
Though if I were serious, I would be overreacting, but I think you got my point.














