NCP_PRODUCTIONS'S PROFILE

My "career" in game design began way back when I was about 9 or 10. That is when I first began to learn the Quick Basic programming language. By 12 I was learning C++ and had begun designing my first RPG (Chewbaca Mission) using a DOS design program.

I've always loved telling stories and I've been writing down stories since before I was learning programming skills. Game design is one of the best ways to tell a story. I've been writing for many years now and love putting that talent into creating video games. I currently am an English major with a minor in both Interpersonal Communications and Philosophy. I work for a department that fixes problems and glitches in online college courses. My main hope is to one day be an accomplished writer.
Mana Quest
Princess Amber's Birthday is a day that foretells doom for The Kingdom of Adena. It is up to her alone to find the Mana Stone and heal the earth.

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Mana Quest

author=Roy
I am playing the latest d/l....did you check the bug fix? I have Callista and we are trying to get out and you still cant exit.
author=Roy
I am playing the latest d/l....did you check the bug fix? I have Callista and we are trying to get out and you still cant exit.

I thought I took care of it. You mean the guard who won't move correct? I will look into it ASAP.

Concept: Advanced RPG Maker - an eZine

author=Amy
Hi guys, issue 1 is out now. I excitedly anticipate your hate mail / frownfaces.

Comments so far range from "wow this is super useful great tutorials A++++" to "I don't get this".

Issue 1 - April 2014




Wow, this looks amazing. There are many interesting and helpful things in this issue. I personally am an English Major and writer. If ever you are in need of another writer or editor I would be very interested in contributing to the magazine in one way or another if time and resources permit.

Quick Quest

author=unity
Wow. I've just been playing the new demo and only 15 minutes in, I have to say, this is a major improvement! From the opening cutscene, to the character delivery, to the mapping, to the battles, it seems you've put a good deal of effort into polishing it all, and I'm very impressed! Very well done!

This is a much better experience. I'll subscribe to see where you go from here with the game ^_^


Thanks! I'm glad to hear it. I appreciate your feedback.

Quick Quest

author=unity
Ah, that makes sense. I think with a bit more dialog to get the player invested in the characters, and some tweaking, the experience will be much improved.

Best of luck in the conference! ^_^


Thanks! I've made some serious changes to the demo so it should hopefully be better now. I had a friend, who is a big gamer, try it out and he loved it. He is begging me to finish the full game faster. He's not too picky, though.

Quick Quest

author=unity
I apologize if my feedback came back as negative in tone. That was not my intent. I was more baffled that there was a trailer, full of swelling orchestral movie-teaser type music, proclaiming the virtues of the game, and then I played the game and none of that ("Epic Adventure, Intense Battles, Engrossing Story, Realistic Characters") was on display.

If you're willing to go to all the trouble of making a big trailer, it seems like you'd wait until the demo actually has the qualities in it that you're boasting about. Otherwise, the big trailer is just a setup for a letdown, and honestly comes off as a little arrogant.

Yep, I agree. But this game is partly for a project for a conference. So I had to make the trailer to apply for the conference at an early stage. So, I have an entire script/screenplay written out for the game and I needed a excerpt from that and a trailer to be ready for the conference. I'm working on the game every day leading up to the conference (Which is on April 3rd).

(Also, I had a friend begging for a demo so I finished what we have and put it up. I apologize for the "false advertisements." I will make some fixes and turn it into something that lives up to the trailers standards. . . hopefully.) Thanks again for your comments. It will help the conference demo be even better.

Quick Quest

author=unity
I've played your demo. I'll leave my comments below this hide tag:
Also, I'm using the light version of VX Ace, which really hinders my creative abilities. I own XP but had already started the game in this version and didn't feel like trying to transfer it over.

Quick Quest

author=unity
I've played your demo. I'll leave my comments below this hide tag:

I downloaded the game after looking at the trailer. Honestly, after seeing the words "REALISTIC CHARACTERS" and "ENGROSSING STORY" in all caps in the trailer, what we actually get in the demo doesn't even start to live up to that.

We're thrown into the world with just a few scant lines from the two lead characters. I have no idea who they really are or exactly what they're doing in this tower, or what the tower even is. Why not allow us to walk around the tower, talk to NPCs, and get to know the world and the characters a bit before everything starts to fall apart?

Before we get any further, let's talk about the system menu graphic:



That bright yellow really hurts my eyes. Am I the only one? That seems excessively eye-stingy. You may want to consider changing it.



When we head downstairs, we're told that the whole place has changed and it didn't used to look like this down here. It would have been especially effective if you'd actually shown what this place looks like inside before telling us that it had changed.

And we've been dropped into a labyrinth, with a timer, and random encounters right away. First off, you may want to lower the encounter rate a bit. That's way too often for encountering enemies.

Second, while I think the idea of finding different keys to progress was kind of neat, it loses its effectiveness when you have to traverse a huge area filled with random encounters to find each of the keys just to get to the next area.

Third, I didn't notice anywhere I could go to heal my character. Neither of them had any healing magic either. And we get a few potions, but new players who have trouble finding the keys may run out of potions and be doomed.

Now, on to the mapping. Take a look at these screenshots:




This entire map feels barren and empty, lacking in details. While I think you did a neat job of making plenty of stuff to climb and take bridges over, the dungeon is still really visually boring. You'll need to add a lot more details! Making different areas look unique will also help keep players from getting lost.



Now, let's get to the battles. First off, both of our characters are physical-based fighters. Put that with the fact that most of the enemies (including the boss) have moves that blind, and that slimes have a move that blinds the entire party, the battles become bouts of pure frustration. It's not helped that we have no items that heal blind, and we have no spells that cure it either. So I sat there in plenty of battles with both of the heroes blind, hoping that one of their physical attacks would finally connect so I could win the battle. This is not good battle design.

After fighting more random battles than I care to count, I finally collected the keys and made it to the next area. Here's the first screen of the next map:


There's... nothing here. Just walls and tiles. Granted, there are other parts of this map that do have details on them, but why nothing here?

After that, we face the boss, which, as stated before, can blind you and you can't do anything about it.

Afterwards, Samnil is gone. I didn't have time to get invested in him as we only heard a small handful of lines of dialog from him, so it's honestly hard to care that he's missing. And that's the end of the demo.

I hate to be so negative on this but there just wasn't much here. Nothing stood out and the characters didn't grab me. You seem to have put at least a decent amount of time into putting that trailer together. Maybe take some of that energy and put it in to the actual game?


Well, like I said. This is only a trial demo. I'm still working on making things better, obviously. Despite the negative tone, your feedback is helpful and appreciated. Also, the heavier story elements come in right after the demo ends. One thing I should mention--and which you find out quickly in the full game--is that Miliandra is dreaming. Then, we meet a whole slew of NPCs, new story elements, etc. So this just tells me that the dream sequence needs to be different or changed altogether. The opening to the game needs to be engaging and I suppose I was focusing on jumping into the action before letting the story really hit, but in the end it may seem like a turn off for players.

I'm going to play with this introduction/demo some more--particularly making it look nicer and fixing battles--and then will upload the newer demo.

Thanks for your input.

Mana Quest

author=LittlexWing
I'm having problems with the first cave .-. Checked everywhere for the exit.. but I cant find it. Beat the troll, checked around again. And nothing. Was wondering. o.o Where is the exit?


Hi, Sorry. There is a glitch in the cave that makes it impossible to get out. Thanks for trying my game though. I finished it but never got it uploaded. Currently it is on my wife's computer so I'll look into getting it online.

Steam VX Ace Giveaway - Part 1 (Tagline challenge) - Winner announced

RMN = Believe you can build, believe you can play
RMN = Create and Share
RMN = In the magic of building comes the magic of playing
RMN = Build, Share, Play, Repeat
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