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Resident foodmonster
11991
Freelance pixel artist, RPG designer, and hungry... for fooood.
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Play as a Mage and a Detective who try to solve a murder

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Island Sky

--Story:--
Welcome to the Island of Azulea. It is vacation time, and the students that go to the University in Seaside city are taking a break from the pressures of school. So the best way to enjoy it is to have fun at the beach, right? Usually yes, but not today. For the day of 4 University students and a teacher are going to get quite interesting...

--Characters:--
Sabrina
Age: 21
Personality: She's a very calm girl. She's kinda shy too, it definitely shows when around strangers. She's pretty lazy, but very smart and has a variety of talents, mostly computer related. She values her friendships, and just likes to enjoy life. Especially playing video games.
Battle type: Well rounded, uses attack and healing magic and does higher damage to Sea creatures

Lisa
Age: 23
Personality: She's fairly intelligent, though not overly so. She's quite a loner, so she only really talks to or likes being around friends. She bothers Sabrina a bit, but she's not otherwise much of a talker.
Battle type: Assist, uses Buffs and does higher damage to Land Animals

Angela
Age: 25
Personality: She's a university language teacher. Angela is a very friendly person, who will really care for her friends. She can speak 4 languages, and is smart, just not in math or computers. She likes to have fun, which usually means relaxing by the beach for her. She likes to make fun of Sabrina sometimes. She's a coward, and is afraid of a lot of things, including the dark, snakes, heights.
Battle type: Has high strength and uses strong attack magic.

James
Age: 22
Personality: He's not very smart. He barely gets by his classes, and usually that involves copying peoples homeworks. He loves talking in an older English style. Sometimes he's embarassing to be around, but he's oblivious to that fact. He is a bit prone to pick fights with people, but rarely will he actually physically fight. In addition to speaking in an older English style (to try to impress people), he can also talk in a very street like manner.
Battle type: Has high strength, and uses physical attacks. Does higher damage to humans.

William
Age: 21
Personality: He's smarter than people think he is. Since he's usually joking around and pulling pranks on people, you wouldn't know that he's pretty smart. Friend or not, he'll pick on you, trip you, tease you and call you names. He's pretty outgoing, but he'll usually end up making the other person embarass themselves, rather than him. He's able to easily get out of any tight situations. He's not completely mean, he makes a good friend if you know him well.
Battle type: Long ranged attacker. Does higher damage to flying animals.

--Features--
*It has a tactical style battle system, but the difficulty level of the game is low, so it may not really be tactical. I recommend reading the readme text file before you play.
*It has a media player, online bank, some minigames, stuff like that.
*The music is all custom made by me. Let me know what you think of it!
*You can skip pretty much every cutscene
*New game+

*Note: This game was actually made in RM2k back in 2002 before RM2K3 came out. Then I switched to RM2K3. A few months before August of 2005, I went back into this one because it's the only project that survived a computer crash (I backed up an old version of this). So I redid the graphics (It was previously Mack and Blue), expanded the areas, added minigames and changed the boss battles for this version. It's not much different than the one I had released to GW in August, except for some bug fixes.

Here are some screenshots:

Battle system at work.

Battle again

In the ruins area.

In the volcano area.

Download link:
Using zshare for now until I can fix the RPGMaker.net download
It is about 18 MB zipped. It shouldn't really take too long to beat, it's not that long. I'd say a few hours, like 2-4 hours, depending on if you skip cutscenes or not, if you look for every item, do every minigame or whatever.

If you downloaded the RPG Maker.net one, the bug fixes are minor, except for one of them. If you unlock Deer Mountain for the second time with the Park as the only remaining red starred area, then you won't be able to unlock it and will just go to the Overworld. If you don't want to redownload it and replay it, just turn on switch 048.

Reviews, questions, comments, criticism and feedback welcome!

Item carrying restriction

In RPGs, there are restrictions to the amount of items you can carry at once. Sometimes you'll feel this restriction very quickly and will need to determine which items to keep or not, and sometimes the restriction will barely be present.

The different types:


*No restrictions to the amount of item types
It's extremely rare to see a game that doesn't limit your items at all, including the amount of each item you can carry. So it would be possible to get 300000 potions if you want. The bad thing is that there may be an incredibly huge list to sort through, if they have a million different types of items. Plus, most games don't really need you to have that many items.

Generally, what you'll see (Especially in Final Fantasy and RPG Maker) is that you can hold as many different items as you'd like, but the amount of them is restricted. Usually the restriction is 99, but there are games that have different restrictions. Secret of Mana used 4 as a maximum, Seiken Densetsu 3 used 9 (At least in the Ring menu).

Something you might want to consider with this (Unless you're using the default menu in RM2K3) is if you want a carrying bag or other upgrade type to allow you to carry more of each type. So perhaps when you get a travel bag, you raise the amount of items you can carry in each type from 15 to 25.


*Restricted amount of item types, no weight
Some games have it so that you can only hold a certain amount of items. It may or may not include the amount of each item. So, perhaps you can hold only 4 item types (For example: Potion, Mana Herb, Life Potion, Sundial), but up to 99 of each. Perhaps you want to limit it furthur and have up to 3 item types, and you can carry at most 5 of each.

What happens here that doesn't in the previous one is now you have to consider which items you keep and which ones you don't. Does equipment count? Can that maximum be raised? Are quest items counted?


*Restricted amount of total items, no weight
Similar principal to the previous 2, but now both item types and their amount are counting. So, you would be careful to not have too many of an item because you'll need room for others. If the total amount of items you can carry is 15, you probably wouldn't want them all to be heal potions, and you'll usually have to make sacrifices. Is it worth getting a Megalixer right now if I don't think I'll use it until the end of the game, and there's a sword right there that will serve me now? If so, what do I give up to get that Megalixer?


*Weight restriction
When using this system, you'll have to assign a weight value to each item. Obviously potions aren't going to weigh as much as the +3 Iron 2-handed Claymore of the Titans. You may or may not feel the restrictions depending on what you carry. If all you do is hunt 60 ft. tall giants for their armor, you'll probably run out of room for items quickly. If you instead carry cloth armor, potions, and coins, you may be able to carry a ton of them before you aren't able to carry any more.

You may want to consider how the player will be carrying these items, and what determines how much weight you can handle. Usually either Strength or Endurance will be what determines how much you can carry. You could also have it affect the type of stuff you can equip. So instead of limiting equipment by class/race, instead it's just determined by strength, so a Level 99 Wizard can equip 2 handed swords that a Level 1 Knight couldn't.

Will you have animals or people help carry stuff for you? If so, either they'll have their own strength/endurance values, or perhaps there's a fixed value. Maybe you'll want more horses to carry stuff for you, then you might want to put a restriction on the amount of animals/people can carry bags of items. Or perhaps they run the risk of dying, either natural or by attacks, so maybe you can't carry all you could when you had that horse alive.


*Space restrictions
This one will usually require the player to sort and arrange items. With space restrictions, the item bag (or whatever) will usually be layed out like a grid, and you can place items there. Things like armors, spears, and axes may take up more space than herbs and rats teeth. You could group like items together (Such as potions) so they fill one space instead of each in their own spot, or you could let each of them have their own space, so having 99 potions then isn't as helpful. Consider the shape of the objects too. Some like Axes may take up an upside down L shape, while spears are just vertical, so the player would make some decisions based on the shapes of the objects as well. Does the bag shape ever change, can you transfer stuff to other characters (or even animals, as mentioned with the weight section)?

You could make it puzzle based, and have odd shapes that the item must fit into in the grid. So if you have an upside-down L shape, you could only put in items like axes in there. Or maybe you could put items like Axes and smaller, but only one item can be in that space, and must fit inside of it.


Feel free to discuss your own ideas that you have for item carrying restrictions, which ones you like or don't, the pros/cons to them, whatever!
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