RAMZA'S PROFILE

I've spent a large part of my 26 years designing video games, mostly in my head. When I discovered RPG Maker 2000, I finally had a medium to put my thoughts down into, and I did.

At the time of its release, Mana Conquest was massive - even a ten hour long game was insane in those days, and the graphics kind of sucking was generally overlooked, due to the scope of the project.

Several years since, and I'm a bit embarrassed concerning how bad the first game really was. I've tried to fix that in the sequel, but between when I started, and now, there have been three new RPG Makers, and since they don't allow backwards compatibility, I've been stuck on RM2k3. Shameful.

I've come too far to quit now, though.
Mana Conquest: Vengeance
The second game in the Mana Conquest Trilogy

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canactuallyequip.png

I think you should make the window stretch to at least be able to hold the maximum amount of text you can put into a field. The soul gem kinda runs off the side of the window there.

otherwise it looks more neat than the other screenshot.

equips.png

I hope there's a way to rearrange that, it's nice, but it looks real messy.

ROOF.png

Love the use of infinity engine backdrops. :)

Vengeance1.jpg

I'm not sure what that is! XD

*looks it up*

Ohhhhhh~!

Vengeance11.jpg

"fuck that we will!" *BLAM*

gameover

Vengeance12.jpg

I came up with the idea that the moves sounded really basic in english. shockwave by itself is pretty good, but hard shot, fire swing, lighting swing, frost swing, etc just sound like poor descriptions of the actual skill. By giving them a japanese name (which to my knowledge translates almost directly to what their english name was) it gives the move a cooler sounding name.

Vengeance19.jpg

The system isn't unlocked at the beginning of the game, and probably won't be up through the second demo, but as magic does play a big part in the game's story and strategy, it comes in early, on the bigger scale of things (though not as early as it did in the first game).
As much as I'd like to show off the system, it probably won't have a place in the next demo. I may just arbitrarily unlock it somewhere in the demo though, just to show it off. It's kind of up in the air.

Vengeance6.jpg

already taken care of.

Vengeance19.jpg

yes, most characters will have a 'favored' element. some characters will also have an 'incompatible' element. Throughout the game, or depending on banters, some characters may lose their affinity, or gain an incompatibility.

a character who's on his/her favored element will find the EP cost of spells is lower. an incompatible element will make them cost more.

Vengeance19.jpg

Good eye. I was gonna make custom ones, but where I suck at most things related to graphics, I used them as stand-ins. I had no choice with frost or lightning though, as those elements didn't exist (or looked funky) in SO2.
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