WHEELMANZERO'S PROFILE
WheelmanZero
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Just a guy who loves rpg's. Thanks to some serious encouragement from several new friends and the community at large, I was able to complete one of my own. Game making is my favorite hobby, so you can expect more games on the way. Play on fellow gamers, play on!
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Umbral Soul
Sorry about that bud, I'm on it! And yeah, I don't think anyone is more excited about the story than you, heh heh.
Umbral Soul
Dag-nabit people, how do you keep winning battles you're supposed to lose! *ahem* I mean...congratulations on defeating what was supposed to be an undefeatable boss. Lumielle can't be damaged though, and she doesn't attack, so if you actually do manage to beat Jeremy, she'll just hover there staring at you for eternity. I suppose you could call that an alternate ending. Ending 1:"Eternal Staring Match". But yeah, you're not supposed to win, so if you want to progress, just swallow your evil pride and take one on the chin.
Umbral Soul
guillaume- Meh, I don't really think you need to be able to make an exact timeline when it comes to building a story. The sequence of the story's main events is pretty clear, and in the long run it really doesn't matter exactly when the smaller events occurred.
Possible spoilers
Sadrack- A lot of the summons are downright broken if you use them for certain combo's, especially Demora. In fact, I actually had to nerf Demora for the ultimate edition. People have been thinking of combos I haven't even thought of! One person was able to get a mult-hit strike move to do 1k damage. Sadly I think people are missing out on these combos because leveling summons is a pain, but I have a solution for that.
I'm hyped to write the script for the sequel, since I have a lot of strong personalities in mind for the heroes. I was even planning on adding "Tales" style skits in addition to the scenarios. If there's anything I like, it's characters with...character.
Possible spoilers
Wow, you must have been crazily overleveled when you fought the heroes. That battle is one of my favorites as well. It's easy if you know what to do, but if you don't, you'll find yourself having to defeat all the heroes multiple times. All the bosses will be more difficult in the next version, but not TOO difficult. I thought making the water temple one of the most fun areas in the game would be funny, since it's often the worst area in several other games.
Sadrack- A lot of the summons are downright broken if you use them for certain combo's, especially Demora. In fact, I actually had to nerf Demora for the ultimate edition. People have been thinking of combos I haven't even thought of! One person was able to get a mult-hit strike move to do 1k damage. Sadly I think people are missing out on these combos because leveling summons is a pain, but I have a solution for that.
I'm hyped to write the script for the sequel, since I have a lot of strong personalities in mind for the heroes. I was even planning on adding "Tales" style skits in addition to the scenarios. If there's anything I like, it's characters with...character.
Umbral Soul
guillaume- All of those questions will be answered in the sequel. If you were to know everything now, it would suck all the fun out of the next game. I'm not sure how many bosses there will be since I haven't counted them, but trust me, there will be a boatload.
Sadrack- Phew, I thought maybe you had saved in the capital and locked yourself out of the rest of the world map. I hope you enjoyed the scenario's and that last sidequest. A lot of the grammar mistakes have been corrected, and I think I've exterminated nearly all of the "thier's". That tip about the bandit's lair is new though, I'll have to check that out.
I'd say a superboss sounds like a great idea, I just have to think of something "super" enough for the player to fight. For the next version, I've made several enemies more difficult, while increasing the accessibility of gold and exp. Pandora's healing spell will also be removed, which will drastically change the way you fight.
I considered adding a new game+ before, but then I realized it would be an eventing nightmare. I can't think of a way to do it that wouldn't completely glitch up the game. Yanfly has a script for it, but it requires his save script as well, and I really don't want to ditch Moghunter's save script. It's a shame though, because I love games where you can start over with all of your gear.
Your concerns about the sequel are definitely warranted. It would be a shame to end this story with a bland, generic tale. The deciding factor that will make this story different however, is the characters. In the sequel, you will (hopefully) find yourself getting attached to characters on both sides of the conflict.
In a usual rpg, you find yourself going up against a boss and thinking to yourself "Oh look, a generic dragon. Time to beat its face in!" In Luminous Soul however, you'll find yourself thinking "Oh look, it's Draconus; the dragon I spent an entire game raising. What? I actually have to fight him?!" The power that you nurtured will be turned against you. The characters you've come to know will become your enemies. In Luminous Soul, there will be no such thing as a generic boss, because all of them have depth of character to a certain extent.
Of course, even with that being said, I have no intention of writing typical generic hero story. There will be plenty of dramatic moments, epic bosses, and new scenarios to keep you engrossed in the world. In the war of good vs evil, you'll be invested in both sides instead of simply cheering for the heroes. Overall, I don't think you'll be disappointed, as I have a lot of exciting ideas planned for the future. I hope you'll join me, and thanks!
Sadrack- Phew, I thought maybe you had saved in the capital and locked yourself out of the rest of the world map. I hope you enjoyed the scenario's and that last sidequest. A lot of the grammar mistakes have been corrected, and I think I've exterminated nearly all of the "thier's". That tip about the bandit's lair is new though, I'll have to check that out.
I'd say a superboss sounds like a great idea, I just have to think of something "super" enough for the player to fight. For the next version, I've made several enemies more difficult, while increasing the accessibility of gold and exp. Pandora's healing spell will also be removed, which will drastically change the way you fight.
I considered adding a new game+ before, but then I realized it would be an eventing nightmare. I can't think of a way to do it that wouldn't completely glitch up the game. Yanfly has a script for it, but it requires his save script as well, and I really don't want to ditch Moghunter's save script. It's a shame though, because I love games where you can start over with all of your gear.
Your concerns about the sequel are definitely warranted. It would be a shame to end this story with a bland, generic tale. The deciding factor that will make this story different however, is the characters. In the sequel, you will (hopefully) find yourself getting attached to characters on both sides of the conflict.
In a usual rpg, you find yourself going up against a boss and thinking to yourself "Oh look, a generic dragon. Time to beat its face in!" In Luminous Soul however, you'll find yourself thinking "Oh look, it's Draconus; the dragon I spent an entire game raising. What? I actually have to fight him?!" The power that you nurtured will be turned against you. The characters you've come to know will become your enemies. In Luminous Soul, there will be no such thing as a generic boss, because all of them have depth of character to a certain extent.
Of course, even with that being said, I have no intention of writing typical generic hero story. There will be plenty of dramatic moments, epic bosses, and new scenarios to keep you engrossed in the world. In the war of good vs evil, you'll be invested in both sides instead of simply cheering for the heroes. Overall, I don't think you'll be disappointed, as I have a lot of exciting ideas planned for the future. I hope you'll join me, and thanks!
Umbral Soul
Whoa, that's quite the compliment! Thanks for sharing your thoughts on the game, Sandrack, I still can't get over how much people are enjoying it.
Major spoilers ahead. All ye who have not completed the game, turn back now.
I hope that answered all your questions, and feel free to ask more if you have them. Thanks again for playing my game, bud!
Major spoilers ahead. All ye who have not completed the game, turn back now.
In the sequel, you'll be playing as heroes attempting to undo everything you did in this game. All of your previous allies and summons will become bosses, including Lanith. Sadly that means you won't be able to play as them anymore, but the characters you do play as will have some interesting abilities to mess around with.
You beat Athena too?! How do you guys keep doing that? Even I couldn't beat her! Good thing I gave her an exp drop.
By the sound of it, it seems like you missed a sidequest. If you have a save before you entered the capital city, head back to Arcfall and talk to the black-haired woman in front of the inn to kick it off. It will lead you through a series of quests that will unlock the final 4 scenario's.
You beat Athena too?! How do you guys keep doing that? Even I couldn't beat her! Good thing I gave her an exp drop.
By the sound of it, it seems like you missed a sidequest. If you have a save before you entered the capital city, head back to Arcfall and talk to the black-haired woman in front of the inn to kick it off. It will lead you through a series of quests that will unlock the final 4 scenario's.
I hope that answered all your questions, and feel free to ask more if you have them. Thanks again for playing my game, bud!
Umbral Soul
Sheesh, and just when I thought I couldn't get any happier after Owmeeye's comment. You guys are just the best. Thanks for the shoutout hakataki, it's great to hear you had such a good time!
It really is amazing how much untapped potential rpg maker has. I mean, with a little imagination and some work, you can make an rpg about just about anything. While the base engine is somewhat limited, there are thousands of scripts out there that expand its capabilities to the point that you can do almost whatever you want. Got a story you've always wanted to tell? Make it an rpg! The possibilities are simply mind-boggling.
Speaking of mind-boggling, I'm astounded that you would hold my game in such high regard. I have a lot of ideas for games I'd like to make in the future, so don't you worry, there's much more to come. This story will be continued in the sequel, so you can look forward to seeing all the characters make a return.
Thanks for the kind words and support, they really mean a lot to me. I'm so pumped for game making right now!
It really is amazing how much untapped potential rpg maker has. I mean, with a little imagination and some work, you can make an rpg about just about anything. While the base engine is somewhat limited, there are thousands of scripts out there that expand its capabilities to the point that you can do almost whatever you want. Got a story you've always wanted to tell? Make it an rpg! The possibilities are simply mind-boggling.
Speaking of mind-boggling, I'm astounded that you would hold my game in such high regard. I have a lot of ideas for games I'd like to make in the future, so don't you worry, there's much more to come. This story will be continued in the sequel, so you can look forward to seeing all the characters make a return.
Thanks for the kind words and support, they really mean a lot to me. I'm so pumped for game making right now!
Umbral Soul
Yes, being made of evil has a tendency to make you a bit of a jerk, but Ragnarok has his reasons for wanting to swallow the world in darkness. He doesn't really have a soft side, though. Talon doesn't have much screen time, so his personality doesn't have that much of a chance to shine. You will get to know him a bit better in the sequel however.
Unlike a lot of elements in the game, I didn't really draw from other sources when it came to writing the backstores,at least not consciously. They just kind of popped into my head. The scenario's were a way to add depth to the characters without forcing the player to sit through hours of cutscenes. The backstories and character development are there, but whether or not you want to see them is up to you.
Ethios Sanctuary will indeed play a role in the next game.
Unlike a lot of elements in the game, I didn't really draw from other sources when it came to writing the backstores,at least not consciously. They just kind of popped into my head. The scenario's were a way to add depth to the characters without forcing the player to sit through hours of cutscenes. The backstories and character development are there, but whether or not you want to see them is up to you.
Ethios Sanctuary will indeed play a role in the next game.
Umbral Soul
Man, where do I even start? Ok Wheelman, just breathe. You got this. *Ahem* Actually, this response is super long. I'm talking long-winded blog post long. I'm going to put it under this convenient little tab here.
What I find fun
So! When I was making this game, I tried my hardest to include all of the elements I enjoy most in rpg's, while excluding the ones I dislike. Backtracking long distances for example: not fun. Getting poisoned and watching your character's HP sink like a stone outside of battle: also not fun. What I do think is fun is interacting with all sorts of interesting people and objects, which is why I made almost everything in the world have a little flavor.
Sidequests
Thanks to Majora's Mask, I've also become fond of sidequests that have interesting/epic stories behind them. Many times during development I thought to myself, "Not everyone is going to see this, but what the hey! I'll spend 12 hours working on it anyway!" It seems like a lot of people have been finding all the sidequests though, so it looks like they paid off in the end.
Puzzles
Truth be told, I'm not a puzzle fan. Some of the game's I've enjoyed the most have been marred by horrible, game-halting puzzles and mini-games.(I'm looking at you, Ocarina of Time water temple.)For that reason, I decided to include only those puzzles I personally found fun. (Although there is one that has been coming back to bite me repeatedly.)
Unlimited Power!
But what I love most about rpg's is feeling powerful. That exciting rush you get when you overlevel and crush a boss like a month-old saltine cracker. That's why I added the summoning system, so that you would not only be able to play as boss-like creatures, but you would have an army of them at your fingertips, giving you a boatload of combat options. All of the main characters are meant to feel overpowered in their own way.
Mini-Mapping
While studying the maps of some of the most visually impressive rpg maker games I've come across, I noticed that their worlds consisted of many smaller detailed maps linked together rather than a single large map filled with details. Copying that style made mapping a lot easier, and I found that adding fog and lighting effects made very simple maps seem more advanced than they were.
Feeling like a Villain
About the whole crafting thing, I figured that gathering resources for weapons and armor was more of something a hero would do. I wanted playing as a villain to feel completely different. You don't help people. You don't use shops. Items are a joke. You don't forge armor. All you do is recruit more allies to your cause and train your boss monsters so they can eat everyone who tries to oppose you. You grow into an unstoppable force, slowly growing your own strength, because when you're an overpowered villain, you don't need anything else.
The legendary Rpg's
Funny story, I've never actually played Chrono Trigger or Golden Sun (please don't hurt me, I bruise easily). I do know however, that they are legendary names in the rpg universe, so the thought of you comparing my game to them is just...mind blowing. Seriously mind blowing! I am legitimately freaking out here! Thank you so much! I have to try those two games sometime in the future. I tried Chrono Cross, but I heard it wasn't as good as Chrono Trigger.
Evil for evil's sake
So even though I went out of my way to show that Pandora and her cohorts are generally pretty terrible people, I tried to show that they had softer sides as well, and were turned dark by their circumstances. I really wanted to avoid creating villains that were evil for no reason, and had their own reasons for acting the way they do. Even Ragnarok has his reasons for being an uptight tyrannical little ball of malice, but they aren't actually revealed in this game.
Thank you!
So yeah, you're still pretty early into the game and you have a ways to go, but I think you'll enjoy the ride up until the end. Thank you for all those wonderful compliments, and for sharing your joy with me. If you have any questions, I'm just a few clicks away.
So! When I was making this game, I tried my hardest to include all of the elements I enjoy most in rpg's, while excluding the ones I dislike. Backtracking long distances for example: not fun. Getting poisoned and watching your character's HP sink like a stone outside of battle: also not fun. What I do think is fun is interacting with all sorts of interesting people and objects, which is why I made almost everything in the world have a little flavor.
Sidequests
Thanks to Majora's Mask, I've also become fond of sidequests that have interesting/epic stories behind them. Many times during development I thought to myself, "Not everyone is going to see this, but what the hey! I'll spend 12 hours working on it anyway!" It seems like a lot of people have been finding all the sidequests though, so it looks like they paid off in the end.
Puzzles
Truth be told, I'm not a puzzle fan. Some of the game's I've enjoyed the most have been marred by horrible, game-halting puzzles and mini-games.(I'm looking at you, Ocarina of Time water temple.)For that reason, I decided to include only those puzzles I personally found fun. (Although there is one that has been coming back to bite me repeatedly.)
Unlimited Power!
But what I love most about rpg's is feeling powerful. That exciting rush you get when you overlevel and crush a boss like a month-old saltine cracker. That's why I added the summoning system, so that you would not only be able to play as boss-like creatures, but you would have an army of them at your fingertips, giving you a boatload of combat options. All of the main characters are meant to feel overpowered in their own way.
Mini-Mapping
While studying the maps of some of the most visually impressive rpg maker games I've come across, I noticed that their worlds consisted of many smaller detailed maps linked together rather than a single large map filled with details. Copying that style made mapping a lot easier, and I found that adding fog and lighting effects made very simple maps seem more advanced than they were.
Feeling like a Villain
About the whole crafting thing, I figured that gathering resources for weapons and armor was more of something a hero would do. I wanted playing as a villain to feel completely different. You don't help people. You don't use shops. Items are a joke. You don't forge armor. All you do is recruit more allies to your cause and train your boss monsters so they can eat everyone who tries to oppose you. You grow into an unstoppable force, slowly growing your own strength, because when you're an overpowered villain, you don't need anything else.
The legendary Rpg's
Funny story, I've never actually played Chrono Trigger or Golden Sun (please don't hurt me, I bruise easily). I do know however, that they are legendary names in the rpg universe, so the thought of you comparing my game to them is just...mind blowing. Seriously mind blowing! I am legitimately freaking out here! Thank you so much! I have to try those two games sometime in the future. I tried Chrono Cross, but I heard it wasn't as good as Chrono Trigger.
Evil for evil's sake
So even though I went out of my way to show that Pandora and her cohorts are generally pretty terrible people, I tried to show that they had softer sides as well, and were turned dark by their circumstances. I really wanted to avoid creating villains that were evil for no reason, and had their own reasons for acting the way they do. Even Ragnarok has his reasons for being an uptight tyrannical little ball of malice, but they aren't actually revealed in this game.
Thank you!
So yeah, you're still pretty early into the game and you have a ways to go, but I think you'll enjoy the ride up until the end. Thank you for all those wonderful compliments, and for sharing your joy with me. If you have any questions, I'm just a few clicks away.
Umbral Soul
rhb84- Note to self. Cross off "annoyingly difficult sound puzzle" from the checklist of my next rpg.
Bungholio- Thanks for the tip off about the chimera, bro. Being a completely unreasonable perfectionist, I'd want to write entirely new dialogue for Rozalin if I were to make her a permanent character, which would mean adding at least another 16 scenes to the game based on the player's party combination. In hindsight, I do wish there was a way to give Rozalin more screentime, since she's one of my favorite characters.
guillaume- Shops, weapons and armor are all crutches for weak heroes, so I made them intentionally bad. A real villain can claim victory using their own resources, and their own strength.
I almost forgot. Ragnarok can speak to anyone telepathically through their darkness, much in the same way Lumielle used to speak with humanity.
Owmeeye- Ha! Wow, you're really getting into the world, aren't you? I've spotted some more glitches thanks to your let's play, which I've already fixed for the next version. Thanks again for posting this awesome series.
Bungholio- Thanks for the tip off about the chimera, bro. Being a completely unreasonable perfectionist, I'd want to write entirely new dialogue for Rozalin if I were to make her a permanent character, which would mean adding at least another 16 scenes to the game based on the player's party combination. In hindsight, I do wish there was a way to give Rozalin more screentime, since she's one of my favorite characters.
guillaume- Shops, weapons and armor are all crutches for weak heroes, so I made them intentionally bad. A real villain can claim victory using their own resources, and their own strength.
I almost forgot. Ragnarok can speak to anyone telepathically through their darkness, much in the same way Lumielle used to speak with humanity.
Owmeeye- Ha! Wow, you're really getting into the world, aren't you? I've spotted some more glitches thanks to your let's play, which I've already fixed for the next version. Thanks again for posting this awesome series.