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Lost Wood is my version of Slenderman made using RPG Maker VX ACE. This game was made in two days. That being said this game has no story to it but the background story, you have a simple task collect 8 pages scattered all over the map to escape your nightmare, before being caught by Death. The Story: Character Bio: Tips and Tricks: MAP Credits: Download V2.5: Here Does not Include RTP] Link To RTP: Here Screen Shots: Won't do any good [Game Is Very Dark] [GIVD] Video Instead: ?
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Hey everyone! I just made a Youtube channel that will be filled with all sorts of games, Let's Plays, and the like. Not only do I wanna get some videos on on my channel but I also wanna help some of those really well made Rpg Maker games discovered to the public. Here you can request any game you want me to Let's Play (LP). The information I need to start a LP is listed below. The title of the game along with a link (If it's a demo please let me know) Any information I would need to know to make a LP (important glitches, bugs, etc.) I don't mind any games (even horror). Keep in mind though, if it is a horror I will probably need to change my trousers quite a bit, I'm VERY easily frightened. What types of things do you like to hear in the videos? Don't like too much criticism? No problem, I'll tone it down a bit. A description of the game I will be keeping a "Status" section below to let you know what's going on. Color Key Red : I have declined to play the game (Will not be likely) Green : I have accepted the game and will begin playing shortly Purple : I have begun playing and recording the game Gray : I have completed the game or it has been discontinued for some reason Status : Shattered Hourglass P.S. : I will be making a lists of the completed games as I complete them, I will also be leaving a link to my channel just in case you want to check out my other videos Pending Games: Ongoing Games: Completed Games:
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I'm going to create a game and want to know what you guys want :D
Jonath4nC posted a topic in Theory and Development
For a while now, I've been really wanting to start in making a game. One that will be fun to make, have a good story and something that I can actually complete and release. Recently, I noticed quite a few people like to create puzzle games with VX, somehow the idea hadn't crossed me before, but maybe I might give that a go. Here are some random elements I jotted down of things I might want in the game... - pets - summons - professions (such as cooking, mining, etc.) - bank - achievements - jobs / side quests - bestiary - journal (quest or job journal) - day / night - teleport potions - land vehicle - treasure maps - map - tools - house - box to store items - duel wielding - puzzle solving Just wondering what your guys thoughts are on what you think a good game is. Do you think I should create a normal RPG, or maybe go all out on a puzzle game? Maybe there's another unexplored genre I could give a go at? Obviously this will all end on what my personal tastes are, but I am still very interested in your guys thoughts and opinions Maybe others can refer back to this for ideas on their own game. -
Welcome Hello Fellow Dev's. In a testament to listening to advice and basically in the hopes of finding my way with this project of mine, i decided to start a blog for that very purpose, This blog will be updated regularly with information about the game, What that entails exactly will be explored more later on. First though a little Information as to what TFS (The Four Stones) is all about, and why i'm choosing to "market" it this way. The Four Stones is a mold of countless ideas, merged together into one. It started life as " A tale of watcher world and dreams", Which then developed into "Label". Each progression focused on a different element of eventing, and so my very first project with RPGmaker was in fact " A tale of watcher' " and this well and truly failed. The idea was far to grand for my "skill". Label worked a little better, but the premise of that game was to place the player in the middle of events which happened regardless of the players "taking part". This "not about you" approach really interested me in terms of developing a story line. Since it created the sense of realism which isn't really found in games ( i could name a few in this style, Way of the samurai for example had elements of this). i stopped working on Label because the massive amounts of Story line it required, and The Four Stones was born. Through both of those ideas it became a medley of ideas. which slowly came into its own. Writing is my "skill" in terms of game making anyway, i'm more a writer than an artist and so like any good writer, The Four Stones is a living breathing world to me, I know its origins, its demise, and everything in between, i know the people who inhabit it, all of them, there flaws there strengths, the twists and turns the weak and the poor. My aim with TFS is to make this come alive in the game. Whilst the focus of the game might not be on "the big picture" like with label, i really want the world to come alive. Setting TFS is set on a world called Terrae, home to a rift in space and time. Life was created through this rift, and the inhabitants of this world feared its power. They created The order of the Watch. Four sacrifices linked together and turned to stone to protect the world from its "mother" as spirits. As time went on the influence of the order, and the faith attached to it waned. The people of Terrae forgetting about the sacrifice and the protection, choosing to live their lives unburdened by thanks, and as the order dissipated into the background a patient man chose his moment to act. Manipulating the power of the Watchers to draw a powerful being through the rift. This being threatens the world of Terrae, That's where you come into play. Drawn through the rift as a natural accident, you find yourself in a strange world with no memory of your past and a strange mysterious lady calling on you for help. In return she promises answers, and a way home. Don't let this simple synopsis fool you. This is a very deep and detailed story, which is really hard to leak information about since i want to keep the twists and turns secret, perhaps this is the place to share those... if it is let me know and i may share more information. Lets just say, the deal is more than you bargained for, and as you journey and adventure through Terrae with the weight of the people on your back and the friends you meet by your side. There is no true happy ending only loss, sacrifice and betrayal. The choices you make impact the very world around you, They have a real impact, effecting the journey a head. Messy details TFS is currently in development for the PC, i'm using RPGmakerVXace for the development, with heavily edited default graphics. This is not going to contain completely original work, the reason for this is there is only me working on the actual game elements, and a "partner" to the founded Indie Dev team "Soft-Squares" working on the music. (least their is that to look forward to). Apart from a few scripts to alter battle and the Class system, most of the game is controlled via background events which work on a rota basis. (this is to ensure low processing, each event rolls through when needed and turns off when its not needed). Although we are using a script to control for the class system this too is "managed" by a event, controlling what options are available etc. Users will be able to switch class on certain characters once they are unlocked should need be. There is plans to release this game for android, this wont start till the PC version is completed, and obviously will be produced under a different maker (most likely Game Maker). There aren't many details on this yet however, because we don't know the limitations of androids or the game size for that matter. Most likely the game will be released in a sort of "chapter" style (so four main parts). Features The game has many features already even though it is so early on in its development, Most of these systems have been adapted on or rewritten, so the "announced ones" previous to this date may have changed. I will only cover these briefly as i plan to elaborate in future posts as part of the plan for this blog (which i will mention at the end of this section, so bare with me). Time, that's the first feature for this game, and i can understand as a gamer how this may seem like an un-exciting feature, and so why talk about it? well its more for the elements it adds to the Dev side of things. and as this is a site for Developers alike, i think some of you will be pretty excited by the options our In game Clock brings to the development and eventing options. Our time accounts for both real and in game time simultaneously. This opens up our control for events even more than default, we can now use the in game clock and calender (which counts weeks, months, and years) to control exactly when a event will be active. For example say we wanted an Easter egg in the game, and for sake of argument say we wanted everyone in the world to celebrate Easter Having egg hunts ect. we would simply make it so every time Month was equal to 4 a switch was activated, lets say its called "EASTER TIME". when this switch is active, everyone's Easter time event is turned on! its exciting as a developer since it brings so many options to the table. The main use of this clock is to add a sense of urgency, As the player you will eventually be asked to go and protect the watchers, using the game clock, we can give the player a set amount of time to get their asses in gear and get over there, otherwise, the watcher is taken. The player loses that objective and the typical "evil guy" gets stronger. We also plan to use this to make the main story "objectives" scale in difficulty the more time that passes. Dynamic Party System is the next feature, This system presents you the player with a realistic party to manage, and journey with, more information will be posted about this in the next post. So this blog right... The plan for this blog and all future updates is to offer a little something for everyone, My main strength with RPGmaker is eventing. There is nothing i can't make this program do. And since most of the elements of this game are controlled through events i thought it would be interesting to share some of the inner mechanics at work with each update, along with providing a "show" of the update in question. Something for both the Gamers and the Developers. At least then someone can take something away from this blog, be it inspiration or (hopefully) the want to play The four stones. For now i have rambled enough, Say hello, and let me know what you think. Your opinion is important to us, always will be. Thanks for reading OmegaDSX
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Hello everyone and welcome back to my blog! I hope you guys know you' ll always be welcome here ! I like to let others know what's on my mind. " Yeah but we don't care ! " So negative. If you don't wanna read this, just don't. However, some of you guys may already know Im currently writing for Rebirth Online and that Im searching for other projects to work on. So to prevent myself from becoming bored to death I tought of a project which I named " A Short Horror Story ". What is it ? Simple: every now and then, I would release an RPGMVX Ace game called " A Short Horror Story: <titlehere> ". I would bring legends, myths and ghost stories to life with the help of RPGMVX Ace. Maybe even adapting urban legends into a short game. Here's a list of games I KNOW I'll do: The Corriveau. It is a french horror story, based on real events. A young lady ( Lady Corriveau ) killed 7 of her husbands, in different and creative ways. When the police found out she was put into an iron cage which was hanged to a tree. She died because she didn't eat or drink for days and people were throwing rocks at her. It is said that every night, when someone passes where the Corriveau used to be, her spirit awakens and hunts that person. It is also said she mostly haunts men. Bloody Mary ( The Bloody Queen ). I think I don't have to explain to you guys what's her story. Basically, she was a queen who loved blood. She even took baths in it. She murdered many men and domestics that wouldn't listen to her.It is said that the nursery rhyme " Three blind mice " was inspired from her story: Bloody Mary "cut three men's tails" Three little piggies. Everybody knows about this. It was once three little piggies whom decided to build their houses. The first one built an much fragile house made in wool. The second one made its house in wood and the third one made its house in bricks. However, an hungry wolf tries to blow their houses away. The wolf succeeds in blowing the wool and wood houses, but cannot blow away the house made of bricks. The wolf then has the brilliant idea to enter the house from the chimney, where he falls into a chauldron full of HOT water then dies. Ring Around The Rosy. Everyone knows this nursery rhyme. A modified version of this nursery rhyme appeared in Dead Space. It is said this nursery rhyme was inspired by a ravaging disease that caused many deaths years ago. These being stories, many different versions of them exists. I will try to take the most popular version and turn it into an horror game inspired from it. This is pretty much everything Im planning right now. If you have a question, suggestions you would like to make or if you simply want to share your toughts on this please leave a comment below ! Until next time, ~ Jay ~
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Hello Everyone. And welcome to the Four Stones Update Blog. I plan to update here and on my home blog http://omegadsx.com. In the hopes of spreading the word of my project, if I can find but one person whose excited for it I will be one happy bunny, so here goes. The Four stones: Synopsis Terrae worked for its reign of peace, being a pure land torn asunder by a rift through whens, its ancestors were forced to act. They created the four stones. Powerful orbs filled with all the wonders and power of the world and housed each of them within 4 towers, these strengthened and projected the orbs power creating a meta-sphere which would restrict the visitors power and influence, confining them to the laws of Terrae. Visitors still happened through the rift, their abilities damped by the Meta-sphere, they were treated to a slow death, Trapped in what the ancestors called the 5th tower. It was considered in escapable whilst the world was protected by the Four Stones and so peace reigned over Terrae. But it wasn’t to last. For the greed of man is poison to the soil, and once spoilt the land is lost. What is “The Four stonesâ€? I consider it a back to basic RPG game; I hope to bring an innovative story to an old (but developed & reworked) system of play. The game is based loosely upon the crystal story of Final fantasy, and works upon the idea to bring something new. Terra is a fantasy world, home to a natural occurring rift through time and space. Once plagued by “Visitorsâ€, they developed a means to deal with these visitors, to protect themselves not only from the power these “visitors†brought with them, but also their influence on the inhabitants of the world. The Four stones and housing towers were meant to protect the world for generations to come. The main protagonist awakens with in the 5th tower with no recollection of how he got there; he is led through the story by a strange woman who calls herself The Watcher. Through lack of options he follows her direction, and he finds himself facing a battle like no other. There are reoccurring themes in the game, one’s which the whole game includes, and those themes are Chance & choice. This game has a lot going on, many of the things you will witness and come across purely by “happen chanceâ€. But your choices will have consequences. Features: Currently the game has a few active features, the following features are live and working in the game as it stands now. Housing system: Players are able to eventually gain a house, this frees up party member control along with providing a place to visit and store items and gold. The housing system also opens up the Next system I will talk about. Trade system: (incomplete) – Players are able to sell trade to specific traders around the world of Terrae, eventually opening up the ability to invest in shops for a profitable return. From selling crops out of your bag: to purchasing your own Farms and setting up exporting agreements. This system is a diverse way for the player to make money as they play. Party Life System: Who you find to have in your party is all a game of chance, to make those you do find more precious, the Party life system will make sure your caring for your team mates. Every party member has a default number of KO wavers. Once this is maxed out the party member dies, and is removed from the game. There are many ways to care for your party, from using items to buffs. There is also a revive feature so you can “buy back†and have a second chance at care. We hope this feature will really add some dynamic to a player’s strategy. Player boost: Simply put this is a randomized system put in place to help players who may have trouble getting along in the game. Activating at random intervals this feature occasionally records player’s death, resulting in a “level†boost once criteria are met. Concepts: The whole game revolves around a dynamic Real time clock, this results in Day and night cycles along with increased control over in game events, (being able to make certain people appear only on a Wednesday for example). A lot of the systems are working perfectly together, and so we are putting it together step by step , feature by feature. Thank you for reading and I hope some of you like the concept and features. -OmegaDSX
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Hello everyone. Allow me to begin by stating that I am a VXAce noob. My experience extends as far as watching tutorial videos and reading these here forums for tips, how to dos, and the like. That being said i do have a small project in the works and now intend to present you, the community, another concept I would like to begin work on. VXACE Learning Center (title pending) is a game built using RPG Maker VX Ace. Perhaps as you can tell by the title this games focus will be on learning the basics of RPG Maker VX Ace and what it means to build a game with the software. I have in mind a trivia style game wherein the npc quest giver will display pertinent information via video as an example. in fact I already have some specific videos in mind assuming the creator would allow me to use them. Once the player is comfortable with the information the game will display a question or series of questions followed by a multiple choice dialog box. After a preset number of questions have been correctly answered the npc will disappear and the next level of instructor take its place, or the player will be transported to a new area where their education can continue. Eventually I would like to include higher level concepts for the player to study/learn. So here is where the questions come in lol. What other gameplay concepts might fit into this design? How can I continue to motivate the player based on this design other than their desire to learn VXACE? The majority of the videos I have in mind are at least 9 minutes in length and there are 12 total. Is this feasible? Are there more effective ways to instruct the player other than watching videos and answering questions that can actually be done within the game itself? Is it possible to include examples in-game (not in an instructional video) that the player can watch in action. How script heavy, if at all, would something like this potentially be? How much more difficult would it be to design if the game included high level concepts? (assume initial version of game would cover 12 basic concepts, eg: mapping, switches) Okay. I thank you for your time and look forward to hearing from the community!!! PS. If anyone is interested in collaborating on this or a similar project then hit me up! Remember Im noob though! Im actually better at conceptual aspects vs the technical side of things.
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Character Leveling and Accessories: Feedback Wanted
Paleoflora posted a topic in Theory and Development
My fiance and I were talking while playing Lost Oddysey and have noted many things we would like to see improved. Just a little brainstorming and trying to focus on one project for now. I am pretty bent on creating an RPG FF style game. Here is what she proposed. In games like the Lost Odyssey and similar titles, turn-based strategy battle systems have been popular but relatively remained untouched for quite some time. If it's not broke, don't fix it. Now I,m not saying it's broken, rather that it can be expanded into how your character developes in the end. In the game I am proposing, there are 5 main elements with a hidden 6th. To keep things mysterious, Ill only list the first five being Aqua/Frost, Flame, Lightning, Earth and Life/Mana. In many RPG games, you undergo a leveling process that upon raising, randomly (or not) raises your stats. We were talking about a more diverse system in which fighting certain types of monsters (ex: Aquatic beings) would allow you to raise a sub stat (swimming strength or water breathing abilities) that can be maxed out and such. That way there are advantages and disadvantages to fighting certain types of beings. Now, this will take quite a long time to develope each "skill" and allow access to places you normally couldn't venture too with an example using breathing underwater as an ability would allow you to venture into an underwater city. One thing I really like about Lost Oddysey is that you can build accessories based on the items you acquire from the monsters you defeat and upgrade them via the same manner but reconstructing them again and again. Why not do this with weaponry as well. Of course by adding one thing you may have to sacrifice another to keep the balance of the weaponry noticable but not overpowering. Another thing we were discussing was the process of magical energies, swordplay and such and how they affect you. Well for one, she dislikes that I can hit a flying creature with a sword calling it unrealistic that you should only be able to hit it with Magic and/or weapons such as guns which can realistically reach them while swords can benefit you against ground dwelling creatures. Now she happens to love Fable and enjoyed the third installment saying that her favorite part was, "setting things on fire." That aside, she also loved being able to acquire skills like at the blacksmith or pie making areas. She thinks she would enjoy the game more had it used these for leveling up certain things like magic. So lets say you are Lv 5. You now are able to apprentice under a sorcerer, mage or what have you in some distant city and they will teach you what they know for a price or for items that can be found around the maps. However, if you approach a Mage capable of teaching lv 10 magic, you will be barred from becoming an apprentice. Same with blacksmiths, and such. You would only be able to combine materials to make more powerful accessories if you study under a blacksmith of some sort. This would extend to all manors of gameplay to create a character that is unique to you. We, however, disagreed on one point. I personally love turn based strategy but am willing to go without it. She, however finds that it is dumb and doesn't offer a lot of strategy or quick-paced gameplay like she likes. She proposes something more like FF12 in which the character free-roams and fights randomly generated creatures, some of which would be very rare or only appear during certain conditions. From there, you can engage them and fight giving you a bar similar to FF where it charges the next time you are able to strike which can be influenced by leveling up and training. I will be editing this because it seems she has more ideas but wants to watch me play Lost Odyssey to gain more influences. let me know what you think guys. -
Zendir: A New World
EternalShadow posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
For those with RPG Maker | For those without RPG Maker Off the coast of Zendir lies a small island, slowly being eroded away by the sea. On this island, magic is performed in secret for it is frowned upon by the community of the island, who blame it on the failure of their crops. One person in particular - Zaphilia - was chased out of the village when they saw her perform a magical act, but her childhood friend gives her an avenue of escape - the idea to travel to Zendir, the mainland, where magic is permitted. However, the disaster that has struck the small island is also prevalent on the mainland, and so it falls to Zaphilia to use her abilities to restore the land to what it once was whilst at the same time, restoring faith in magic! Throughout Zaphilia's adventures, she will quite literally make friends, enemies and allies for life. The choices she makes in either helping or shunning them will heavily impact on whether she can save Zendir or not. There are at least three different endings to unlock, depending on which avenue of the story is taken and what choices are made. This is Zendir, a new world! Zaphilia Zaphilia has had to fend for herself since her parents abandoned her after an incident in her childhood. Since then, she's made friends with some of the locals, having to keep her magical ability hidden for the most part for fear of repercussions. However, her secret is let out and she quickly makes enemies, thus prompting the beginning of the game. Once her mind is made up, it cannot be changed. She is determined, curious and resourceful, a valuable asset to any party exploring the land of Zendir. Zane Zane originally became friends with Zaphilia because both of their names began with Z. Now much less naive than he was when he met Zaphilia, Zane has become much more distant as time has gone on. Nonetheless, he remains friends with her due to all the knowledge that they share together, and he is the one to stick up for Zaphilia and believe it wasn't her fault when the crops start dying on the island. Anya A young girl who Zaphilia befriended. She has an eccentric father and a (thankfully) normal mother, both of which appear to have contributed to her strange, mixed personality. She is a bag of all-sorts, holding many tricks up her sleeve as well as information that could prove helpful. Dalnaycus An over-excitable magician, Dalnaycus is a master of the arcane, the prized student of the Academy. He is witty and knows many of the Ancient Languages and doesn't hesitate in going anywhere with Zaphilia upon her induction to the academy. He however, looks disdainfully upon those who are not academy members, just as those who detest magicians, do. Dorian A clumsy, hapless boy who can't do a thing right. He originally wanted to be a squire for a Knight in Galapoca fortress, but they wouldn't take him in. Dreading the prospect of being sent back to his faraway home, he eventually finds another job working for the resident magician of Galapoca Fortress. It is one disaster after another though, and the first job he messes up leads to his introduction to the party... ...and many more! -
I started designing this idea on RPG Maker VX but sadly went through some difficulties (laptop dead beyond repair) and now that I have time and a new laptop, I decided to buy RPG Maker VX Ace and start from scratch. Feedback/blunt honesty/criticism is much appreciated. If you hate it, tell me. . . Just tell me nicely and the carton of ice cream doesn't get hurt. In an age where mystical and terrible beings ruled the land There arose a wonderful legend of a great and powerful warrior A warrior that would defeat evil and conquer many lands This warrior would possess strength and vigor never seen before Or so what the legend had promised But then When are most legends true? . . . Grown from energies of the earth and sky, a mystical plant was grown within mist. Powerful beings and humans trembled at its power yet seek to possess it. This plant possessed the power to grant immortality or consume thousands upon thousands depending on the person who ate it. Wars were waged, friends became enemies, and peace was only a distant memory. The Delsmonians and Humans constantly battled for this power, ignorant of the thousands lost and buried. But one day the plant disappeared. Its energy not felt by the ones who craved it and soon became forgotten. Yet from the power struggle to seek immortality, many empires and kingdoms had fallen and risen. Yet. . . some still believe the plant is somewhere . . . Some place where no one who's will is weak can acquire it. . . . Summary: You play as Zemeria a young woman who gets kicked out of her house by her mother in order to find an item that she hid a long time ago. As you go on your quest you find out that many individuals, good and evil are also looking for this item and you're in a race to find it first. What you will do with it, you have yet to find out. Characters: Zemeria: A young woman in her early 20's that deeply loves her mother and agrees to go on a dangerous quest to find an item she has no knowledge about or what it may have to do with her future. Jandor: A malicious mercenary that once tried to kill Zemeria but decided to join her party but with what ulterior motives no one knows. (In this RPG you can't just walk in anyone's house, You have the option to use Jandor to break in and steal items from people. Just don't walk back in town with him after you do it!) Rob: A gremlin who shaped his teeth to look like a fu manchu in order to look "cool". He has the ability to heal individuals. That's all I have to post so far seeing as I'm still working on my maps. Your opinions matter to me!! Thank you!
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Hey all! I'll be using this Blog to keep everyone updated on the status of my very first RPG Maker game, SANCTIONED: WORLDS APART (Working Title), as well as to keep track of my advancements over time (date wise). I'll try to make updates as often as possible and keep you all posted on anything and everything SANCTIONED! I'll start off with a small teaser description! Let me know your initial thoughts if you'd like! All feedback and (constructive) criticism is appreciated! And keep in mind all details are subject to change! Teaser The year is 3112. It's been just over 1,000 years since the 1st Sun imploded, wiping out all living things on Earth. A newly discovered resource, known as Mana, has given extraordinary powers to the 2nd Generation of humans which now inhabit the planet. The world is evolving quickly, but will it be prepared for the events to come? Thanks for reading and enjoy! ~cHAOScythe
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Minecraft is a sandbox game with lots of things to do. I was going to say unlimited but that isn't the fact as that is truly not possible. And don't say no because I have a list ready to prove you wrong. In the beginning, I never knew what this Minecraft was. In fact, I disliked all the videos popping up and my friend contently talking about it. One day, I made a decision to take a try at it... So I bought it. I know, what a weak soul I have... Or do I? Really, what you see in the game is what you get. You, well I, start off in a newly generated world and there you go. No goals, no story, just your imagination. Unfortunately my imagination was much at that time since I had no idea how to build a crafting table at that time. But I'm guessing that's what most/some people had trouble with is: where to start. Me, I died a couple of times and finally watched a video tutorial. After which I learned recipes from my friends and later leading to the wiki itself (minecraft.wikia.com). The design is not the greatest. I guess when you move far away it doesn't look half bad. But some do prefer the low detail work (not to mention the fact it has to generate every block out there... So I guess you win that round). I haven't played for years and years, the only pinpoint I can remember is the texture of the gravel being changed. So around there is where I started my experiences. Is it fun? Is drawing on paper fun? The answer to both is yes. Of course a game where you can let your imagination go free is fun. Building anything you can with the resources is suppose to be. Does it stay fun? But of course! When you get into the survival aspect, you need to dig underground to obtain material that is need. After that I guess you could try out some servers that offer different gamemodes built by mods. Once you're done that, I think you'll head on the path of trying out the mods you find on the Internet. After that.... Well, TNT everything and try to make yourself crash. That's always fun. But seriously, there are limitation which I disliked. Even though it was necessary, I for one, think it's stupid. The big one I'm talking about is Bedrock. A block that cannot be destroyed in survival and limits you from going further down. Basically the game tells you that you are going to far and nothing else is down there. What I would of wanted was a way to get to the nether. That would of been cool. And once you tried the mods, there really isn't much to do anymore. Unless you're with friends, all you can do is know how to get wood, know how to get resources fast, and know where to mine diamonds (a big part of the game... Not really). Afterwards you enchant with the levels you gained and.... That's about it. Though maybe I'm expecting much since technology cannot go as far as the imagination can. High expectation for a java based game? I think so. But this is on the lines of addiction really. I mean, there are so many people out there that play Minecraft for fun... AFTER MANY HOURS!? It's fun in the short run, but after you've tried everything... What else is there to try? I actually found this game boring in less then a year. I'll play it maybe when some friends are on, but I won't be able to capture that "first time" experience again. In the end, I think the company did well for developing a game I see on the front pages of youtube. How far can it go from there? I'm going to say far but it's going to take a long time since the current users only pay one-time and depends on how many people they'll gain from here on. Unless they add their own mods at a price. Quote me on that! 6/10
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Update Entry No.2 - MOAR Maps and Sprite Frustration
NervousTyler posted a blog entry in Draciarch Games' Blog
Hello people! We have more maps! Oh yes indeed! It's quite exciting, but there is always that tiny problem in development that makes you wish that you could punch your monitor SO BAD, that your entire hand could just pass through it. In other words... WOBBLY. SPRITES. And they are as wobbly as ever! Trying to operate an Animated Battlers battle system is indeed frustrating. ESPECIALLY when you are making custom sprites. Problem No.1 - All animation states are wobbly. SOLVED! Problem No.2 - Attack animations don't appear correctly. Kinda fixed, needs tweaking And the list goes on. So, we want to send out a message. TO ALL SPRITERS! HELP US TO MAKE THIS WORK! In other news, screenshots of new maps available. CAUTION: Some screenshots are spoiler-heavy (for now at least). Proceed at own risk!-
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Hello people! We finally got down to business and we have already created some maps! We put quite the effort, but we believe that the outcome is satisfying! Some screenshots are posted below as spoilers. Give us your opinion and tell us if you would like to see more!
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Hello people! We are proud to announce that we are working on a new project! It is still at its early stages of development, but we will be able to provide screenshots in acouple of days! It is set on a fantasy enviroment and we intend to create a world full of original characters, enemies and locations, as well as an immersive story! We hope it turns out well! ~Draciarch Games
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Ahhh, what to say about it. Well for starters, I did not like Farcry 2's single-player. The large area with nothing to do but drive, drive, drive. Or if I'm unlucky, walk a long way. The difference between the two is huge. For starters, in Farcry 2, you had the option to pick I think 4 character... Maybe 5. In the 3rd one, you only follow one, Jason (Bourne). Why is it such a problem, well all you can go about for the 4 characters is their background story. Once you read that, none of it comes into play in the main story. So it's utterly pointless to think of them as characters and more as skins (not much voice either). Farcry 3 took a good step by removing this option because it left them with actual story, which is what Farcry 3 is all about. Jason's character is good to an extent. For one, I do not understand how someone can go from afraid to "a true warrior" in just seven hours (that's how long it took my to finish this game). After looking back, I'd be pretty piss if some jungle psycho killed my brother and my friends are captured. As for the friends and Jason's girlfriend, they're meh to me. More like cannon fodder to continue the story; mission is to act as they would and continue the story. But if we compare Farcry 2's friends (which are the character you did not pick), I guess number three did it right. Almost forgot one character whom made most of this game great, Vaas. Yeah, he was the psycho I was talking about.... No wait, maybe it was Hoyt... Arg, either way Vaas was a bad-ass villain. I actually wanted him to win at one point because his character is just so complex. Oh, there was this one part in the trailer I watch where he said "I am you" or something. I look down at the comments to see someone stating that Vaas is Jason's split personality. Oh, did I ever laugh at that remark. Only time I saw that happen was the movie Fight Club. Great movie... Still, I was sad when Vaas died. That meant I had to deal with Hoyt who was apparently more "psychotic" then Vaas......... *Shakes head* As for gameplay, Farcry 3 offers a wide variety of gun to try, challenge to tackle, and vehicles to take a shot at... Well maybe not the vehicle part. What made this game stand out for me was the hunting part. That's right, hunting wild life is a necessity to store more items, have for coin, and ammo at your disposal. And no, just because you shoot a tiger in the head with a gun doesn't mean he'll die in one shot.... Because that's what really happens. One thing I found out is that it's best just to spend an hour just gathering the best material for ammo belts. Once that's out of the way, the story will become a heck of a lot faster. I'm not even going to talk about the herbs because, truthfully, I only used the one to find animals from a distance. The rest was just too much effort for little outcome. But someone can prove me wrong on that. Back on the subject of guns, sure there's a selection of gun to choose from; all of them firing bullets at a different strength (no surprise there). One problem I found was I didn't really use much of the guns they offered. My main weapons was usually the one that enemies always carried (for easy ammo). There was a few time I did pull out my bow or sniper to one-shot a heavy armored enemy, but scarce bullets turned me off using it often. Although, this is coming from a normal difficulty. I could be completely wrong if I played on the hardest; needing those special guns more so. Oh, I forgot the mention that you buy extras for the guns (sights and what not) and camouflage as well. Continuing on gameplay, because there's a lot to talk about, there is somewhat of a stealth system in Farcry. And no I'm not talking about Hunted: Deamon's forge where you choose the top area to snipe, but once you get there the enemies see you and... There goes your "stealth". And no it's not perfect stealth like Metal Gear Solid.... A bit below that... Actually a lot below. When it comes to scouting, you can use you binoculars to pin point enemies and see them through the wall. Neat. There is a vision metre where it tells you if they see you; at that moment, you have a grace period to fine cover. But note, once they slightly see you, they'll start walking towards you. How do you make them move away? Well, interestingly enough, you can actually throw a rock to make them check the area the rock lands at. Now this is where the stealth has it's... Realism push down a notch. As long at you are sneaking and they cannot see you, you are inviable. Right, so that means you can sneak behind them or sneak right beside them? Well, I could. I don't know if this was an overlooked bug for me, but it was pretty awesome following this once guy for a minute... Okay, I killed him before that. Speaking of killing, when you level up, you gain a point of which you can use to learn a new ability. There's even an ability for extra health. Well, not ability... But I don't know what to call them. I guess I'll just end that there. Graphically, well games now are obvious in their graphics. But the graphics were stunning. Not the best, but effort was definitely made. Although, there were points where they used some poor excuse for graphics that just made me shake my head in shame. Here's the scenario: You are buried under a pile of dead bodies. You climb out safely. You look back to where you climbed out from and you see a dirt ground with read stains and 3 or 4 dead NPC bodies... No hole... Just tinted red ground... It's like they feel people don't have the processing power to generate eleven NPCs and render them. Anyways, I'm practically running out of thought on this game. So I'll just conclude with a wrap up of some sort. The game is definitely a big improvement from Farcry 2. It includes an actually story instead of running around shooting people. You meet with a lot of characters in the game, but only few are note worthy. The amount of things to do in the game is overwhelming at first, but becomes a great experience in the end. Some parts of the game are actually difficult in normal difficult. Which is actually for the normal player... But I do wonder about the hardcore players. 8/10
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The Home Stretch Bwhahaha! I've finished my game! It 'only' took a month! Now I'm uploading it (having to do it twice 'cos the previous upload failed, presumably because I left the computer and it turned to a screensaver, etc...). The ones who Beta Tested the game will get it first, whilst I make a better advert and publicize it to the rest of the community. I hope no bugs are found (shouldn't be any anyway, I extensively tested it myself too) so the game's high-quality. When I have time, I'll upload better screenshots of the game so you can all appreciate it for what it is. Anyway, it's been quite a journey. It took a month to make a game that will only last at best, 2 hours and at worst, half an hour. There should be minimal grinding neccessary, only needed for the money to buy items or for the level-up requirements. Sadly, as I have stated, I have had no time to actually test this properly so for all we know, it could still go haywire. I've tested the final boss battle with the best items and equipment at level 30 though (no spells, because the tester doesn't allow you to add them for some reason) and it is a feasible task. Well, this is it then. I've learnt something about Ruby, game development and how to write a game and balance it. Sometimes we just don't give game development companies (especially Square Enix) enough appreciation for all the hard work they put into their games. Now I realize that if a feature is missing, often this is because it will take too long to put in, not because they are lazy. I made this in a month, working nearly 12 hours a day on it. Most game developers would work 9-5 or less, considering the health implications of being on a screen for so long. Therefore, this gives proper game developers less than 8 hours per day to churn out a game. And that's not even considering the extra coding and suchlike that they have to do with a different engine. Ace was simple enough to use, thankfully. So then. My game's going to be coming out very soon now that the major rush to get it done in time is over. Are you looking forward to it?
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I am looking 4 any help available! PM me your skill and I will happily let you help! Demo: In Progress Support: Copy & Paste Then attactch this link: http://www.rpgmakerv...recruiting-all/
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Hello everyone and welcome to my blog. This is the first post and for that I may as well tell you about the Idea of my game. In the beginning, there was one... ...One Idea. I wanted to make a game that had a story that could tug at your heart strings, and make you laugh as well. Now, I'm no Shakespeare but I do have experience working with stories and writing. Of course most of the time it's just for fun, It now became something a little more serious. If you read my "About Me" space in my profile you'll know most of my back story and why I do what I do. Now, It began with a story (With the help of some friends, as well as strangers) and the idea was put into place. What I first wanted to focus on was the characters of the story. Everyone needs to be authentic, no two people can be alike. Now, in most cases, comedy is what drives most of these characters. I mean, you got the mean old man, the perverted mayor, the ladies man, and etc. But of course the main story is written in a much more serious manor. I can't give any details (mainly because most of it isn't even implemented into the game as of yet) other than saying it's more of a "Finding home" type story. Now, everyone loves a game with some good action (At least good enough to pass for combat) And that is why I am announcing that my game will use the Khas Sapphire Action System. Don't know what that is? Well, lets just say I wont need to be using the battle processing event string anymore (well, not as much <.<.) It allows you to do battle with sprites, in real time. that means you swing your sword, hit the guy, and it does damage, instead of just selecting options from your little combat list. If you want to know more about it or try a demo, hit the link and read up. http://arcthunder.si...tion-system-iv/ Now, as my game develops I will give you news and maybe some sneak pictures of the game. Hopefully A demo can come out rather soon and I can get on the map. Thank you for reading, And I will update soon.


