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Found 99 results

  1. STORY After a brief yet unforgettable experience with the police, during an illegal activity, you awake one day to find your best friend has gone missing, the police are swarming the city and an important end of year exam of which you never studied for is set to take place in only a few hours! The world will shape shift around you as you journey through this choice driven narrative experience, which will have you jumping, from character to character inorder to gain complete insight behind the mysterious missing person case. Each individual character will show a level of depth and humanity, wildly inspired from the video game "The Last Of Us" In an effort to decipher the secrets beyond this disappearance, what you will discover will change your way of thinking forever. CHARACTERS IN A EFFORT TO AVOID PLOT SPOILERS, MINIMAL CHARACTERS/INFO WILL BE ANNOUNCED. Jessie Jessie Is a young teenager, with blonde hair and blue eyes. With a gentle, yet rebellious heart, his actions will cost him dearly. Frank Frank is another young individual who demonstrates strong leadership and passion, however much like Jessie, Frank has a dark heart which will take him further, than he could ever imagine! Matthew Matthew is a young police officer who shows potential in his career, yet has a lacking attitude. However as he digs deeper than he should in this missing person case, he finds himself dealing with a situation ​no rank could constitute. Thomas Thomas is an experienced law officer, who works in conjunction with his partner, Matthew. However at times Thomas can display questionable behaviour, thus leading to frequent comic relief moments between serious segments of "The Parasite Day" More Characters/info coming very soon! CREDITS TILESETS: -Arabian nights tileset -Zombie survival tileset -Mythos Horror tileset -High Fantasy tileset -Futuristic tileset -Modern shop tileset -RPG MAKER resources -RPG MAKER default SPRITES: -Arabian nights tileset -Zombie survival tileset -Mythos Horror tileset -High Fantasy tileset -Futuristic tileset -Modern shop tileset -RPG MAKER resources -RPG MAKER default Everything else as of far, is either personally created or RPG MAKER VX ACE default. SCREENSHOTS BEDROOM SCHOOL CITY ???CITY Thank you for taking the time to visit my page, please feel free to leave any questions regarding the project. A demo version of the game, showcasing a scenario that will introduce players to the ideas and concepts behind "The Parasite Day" will be released in due time. However please take note, that this demo segment will NOT be featured in the final product. And will only be available to the public for a "limited time" only, thank you.
  2. To start off, this story is influenced a lot by Shin Megami Tensei games and sort of adopts its style of story telling. I want to try to keep the story simple, but with some twists and turns. (EDIT: I made a couple of edits, lol) The Astral Plane is the place between reality and the afterlife, accessed by meditating and willing your spiritual body to separate from your physical body. In this modern day, pills have been designed that induce this meditative state, as the process of actual meditation is tough to master and can induce sleep paralysis, cursing the person with scary visions. In this separate plane of existence, many beings live. People who have claimed to see ghosts simply share a stronger connection to the Astral Plane and can access parts of it without leaving their physical body. On the Astral Plane, one can commune with demons, angels, and God himself. If one ventures too far and too deep into the Astral Plane, they can discover links to heaven, hell and purgatory. The main character has been experiencing sleep paralysis and strange dreams for the past 2 years. The beginning of the game begins with him awaking from one of these dreams. In the dream, being led by a god-like voice, he created three spirit-like vessels that would be under his command; these entities refer to him as their master. He then awakes and after experiencing a horrific sleep paralysis episode, he rises. He recieves a text message from one of his friends, Ivan Kadaffi, asking why the protagonist has not been to a university class in two days. Not long after he hears a knock at the door, introducing his child-hood friend Maya Sader. Maya expresses her excitement about a book she has finally received in the mail, an occult book titled “En Magusâ€, and how she wants to read it with the main character. Later that day, the main character arrives at Maya’s house and the two read the book. One chapter catches Maya’s eye, a chapter about Astral Projection, along with an ingredient list for the meditative pills. She rummages through the packaging the book came in and finds a tin full of pills. She wants to go to the store to buy all the ingredients. After those errands have been taken care of by the two of them, they go to the university where they find Ivan in one of the labs. They ask Ivan to make the pills and he does. After returning to Maya's home, they both try the pills. They are hit with a strange sensation, when their eyes open again they are surprised to see their own bodies lying in the bed. They have separated from their physical forms… They explore the neighbourhood, and go into houses to see what people are doing. Maya reminds the protagonist of the many rules that were written in the book and that they cannot touch humans of the physical world. Shortly after, they encounter demons in the street, who take an interest in Maya. As the demons drag her away, and attempt to kill the protagonist, it triggers a memory of the dream he had and the vessels he created in that dream. Each one calls out to him, and the screen flashes back to reality, where his vessels have appeared. With the aid of his vessels he dispatches the demons. At this point the player can allow one of the vessels to absorb the soul of the demons he just defeated. (This soul changing ability is a mechanic in the game). You then begin to search for Maya. This part takes up a good amount of time in the game. Through your travels, you eventually are led to Ivan’s house, inside you see Ivan at his computer. Also in that room are the demons holding Maya captive. The demons come together to form Lucifer. The player is easily defeated by Lucifer who offers him a deal: if the player touches Ivan, he will let Maya free. If he refuses, he will kill both of them. Here, it is revealed that the protagonist is a descendant of Lucifer (up until then, beings in the Astral Plane had assumed he was a descendant of Christ do to the fact that he was able to summon those vessels to serve him). In actuality, his friend, Ivan Kaddafi is the descendant of Christ. This shakes the protagonist's faith. Now getting back to him touching Ivan... When a person on the Astral Plane touches a person on the Physical Plane, it creates an opening for demonic energy to seep through, and opens both people for possession. This is why it is forbidden to touch physical humans when you are on the Astral Plane. If the protagonist touchs Ivan, it will allow Lucifer to possess him, and through him take control of Christ. The captive Maya begs the protagonist not to touch Ivan, but he does it anyway to save her. Lucifer sends his energy through Ivan, causing a huge rupture in the Physical Plane. He reveals that he will combine the Astral Plane with the physical plane, because it will “get the creator’s attentionâ€. Ivan will lead a new "holy" crusade, posing as the lord Christ, and ushering in a New World Order in the Physical Plane. He thanks the protagonist for his actions, as he has unwantedly helped Lucifer in the final stages of his plan. Below is a quote from this part of the game: "As my descendant, my heir, it was your destiny to usher my being into the physical world... and even coupled with your boundless disloyalty, you have served your purpose well! Although you have aided me here, you have caused me disorder in other ways, and for that I am hesitant to forgive you. Your mistress shall stay with me, and a deep scar shall stay with you. Let it teach you to never forget your place again, child." <He burns a scar onto the protagonists face> "Prove yourself to me and your sin will be forgotten. Thank you, and goodbye, <Protagonist Name>" Lucifer then knocks the player out and leaves with Maya. The player awakens then begins his journey to save Maya and stop Lucifer from fusing the Physical Plane with the Astral Plane. However, there are now two major events that the protagonist is now involved in. The Astral Plane has Maya, but the Physical Plane has Ivan and his "holy" crusade. In the Physical Plane, the countries around the world will now be focused on and amazed by Ivan Kadaffi, the man who seems to be the second coming of Christ (but is actually a pawn of Lucifer). He will perform miracles like walking on water, healing the sick, and curing cancer. These qualities of a savior will line up with the real Ivan's ideals, as Ivan has always wanted to be a doctor and truly help people. However, that is only the first act of the story. It will delve deep into different subjects and make the player question what they believe in. Thanks to anyone who reads this, I'm just getting back into VXACE after about a year off from it. Hopefully i can actually get a game made this time through
  3. Sigh.... It's me again, guys. I first got RPG Maker a few months ago, and have logged 63 hours on it according to my Steam profile. Despite that, I don't feel like I have learned hardly anything on how to create a complete game. So here's my problem. I have learned quite a bit watching Redweaver's excellent series "Tutorial Town," taking some Ruby courses on Code Academy, and generally digging through the Database and Script Editor. I've asked for advice on these forums before, and I've gotten a lot of helpful suggestions regarding the design and creation of games, and how to educate myself. But at the end of the day, games are meant to be played. The only way I can really learn to make games is to make them, but I feel like anything I could even attempt to create at this point would be so boring that no one would be willing to play it. With all the amazing stuff people create, why would anyone want to play a 4-hour short that uses almost nothing but the default resources? And thus, I get discouraged, and my learning and production is yet again stifled. Additionally, the world of scripting remains entirely foreign to me. Every time I try to study up, implement someone elses script, or sift through existing ones, I feel like I'm slamming my skull into a wall of brick-like text. I'm kind of rambling, and I don't know exactly what I'm looking for. An epiphany maybe, or some glorious Ruby sensei. Anyway, this community has been super helpful before, so I figured I'd just share my thoughts and see if you guys had any input. Thanks again. Jinumon
  4. So, for my project, Rainfall, the main plot for my story is as follows, in a nutshell: -Normal everyday school where things are happy -Suddenly Mutants -Your selected character must battle through the hordes of mutant school mates to get to the final boss -Win I know this is still a nutshell, but I want to expand upon the idea, mainly because it is cliche as hell. So, on the more specific notes; STORY ____ High School, a small school in Country Australia, is the target of a hostile takeover by mutants called The Perfect Dark, Or 'Perfected'. These mutants take the form of symbiotic creatures enveloped in shadows, their most distinguishing features are their blood-red eyes. These creatures plan to takeover the school by possessing the inhabitants, forming an army that would be able to destroy the world. Infected humans are easily distinguishable, their bodies become consumed in the same darkness that the symbiotes possess, and their eyes lose their pupils and irises and become crimson. The possession also alters the target human in other ways as well, their minds become linked with the symbiotes, making them willing to commit their actions. They become much stonger and faster, even an individual infected can take on a small group of people and win. Symbiotes are all connected by a hive-mind connection. The Symbiote Leader, is a centuries old possessed human, he can see through the eyes of each individual symbiote, and can order them around. But, if he suffers a mortal wound and has no host to latch onto before he dies, the King Symbiote dies and the rest die too, and all possessed humans are reverted to normal. The Story is conveyed through events that the player can seek out and trigger themselves, some are optional, but most continue the story. The order is up to you, but how difficult an event is decides on how strong your character is, so you better hope you're prepared enough for the challenge you are seeking out. The School is very open, but some story events may change the landscape of the school, such as buildings becoming riddled with holes from fights, or just collapsing, or some areas being unlocked with the right requirements. Every character's story has the same goal and are all pretty much the same, but depending on who you change, some events change, more are added, or some are removed from their story entirely, so it's worth playing every character to see the changes. After a particular event that can occur anytime in the story once the requirements are met, is a random dungeon that transports the player to an otherworldy dimension. Depending on the selected character, the layout of the dungeon and the boss battle at the end vary widely, but the result is the same, your character is rendered infected for the remainder of the game, removing all weapons but gaining massive boosts to stats and powers, allowing you to fight on par with the majority of the infected, and gives the final boss an alternate form and unlocks the final boss as a playable character. Character's don't have a lot of dialogue, speaking mostly in boss conversations, so they don't have a lot of appeal ouside of the stat and visual department. Weapons in this game are items you find in a school, so so far I have; Baseball Bats Cricket Bats Poles Hockey Sticks Sports Balls (Soccer, Basket Ball, Grid Iron, etc.) I need help with ideas for defensive equipment, for shields, body armour etc.
  5. Hi guys! Okay, so I did a big rewrite on my game, and this is my brand new story idea. ^^ I hope you like it, and if there's anything I need to change, please let me know! (Copied and pasted from my website, by the way. XD) There were two kingdoms, Aelmia and Naori. They both lived in peace…until one day, when the king of Aelmia, Zander, tried to take it over. This started war between the kingdoms. However, Zander fled from the castle, and Naori soon takes over his land. Through all of this, he comes across a group that wants to fight the battle, led by Adelyn, a mischievous elf thief. Zander wants to finish this war and get his throne back, but what will happen…if he realizes what it was like when he WAS in charge? Erm...I hope you guys like it. >///< Once again, let me know if there's anything I should fix! I also have a draft ready for a story of mine called Crystal Tale if anyone wants to hear about that too...^^;
  6. So I’ve been saying that I’d do this for awhile and I figured now was as good a time as any as I’m finally starting to get done the first demo area of The Plague (when I say close I mean something like three months). For those of you who don’t know; The Plague is a game I’ve been working on for about 8 months now (I have terrible time management skills) which was born from a number of short stories I wrote a few years ago. This is going to be a free game that I’m pretty much making just because I enjoy making stories and I felt like making one that I pretty much already had a basis for would probably be a good way to go. Anyway, let’s get on to the post. This will only be a quick thing on the basic story concept. I think I’ll do short stories for individual characters, or maybe I’ll do them all in one big uber post, we’ll see. Story: 13 year ago the plague appeared on the continent of Zelith. A terrible disease that turned the skin of mortal black as night and drove them mad with it’s unending voice that eternally whispers their failings to their souls. Three years after the plague appeared a hero who is known only as The Sorceress seemingly destroyed it, her entire party, and half of the continent using an ancient artifact created by the Goddess Yulune. However, five years after it’s apparent destruction The Plague returned more powerful than before and slowly began corrupting the remainder of the continent and destroying the kingdoms that still stand. Now almost the entire continent has been engulfed, the remaining kingdoms of Humans and Giants are on the verge of collapse, and all hope seems lost. The human queen and king have recently been killed in battle against The Plague and their daughter, Felima Thilmene, has taken the throne. In one finally attempt she will go to the one person who was there when The Plague first appeared. The criminal imprisoned in the human capital of Zelith City; the half-giant Zendan Halidom, the Butcher of Fogbarrow. In her journey across the crumbling kingdoms she will find unexpected allies, and discover fiendish new foes. She will travel across vast wilderness, through dark caverns, into desolate plague lands, and long forgotten shrines to the gods who have disappeared from the world. All in order to save the kingdom that has forsaken her.
  7. Nathan Pringle

    story RPG Addictiveness (Part 2)

    Hey guys, this is the second part of my tutorial on how to create an addictive RPG. If you missed it, you can catch part one http://www.rpgmakervxace.net/topic/26193-rpg-addictiveness-part-1/. Go read that. Stop reading this, go read that. Have you read it? No? Go read it. Okay, you good? Let's go. So, my first tutorial went over the general format that I use personally when making games. I call it the Story and Rewards method, and relies on the high levels of dopamine. It generally goes like this: have a simple dungeon where the player is unstoppable, then a small bit of story, to set the scene. Repeat that once or twice. Then your dungeons should go up in difficulty. The first time they should feel a bit of a bump, where they can tell it's more difficult, then it should go up smoothly to the point that at the last dungeon, they're spending a lot of time in there and they really have to work for their big ending. So now, I'm going to go over exactly what happens in the story. First off, is character creation. There's lots of character generators out there to use if you'd like, but something I like to do is I put my music on shuffle and pick the first couple of songs. Each song will be the personality of each character. This only works if you have a variety of music, and the character generators will work too, in this case. That's when you start creating the actual character. The reason I use songs is so that I can listen to the song over and over while making the character. Each good song will have an overall feel and message in it, and that's what you have to listen to. There's many different information sheets out there to fill out, and it really depends how in depth your game is. My game, for example, is all about how every person has their own story, so most, if not all of my characters need in depth backgrounds. This website does a much better job of explaining this all around than I ever could: http://rpg.ashami.com/. Anyways, don't be afraid to have contrasting characters. These characters can't be exact opposites, because you need to make them have some sort common attribute that will bring them together. For example, a tough street thug and a rich cowardly man could be a good match if someone is threatening to steal the rich guys money so he offers some to the street thug to help him. That makes a common goal. Don't have the common goal be too stretched. The player will feel this and not be quite as interested. You'd be amazed as to what you can get away with, but you'd also be amazed as to what you can't. Now, let's talk about how the story relates to the Story and Rewards plan. When I'm planning my story out, this is the general path I follow. This is something that you can find in a lot of films to make the viewers sympathize with the characters. You'd be hard pressed to find a film that doesn't follow this to some degree. 0% - 10% - The first 10% of the film should draw the viewer into the initial setting of the film. What was life like beforehand? It should show the everyday life of the hero before the events of the film, show some flaws, what they're good at, etc. 10% - 10% of the way in they should be presented an opportunity. which will create a new, visible desire, and will start the character on her journey. The opportunity doesn't have to be quite what the main story is about, but it has to move them into a new situation. 10% - 25% - The next 15% of the story should show the character adapting to their new environment. They form plans on how to approach their new situation. Most of the time, they enter with excitement. 25% - About a quarter of the way through, something must happen to change their original, general goal into a visible, focused goal. The thing that the audience is rooting for the hero to do in the end is revealed.This is arguably the most important structural principle. If the hero's visible goal is defined too early, the story will run out of steam long before the climax. If it isn't defined until the halfway point, the viewer will have lost interest and moved on. 25% - 50% - This next quarter is simply the hero moving towards their goal. They could suffer minor setbacks, but they make a lot of progress here. 50% - At the midpoint, they must fully commit to the goal. Before, they could kinda get out of it and get around it, but now they need to burn their bridge back and go forward. 50% - 75% - For the next quarter, the obstacles become bigger and more frequent, achieving the visible goal becomes far more difficult, and the hero has much more to lose if he fails. The conflict begins to build until, just as it seems that success is within your hero's grasp... 75% - They suffer a major setback. This is a MAJOR setback. The audience should feel like EVERYTHING is lost. The hero's lies are revealed, the lovers break up, whatever it is. All hope must be completely lost. This just leaves the hero with one option. They can't go back to the life they lived before, since they burnt their bridge back already. Now they can only go out and launch one final, all out assault. 75% - 90-99% - Now they are beaten and battered, the fights are harder, the challenges are more difficult, and the pace has accelerated. They need to give everything they have. 90-99% - Several things must occur at the climax of the film. The hero must face the biggest obstacle of the entire story, they must determine their own fate (often overlooked) and the goal must be resolved, once and for all, for good or for bad. 90-99% - 100% - No movie ends with exactly what they were hoping for. The audience needs to feel something related to the excitement, emotion, sadness, romance, etc. in the end. Answer any unanswered question and show the hero after the battle. Now, that's quite a bit of information, but that's exactly what you should do with your game. Maybe make a few changes, specifically for the introduction. But there are two types of setbacks. Major and Minor. Now here's the information you're really looking for. When you're planning a game out with the Story and Rewards strategy, you need to plan out how many dungeons you have. Split it up into thirds. For example, twelve dungeons becomes 3 groups of 4. It doesn't have to be exact. Now, at the end of each group of dungeons (so, in the example of twelve dungeons, at the end of every fourth dungeon), you should have a Major setback. At the end of ones that don't have a Major setback, you put a Minor setback. The final major setback comes during the final dungeon, just before the final boss. This brings up the excitement, and the dopamine levels I went on about so much last part. The final part, at the 90-99% - 100% part of the story, this will generally be the final cutscene. I find the Final Fantasy series does that really well, where they tend to wrap up EVERY SINGLE @#$%ING CHARACTER. And I love it! It's brilliant. Anyways, your final cutscene should aim to do just that, unless you're going for a sequel or something like that. Again, don't forget, this is just one strategy. There are countless strategies. See if you like it. Anyways, here it is put in plain text for you, with the example of 12 dungeons once again. Introduction -> Simple Dungeon -> Bit of story -> Simple Dungeon -> Bit of story -> Simple Dungeon -> Bit of story -> bit more challenging dungeon -> Goal Change/Focus -> Dungeon -> Minor Setback/Progress -> Dungeon -> Minor Setback/Progress -> Dungeon -> Minor Setback/Progress -> Dungeon -> Point of No Return -> Dungeon -> Minor Setback/Progress -> Dungeon -> Minor Setback/Progress -> Dungeon -> Minor Setback/Progress -> Final Dungeon (Inside the Final Dungeon, there should be the Major Setback with all hope lost and the final battle). Hope this helped you guys! Feel free to comment if you had any questions about it
  8. Greetings, fair community~ Today I make this humble thread at ask of your assistance. I don't want to get too far ahead of myself while making my game, Tainted. So far, I have done decently well to make sure I don't get too ahead of myself, except in one aspect. The Story. I want to discuss the story of Tainted with someone and bounce some ideas off them, to help improve the existing content, remove the useless content, and create quality content in blank spots that require filling. Now, I don't want to discuss this openly in a forum, where potential players could walk into a wall of spoilers. So if you are interested in doing with with me, please send me a PM, and I will greatly appreciate it and also return the favor, if you'd like.
  9. I saw this post and thought this would be a pretty nice thread, as well as help learn about other peoples project. I'll start Name: Kuu (Short for Kudacious) Face (old resources, hiring an artist to remake them soon) Sprite (might remake the sprite) Weapon choice: Spears Character type: Balanced/Wizard RPG Class: Wizard Special abilities and traits: Weak physic powers, weak elemental powers. Small bio: A young wizard who after being attacked by a weak monster (monsters require magic to live, it's like food to them) is along with his little (also witch) sister is sent off to a country known as Vintasia to study and harness their magic among the company of other wizards. Due to another revision, trying to flesh out his personality a bit more.
  10. So everyone loves playing the hero, saving the world getting the girl all that...but does anyone take the time to consider things from the other side of the story. I can't remember who said it or where I heard it but a phrase that has always stuck with me in "Evil is just a matter of Perspective"... So here is my theory, A story told from both sides... Is this even possible? The only way I've been able to plot a story like this so far is with the use of an Anti Hero on the side of Evil, someone manipulated into doing the bad things so the true evil party can maintain plausible deniability...which still leaves the plot ending with a reveal of the "true" evil and then we're back to Good vs. Evil and ultimately a huge waste of time on the side of Evil. But i'm wondering if i can maintain an evil character and not end with some heel face turn at the end. I have some idea such as Evil necessary evil, or the paradox that evil must always exist for there to be good, its just tricky to pull off without leaving things unfinished or plot holes. Ideally the idea of presenting the story from both sides is in fact to eliminate a majority of the plot holes to tell a more complete story. The other difficulty i'm having is in the mechanics of the game itself. Now it would be simple to create 2 separate games to tell either side of the story. But i'm thinking much more ambitious a single World, A Single Game...same key locations visited from two different sides, The Lair of Evil a foreboding and Dark end game dungeon to the Heroes, But a Home and Base of operations to the Bad Guy. Now sure this could all be achieved through the use of in game cut scenes but people tend to get bored by unnecessary exposition, why just have a conversation about the bad guy having already obtained the MacGuffin when you could experience yourself as the bad guy, 'Caus chances are whatever this thing was, and the kinds of things you've probably already had to do just to find a decent sword, that must have been some epic adventuring! Or ever wondered why the bad guys always seem to be one step ahead of you at every turn, now you can find out. It also adds another element of strategy to the story with shared areas of the game there comes the opportunity for both sides to stumble upon the same treasures, now as the guiding hand in all this you have the option to choose, do you take the loot now and hope you don't need it later or could whatever is in there be more useful to someone else? Anyway, this is all still just mad ramblings and theory at the moment so feedback and idea's are much appreciated...GO!
  11. I know what I am pretty much saying here is pretty difficult or nigh impossible to do, and if it has been done, I have found not hide nor hair of any evidence to support that. This idea is interesting to me but may already be doomed to fail. but hey can't hurt to discuss it, can it? I know about the final fantasy tactics like system and the shining force combat system as well, and I know there is one for RPG Maker VX Ace but I am not talking about that system, nor could I afford that at this moment. I am talking about building a legitimate army, from the ground up until the end of the game. even if it is just a story element and they only really come into play in cutscenes. would it be doable? Have the main story and build the army as a secondary/main plot device on the way to victory? I would say why having an army is relevant but It would probably spoil the possible story of the game I am going to make. Thoughts? Ideas of your own on this? any and all feedback and criticism is appreciated!
  12. Sughayyer

    The 12 Tribes of Adamah

    Hey there! Now I have a bit more time to write on the blog - and to work on RPG Making in general. I also want to add a parenthesis here: got 3rd place on a kenjutsu turnament last satudray and I just graduated to 6th kyu yesterday! Yay! Well, on this entry I'm going to talk about the 12 tribes scattered throughout Adamah. When the first humans were placed as guardians of the land they thrived, and the place where they lived was not enough to contain them. So several tribes journeyed to all sides of the land. Some went to the islands, some to the mountains, some to the deserts and some under the very earth. It is important to note that there are a few events mentioned here, like the Imperial Civil War and the War of the 12 Tribes, but they will be described in detail in future posts. The 12 tribes are the following: The Lianh: This was once one of the smallest tribe of hunters/gatherers. Eventually they settled on a separated continent and started to cultivate their crops and establish a small feud. The heroine Yeesha (who ended the War of the 12 Tribes) belonged to that tribe. After the war this tribe became the great Lianham Empire, who ruled the world of Adamah for many years until the Imperial Civil War. The Jipanji: This tribe headed towards the "islands of the dawn" and lived mainly as fishermen. They dedicated themselves to many arts, including the arts of fighting. After the unification of the 12 tribes, all fighting techniques incorporated elements from Jipanji fighting arts. They are also masters of calligraphy and painting. Although they excel in fighting, they are not barbarians. Their fighting is considered a way of life and an art form. The Mohawa: The Mohawa tribe occupied the middle region of the South Samahan continent. There they developed great affinity with the nature. It is said that the could feel the spirits and contact the very souls of the wild beasts. Many Mohawa tribesmen developed animal features such as pointed ears or tails. They were mostly isolated from urban environments but when for some reason they must live in a bigger city, they adapt incredibly well. The Kalewi: Kalewians mostly live near the Great Desert (but not on the desert itself). Their land is mostly arid, but blessed by the spirits in a way that all crops thrive in there - even rice, who usually need a LOT of water. This tribe remains a close cultural relationship with the stories of Jah, who according the myths created the five spirits and the world of Adamah from chaos. Most prests of Jah were from that tribe, and after the Imperial Civil War, when the Cult of Jah was forbidden on Imperial lands the only remaining priests were practically the Kalewians. It is said that some priests can wield a power that looks like magic, but after the Imperial Civil War, this is impossible to find out since the Cult became forbidden, as well as the priestly service. The Cushi: Cushites have a distinctive darker skin color. Their bodies are strong and athletic. This makes them appealing to many other tribes' members. Cushites originally lived southwest of the Great Desert, but during the War of the 12 Tribes they were scattered across the globe. They lend themselves beautifully to music and dances, and due to their strong and agile bodies, most countries wanted them as soldiers. As a result, when the world was unified by the Lianham Empire, the tribe of Cushi was mostly welcome in many countries. Of course, some people only wanted to use them as cheap workers and soldiers, but that situation completely changed after the Imperial Civil War. The Xiaoi: Xiao tribesmen settled just northwest of the Islands of Dawn (some say that the Jipanji are just descendants from the Xiao). There, they built a walled city called Ma-Chao. They remain mostly isolated, but they dedicate themselves to the study of arts and sciences. The Eskol: The Eskol tribe lived on the northern glacial regions. They are hunters and powerful fighters. The tradition of the historical songs was born with this people. They occupied the north of the Helen continent and part of Northern Samahan. Altough many minstrels have always existed in different tribes, the magical songs were created by them. The first stringed musical instrument is credited to the Eskoli as well. This mixture of barbarian fighting and delicate singing still muddles many other tribes, who either consider the Eskoli fascinating or disgusting. The Zeddech: Zeddechi have chosen to live on the Great Desert. They mostly traveled as nomads until a Zeddechi king united all families and erected a huge kingdom. The kingdom thrived during all it's existence, and still does. However, they see no reason to leave the desert, and the desert does not receive travelers kindly. Thus the shroud of mistery continues. They have some commercial relations through their west coast and they DO welcome visitors - but mostly, the people who actually get to their kingdom are only the merchants. For all that is known, there is a Queen on this country called Isis. But there always seems to be a queen in this country called Isis, to the point that it is regarded as just a legend. Those who actually know the country, though, know that the firstborn woman is always called Isis and becomes the ruler. The Heleni: The Heleni were once the largest tribe, ruling over most of the Helen continent. After the war of the 12 tribes, they occupied mostly the Helen Peninsula. This tribe is dedicated to exploration, and from the peninsula, their exploration became sea-bound. The best, sturdiest ships are the Helenian ships and they controlled the whole sea travelling system during the Lianham Empire. They traded with most countries and absorbed many different cultures. Maybe due to their explorating nature, the Heleni and the Lianh became the most cosmopolitan and numerous tribes. The SIddha: The Siddha occupied the inner part of the Helen continent, at the frontier surrounded by the Kalewians, the Xiao, the Helenians and the Zeddechi. They are very devoted to studying and the region where they first settled was rich in many minerals and precious stones. The Orodi: The Orodi tribe has chosen to dwell on the mountains. They became miners and built cities underground. At the time of the War of the 12 Tribes, they built many caves connecting different regions. Most members of this tribe died during the War, but there are still a few of their descendants. But the mysteries of this tribe are probably lost. The Alesi: The Alesians isolated themselves trying to find the "Place of Peace". Legends say that once they even built a huge floating city, but that is the stuff of what fairy tales are made of. The study of arcane magic, that is, magic which does not depend on the power of the spirits, is credited to them. t is said that the leader of the Cabal (a magicians' guild that existed at the time of the Lianham Empire) is a descendant from this tribe.
  13. Nekotori

    What defines an RPG?

    I`m not sure if someone already made this question but here it goes... Hello fellow forum members, Kotori-chan shall present a single Question (that may branch out to multiple questions): "What defines an RPG?" RPG stands for Role Playing Games. But it has multiple types and different meanings for the players who actually played or made these type of games. I have stumbled across multiple types like JRPGs, ARPGs or Action Role Playing Games, Tactical RPGS, MMORPGs and more (I know there are alot of variations and names for them). They all have RPGs in their names but what are they all in common? What are the things that make a game called an RPG? Is there any fundamentals and steps in order to make your game an RPG? If so, what type may it fall? What`s your definition about RPG? What makes an RPG bad and good? So many questions and so many variations of answers... I have opened this topic so that we could share our ideas on what really defines an RPG. It could help us in our game creating methods if we really know why are we making a game in the first place. (Inspiration? xD) Ok, I`ll start mine: Note: Respect each others opinions and reasons since we are all here to share ideas and information rather thsn throwing morning stars and grenades at each other XD
  14. Here's the thing: I've created a fictional universe (well, I am creating, as these things never cease to grow and change). I've decided to use this setting to create my games on, since I'll probably never write a novel with this world or anything like it. Anyway, what about it? Having a universe and placing different stories on it? The stories can be separated by many years, some might happen at the same time. Some can be confined to a country. I've recently started to talk about this kind of stuff on my blog, but I'm thinking about this idea firmly for quite a while because in the end, a rich, complex world would've been created. What do you think about it?
  15. Hi Hi Hi all! So lately I've been running into RPG games where mostly the person would just focus on the story and a little few off sidequests just to add a little variety into the game. So I decided to add something else like when you finish the story , there would be more challenges after the main story and grand achievements like when you finish story mode, you can unlock a new party member on your team. But I like to hear from you guys, what would you put in a post game activity? Now I know you guys will be like "it depends on your game" but let's say I'm trying to get the general golden rule for most post story activities. or.... Have you ever tried to put stuff to make your game more last longing and enjoiyable? If so, what would it be? Comments, opinions and ideas will be noted and welcome!
  16. Hello everyone. Well, I'm going to start a new RPG Project, it will probably be called Over~Life. Well, here's the idea of the game: When it begins, the entire screen will be black for, like, 2 seconds. Then, you'll see some images in black-and-white, the first one will show a building, apparently from an industry that creates huge weapons of war, using these weapons on the city, annihilating it. The second one shows your character looking at the building, while the city is being annihilated, thinking about what you could do to stop it, since you were supposed to do that. The third one shows that there's no way to stop it, so you run away so you can fix all this later, but while you were running, one of the shots of the weapon hits your back and then you fall down. The screen fades out for a while. Note: This game is not post-apocalyptic, the city was annihilated by your enemy. During the story, you'll also discover why did he do that. After a little while, you hear someone calling your name. You wake up and, even not remembering very well what happened recently (your character only knows some things that happened because of the images he saw on his dream), you notice that you survived the annihilation of the city and the shot that hit your back. During the game, you will discover your new powers (one of them is Psychokinesis), how did you develop them, WHY did your enemy annihilate the city, and it will be explained how did you become an Overlife form *, a true survivor. The questions are: How did you develop powers? How did you survive? Are you immortal? Or was that just luck? Now, tell me, guys. Do you think this is a good idea for a game? *Overlife form(still looking for a better one): The term used by the characters of the game referring to you, since you are the best of the survivors.
  17. Our very first RPG using RMVX Ace, we hope you enjoy and have fun on our demo! Stick around and you may be surprised. Also we intend to always keep it non-commercial, it's a fun hobby for us! This is Gotheval! Demo time- About 1 hour MediaFire game link https://www.mediafire.com/?0e6zruq4o5cyvj6 Also very important we use a font in our game to show that Castlevania influence within our game, to have the font in game please download and install this font to get the best experience there are two files. http://www.dafont.com/blackwood-castle.font Genre: Gothic Horror, Action, Adventure, Comedy, Drama, Fantasy, everything you can think of! Here is our first trailer, many things have changed on the demo we have. We will have an updated trailer in the near future. Gotheval Version History v. 1.00 initial release v. 1.01 fixed a few typos Our Notes- Please note that we are only two people working on this game and that all resources used within have been either compiled or made by us. Also if we missed anybody in the credits section, feel free to let us know and we will add them to it. Let us know what you think, we are willing to take all constructive criticisms to improve and deliver the best game we can! Future Plans for Gotheval- A item leveling system integrated with Alchemy to allow for powering up weapons, armor, and accessories through combat and materials found. Many main characters will join later with their own unique powers and abilities and each playing a role in the story. Many Mini-games are planned for future areas.
  18. Title: The Song that Binds Us Genre: Fantasy Drama Author's Note: I was stuck for a long while in a funk developing A House God Built, so I went and tried my hand at another storyline in my notebook I formerly called "Morbus Cantata". But that sounded funny, so I made it kinda deep, like "Gurl, you're so deep, I can't see you anymore" deep. So yeah, have a read. PLOT: Morgan and Elliot defected from a Mercenary's Guild after a mission went wrong, and now they're forced to go into hiding and escape their clutches. But fleeing is futile, as the head of the guild will not stop until he subdues Elliot and eliminates Morgan. Story switches perspectives as the game progresses, telling a story from a third-person perspective. (Or, I try to do it that way). People will join you in your quest to absolve yourself from enemy clutches. But how high is the price for freedom? MAIN CHARACTERS: Morgan/Captain (Charges TP twice as fast) A strong-willed swordsman. He was the Captain of a squadron charged with the kidnapping of a Duke's daughter, until he had a change of heart. Now he runs from his former guild and home and willingly bears his cross. Sadly, people refuse to leave him be. Elliot Goulding/ Bard (Nigh-perfect aim) An eccentric, loyal assassin with a charming voice. After a dispute with his Captain, he chose to follow him. Good-natured, but sometimes talks of what people see as nonsense. Gallahad/The General Referred to in the guild as 'The General', his prowess is rivaled by Captain Morgan. Known for being a sadist. Constantly leers at Elliot, if you manage to see past the shadow of his helmet. MAPS: Linear, story-based paths, with few deviations. You'll find treasures and hidden stages to bonus items and paths. (That's the plan, anyway.) ITEMS AND SPRITES: Picking up sprites that come close, for now. I don't think I can make much on my own. I'll give credit where it is due. As for items, they'll be kept in light-hearted notes. Expect anti-climactic descriptions, maybe funny depending on who reads and who gets it. COMBAT SYSTEM: As of Alpha Chapter 1: Basic turn-based, XP-Style HUD. Turn-based. Still resolving ATB. I managed to mix an XP-Style battle system with the basic ATB, and I've been trying to configure it to not lag. No success as of Alpha Chapter 1. Also, I've been trying to set a party exp system, where all characters are the same level no matter who leaves and enters. If you guys could help me find a script that does this, I'd be most happy! You can learn a good number of skills, but only equip a certain number of them. That's to avoid overpowering characters. Some spells are available for the shop, and only certain characters can learn them. As of Alpha Chapter 1, no characters are available for learning them yet. They're not introduced in Chapter 1, my apologies. Different classes use different weapons, and their skills depend on different stats. Similar to DISGAEA's weapons, but without equipping anything to anyone. ALPHA-TESTING: Any ideas and opinions would be great. I've uploaded a mega-mega alpha on mediafire for those interested in alpha-testing it. The file is pretty big (Around 128.23MB) because I plan on making the whole game, instead of tearing it apart chapter by chapter. There's so much with this, and I was just so happy to push aside Chapter 1 of the story. It was a lot longer in my notebook. Link to alpha: http://sh.st/w7mst It's still practically skin and bones, no muscle to hold it steady. I'd like you guys to test out the eventing and see if it seems fluid. I'm using a Virtual Machine so it always lags since my computer is kinda crap right now with its VCard and can't run smoothly in VBox. (HELLO, LINUX USERS!) So I request people to give me comments, advice, and maybe a link to a script with the level-up thing. I would love that! I look forward to your input/s! P.S. I'm not sure if this gets kicked out of Theory and Dev't since it has an alpha thing. it isn't a beta, so I kinda smart-a**ed posting. If it doesn't belong in Theory and Dev't, could an admin help me move it?
  19. BLURB: I'm not sure if I'm posting in the right side of the forums but some other people asking help with story concepts are here, so I figured this might be the place. Also, the description and rules of this forum aren't really against story concepts, so yeah. But if it needs to be moved, help me move it. DILEMMA: Need help with my game concept, in general. Genre: Fantasy Drama PLOT: As [snow], you are the star football player in your high school. You rush to school and you accidentally bash into a dork who you apologize to and bring to the nurse's office after seeing him bleed when he hit his head on a sharp rock. He forgives you after numerous apologies in the office and you leave for class. When you see him again, he is bullied into a locker. And from then on you see your mates picking on him again and again and you'll notice the frequency and how they get more violent over the days. You ask your saner friends what's going on with them, and they share your unease. Then one night you pass by the kid again in an alley, being bullied into a bloody pulp. You step in against their better judgement, but then something happens and a scary black thing scares everyone away and leaves you paralyzing in fear. Just when it looks at you, it vanishes. You freaked out so much you fainted. You wake up in a hospital and from there start getting to know the dork [Noel]. You meet his family, who pays for your hospital bills as a thank-you, and from there you get to know him. But his family starts giving you hints of something about Noel and as you investigate further, you realize Noel is god. And he made everything, including you. Chris, his godfather and keeper, finds out you learned the truth and explains that the bullies come after him as a way of his berating himself. God or not, he's a teenage boy with problems, and he also contradicts himself as a means to be logical. of course, that had its ups and downs, and he confronts you with a problem: if you let him realize who he is and what he can truly do, you'd risk erasing everything from existence. If not, you'll of course have the guilt of living a lie. As you progress to the story, it'll climax at the school's Halloween Fair, where you rescue him from bullies one last time and he admits to himself that something's wrong. There, you are given the choice to try to let him know what he is or not. MAIN CHARACTERS Snow "Bodie" White The main character you control. Football star, lives with a single mom and a sister. Best friends with a fujoshi and a friendly asshole. Noel Ellis Rosche The wimp who manages to escape most bullying tactics, but somehow gets chased after with more vicious methods. Can apparently control reality to a large extent unconsciously. Doesn't use therapy much, just therapy books, social interpretation, and various media to help him cope with real people. Chris Valentine Noel'd godfather, who is casual and fun. He seems to know more about Noel than the kid himself does. MAPS It'll be sandbox style, so no real map jumping. School, homes, small regions, all for exploring. The story might get linear, so I'm still trying to think of a way to make it diverse. ITEMS and SPRITES Game-related with funny descriptions. Might poke fun to a few popular things like Youtubers and name puns of celebrities. I'd love some Mack School Sprites but they're hard to come by, and after some experimentation, I learned I suck at pixel art. I might post my character designs here but I need to find some time for it without anyone in my family noticing. They disapprove of me drawing. -___-" EDIT: How many of you think shoving in gags based on popular people is a bad idea? In hindsight, I think it might. GAME DESCRIPTION I won't be using the combat system. It's all just conversations and busts, which will be time-consuming to make. I think facesets may be enough but busts seem to add more depth. What do you think? So I ask you give me your input and ideas and opinions, people-who-chance-upon-this-topic. Sometimes I think this might be too ambitious. Your help is much appreciated. As for where this should be, maybe you guys can help me move this topic or something?
  20. removedaccount

    Is this a good story?

    I wanted to get some feedback on the current plot I made up for an RPG game.
  21. So this is something I kind of posted on my status update, but so many people posted other status updates so fast that it didn't get any replies, so I figured I'd do it here as well. The Four C's of Story Writing: Creativity, the beginning of the other three C's Creativity is the most powerful tool a story writer can grasp, it gives life to a world, depth to a character, and resolution to conflict. Context is what gives meaning to the story without it there is no world, and no basis for a character, nor reason for conflict. Character is what give the story emotion without it there would be no reason to care about the world, without it there would be no hero, no villain, and no conflict. Conflict is the reason the story is there without it there would be no drama, no goal, no reason for the hero to fight, and there would be no point to the story. All of the C's can come from, and enhance each other, you can have little creativity until you, by chance, create an intriguing character who gives you ideas for the world, and the conflict that will arise in the story. All of the C's are required for an interesting story, but there are also others that fit into the equation. I will elaborate on those later. (Leave me your thoughts, and maybe give some thoughts on what game, or books you have read that incorporate the four C's well)
  22. Dreams and Nightmares Planned Genre: Visual Novel-ish xD, Horror, Mystery, Romance, Thriller Story: Have you ever heard about an advertisment that makes your dreams come true? With just one call and everything is done? Is it really possible for it to happen? Will someone be foolish enough to take this mysterious ad seriously? Dreams and Nightmares is about a mysterious text message circulating around the fictional city called "Luna" where it claims to grant the users dreams with just one call. But of course everything has a price, Ciel Redclaire a newly transferred student to Lunaire High School received the biggest horror of her life when she entertained the text and was forcibly transported to a parallel world (Dream World) where in her worst nightmares come to life. But she is not alone, everyone who replied to the text where also transported to the unknown world and all of them must work together (or kill each other perhaps) in order to survive and find a way out before their nightmares get them and kill them in the most creative way. Planned Features: -Relationship system -Corpse Party styled story telling -Puzzles -Multiple Endings -Tons of ways to survive and die -Utilizing stats to unlock new pathways, doors and areas throughout the "Dream World" Cant think of anymore xD Characters: Gonna Sprite them myself <3 Terms/Glossary: Kotori: Well... what do you think? You can post feedbacks, added ideas or features, guidelines, changes or anything that might help me to fulfill my future game xD (Amateur Game developer here xD)
  23. CharRedBaron

    My game Idea

    Hello Everybody, this is a small thing that I am working on. I would like your thoughts on this. Its not a full blown idea its simply small lore and an overview from one of my games explaining various things from the world I am trying to create. Overview: The Setting Year: 2020 The company known as Zetra Corp. have made great strides technologically. Helping everyday life by making it simpler and easier. Zetra Corp. have been secretly working on a weapon, and that weapon has drawn the attention of spies and of certain Secret Organizations. Lore: Please keep in mind these are small lore that I have come up with in order to try and enrich the world I am trying to create. Agents of HADES: Secret Organization Their goal is control, and they will do all they can in order to achieve their goals. They own many secrets and powerful weapons. They are always on the search for powerful weapons and ally to increase their power. Zeturite: Precious Stones: Special mineral discovered by Zetra corp. Its a mineral infused with an unknown source of malleable energy called Omega Wave. This a rough draft of things I came up with for my new game. Before working on it some more I would like to know what you think up to this point.
  24. So I'm 100% new to RPG Maker Anything, and I've had this story half fleshed out for a bit anyhow. I'm writing pages on it, and I thought maybe a quick RPG making thing could help me out. I'll lay out some background, then ask the questions. "No one knows how the world started, or where humans came from. They only know that there has always been a power that flows through some of them. A few were gifted with a force known as the Resonance that allows them to manipulate their surroundings to various degrees. They were given the name, Mundai. Some of these people become so powerful, they no longer need physical bodies. They find ways to transcend and become ethereal beings of immense power, able to work miracles or rain down destruction. Again, no one knows how this happened, and even some of the most powerful Mundai were never transformed. They were worshiped as gods, and they might as well have been for all the power they wielded. At the pinnacle of their times, there were 12. Each nation worshiped their chosen deities. Soon though the Gods became jealous of each other, and having once been human, acted as humans would. They began wars with each other, having their worshipers fight large battles in their honor. The more followers a god could muster, the more powerful they became. Over time, a god named Arithor decided that to gain an advantage, he would take a physical form and sleep with a human to produce a demi-god offspring. This child was born with great understanding of the Resonance, and could easily turn the tide of any battle. Soon, many of the other gods followed suit. They appoint their children as lords over the humans, subjugating them even more. At this point in time, some humans began to harbor a great mistrust and hatred of their once caring gods. They began to denounce their allegiances and withdrew to the edges of the world, seeking to escape the constant bloodshed. They believed it was not the gods' right to interfere with human affairs. They found a sanctuary in a city named Pallisad. The gods cared little to this emerging faction, too focused on each other. Sometime early in the creation of demi-gods, two demi gods met and fell in love. Their child was born with near infinite power. The current gods saw this as a threat to their places, and took the child away. Each told the demi-gods that they were not allowed to harbor feelings for each other, or their children would suffer. Eventually, the son of Arithor found a daughter of Melendar on the battlefield. His army was victorious over hers, and she was captured. Their codes forced them to kill an enemy god's child on sight, yet Faloir could not bring himself to kill Seyru. He took her as a prisoner, but never restrained her. Seyru had many opportunities to leave, but she was drawn to him. Eventually, they had a child. Knowing that the gods would kill him, Faloir and Seyru had him in secret and left him in a human orphanage in the far lands that the mistrusting humans had settled. To fully seal the deception, both agreed that Faloir had to kill Seyru. Over time, the godless cities grow and grow. A few gods view this as a threat, and aim to show their worshipers that disobedience would be punished. They merge forces and march on the godless towns, burning them down. By the time they make it to Pallisad, Faloir and Seyru's child had grown into a young man. He gathered followers to march against the invading armies of the gods. He is the first of the demi-gods to revolt." And this is where the game starts. The forces are attacking Pallisad, and Faloir's son (Valdus) is marshaling an army of peasants. The player character will be one of those peasants. Through the course of the game you will witness Valdus's rise and fall, the story of the main nations (Hudlun and Andogge) as well as the fall of the gods. The player will be an integral part all of these events. The game will focus on themes of Honor, Trust, Fate, Friendship, Love, and Death. The game will be linear, because I can't code. At all. Besides, it is easier to tell a story and get a point across this way. I don't want to build up anything super cool, then end it like Mass Effect did. Names are subject to change, probably for the better. If you have an idea, post it please. I suck at this. I don't want to get spoilerific, so I don't go past the start too much. Also, I actually started writing a story that is set in a modern day fantasy realm, then wanted to find the history to that world... and I came up with this. Hundlun and Andogge are the two rival countries in that world, and in this one they are one. So, questions. Does this sound promising? I have a stable of characters, and wonder how many most of you guys and gals are putting into your games? Does any of this sound cliched to heck? Can you give me better names? Do you want to finish this story and see how it ends? Do you care how many gods there are? And whatever else you guys want to comment on. map attached. Gonna make it game friendly in game. North America is for scale. Any questions please ask.
  25. As the title suggest I am currently considering applying a system that will use party member choices to give the character a form of alignment. On the small scale I want this to give the the main character a class change based on your alignment. I'm not sure if it will be an in-battle transformation or a forced class change. On a larger scale I would like it to influence the story. For example evil would make you go on a path to destroy the world, Good would make you go to destroy evil, and A neutral path which would try to keep the balance. So what I'm asking is does this seem like an appealing mechanic? or is it better as a large or small scale? Lastly, If you like the class change do you think it should be an in combat change or a permanent class swap?
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