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Showing results for tags 'dungeon'.
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A daring wanderer wields his weapons in real-time battles through his quest into the unknown. The Fang is a action-adventure game that takes place in a mega structure filled with mystery and danger around every corner you pass. Where you came from is a mystery, where you will end up, even more. Just make sure you stay hydrated and aware of possible threats to this hostile and unforgiving terrain that lies ahead. G A M E F E A T U R E S: Explore a abandoned mega structure where mutant creatures have taken over. Survive by collecting energy from your enemies and plundering chests. Solve a series of puzzles as you progress on your journey. Minimalist retro look in stylized pixel art graphics. The Fang is coming January 2021. WISHLIST ON STEAM T R A I L E R: S C R E E N S H O T S: Twitter Youtube Instagram
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- postapocalyptic
- survival
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I decided to release a small demo/base/thing for my modifications of Saba Kan's random dungeon scripts. Attached here is a very striped down demo, but hopefully some people will find it useful as a base or something. dungeondemo.zip Included are seven different maps that hopefully show off some examples of different types of levels. Look in the map properties notes for some of the different options. There is only one type of enemy and a dummy chest item for examples in each map for now, and some maps have traps. There are things I wrote that I didn't include here like dungeon enemy level scaling and randomly choosing items for the chest just to simplify stuff. (Made some basic documentation here.) Edit: Updated to make traps work right, and added the blank tileset for dummy map. Edit 2: Few more bugs due to left over code fixed. Edit 3: Added code to randomize rect devision more, and to subdevide blocks more. Updated the sample dungeons to reflect this (mostly Dark Place, it's insanly cramped and maze like now). Also traps shouldn't spawn on top of other traps anymore, and the entity placement may be faster. Edit 4: Fixed a big bug related to room lights not being disposed and makeing games not save right. Edit 5: Added code to make paths across map edges for wraping maps. Edit 6: Small fix for using this with the new version of my Cache Back script. Edit 7: Fixed shops and added the missing script to fix the debug shop work.
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****EDIT**** x 5 I added another one to the list I've been playing around with different puzzle ideas to add into my game. I posted a bunch that I'm already using so feel free to use them if you like 'em. I just added other ideas some other ppl added.
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Hey guys, looking for some more extensive tilesets for Caves/Underground like atmosphere. I'm not having much luck tracking any down. I've found one that is pretty close but it is a part of a $28 pack on steam. Here's the link to the pack and the photo I'm talking about : http://store.steampowered.com/app/406071/?snr=1_7_7_151_150_1 Does anyone know of any resources out there that is preferably free? And TOU MUST allow for commercial use.
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I'm looking for a script similar to spikes on tiles which damage the player however, On these, I want the player instead to have a state applied/removed.
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Project Excellus
TetsuyaHikari posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
First, I'd just like to say that I originally started this project because I realized that there actually aren't that many dungeon RPGs out there from RPG Maker, unfortunately. I know the genre itself has never been that popular, even back during the days of Wizardry and Sirtech, but I do enjoy DRPGs, even today, so I'm attempting to make one of my own. Now, I'm not going to promise you that this will be the best game you'll ever play or anything like that, but I'm going to try and put forth as much effort as I can to make it enjoyable. I've already lost a bit of sleep since I started the project about a week ago, so hopefully that will let you know I'm serious, haha. Anyway, let's get down to the details then! Game Title: Project Excellus (this title is still pending, but I am leaning towards just calling it Excellus) Abstract: An old school dungeon crawler. Genre: Fantasy/Modern/Sci-Fi/RPG/DRPG (I include Modern and Sci-Fi here for story related elements later on) Average Demo Time: Less than an hour since it's just one floor to basically give people a feel of what to expect. Consider it a tutorial, basically. The floors will be bigger after this. Game Progression: Too early to say since only this has been finished. It's far too soon to begin talking about release dates. Recruitment: N/A Story / Setting / Purpose: I haven't hashed out all of the details yet since I've been focusing on the battle system and such first, but I'm thinking something along these lines... The world you currently live in, Excellus, is on its third cycle. During each cycle, the world becomes reborn I guess you could say. During this time, "ancient" technology can still be found scattered across the world from during its previous cycle and so on. So, take Earth for example. It's currently 2015. What would happen if our world became reborn and started over once it reached the year 3000? Later on, the Middle Ages would occur again, but the remnants of our past would remain, so it wouldn't be surprising for someone during the Middle Ages to find a gun, computer, or something else from our time. I guess it's hard to describe, but it explains why there will be modern/sci-fi elements in the game in one way or another, despite it being fantasy based. There is someone who wishes to control this cycle though in order to win a war... The war will continue long after he's gone, so in order to change history, he must prematurely start the next cycle, so it's up to you to decide the fate of the world. Character Bios: There aren't any characters from your party that actually tie in with the story since I'm giving the player the option to create their own. Credits: MGC Nicke Kread-EX Trihan Hime Works modern algebra California Macky a.k.a. Neil Fomar0153 Bigbadke12 De Mack Galv Mr. Bubble Neon Black V.M of D.T Jeneeus Guruman Venka KilloZapit CLOSET (also goes by F) Presence of Music RMN Music Pack (Jasprelao, Jeremiah "McTricky" George, Jude, Gamesfreak13563, Tarranon, Cornflake, Xcalnarok, Lana42, Kunsel, Subaru, NathanGDay, Snowy Fox, ReclaimedGlory, Apoc, hyde9318 and 800 M.P.H.) Screenshots: Features: - Alchemy system. The Alchemy system was introduced to give me an excuse to include an Alchemist Technomancer as a class. However, despite the Alchemist Technomancer being able to create a multitude of items, please don't feel forced to have one in your party. The game will still be playable without one. - Despite being in a fantasy setting, there is a gun type weapon for this game. I originally decided against it, but I couldn't figure out what to have the Alchemist Technomancer use as a weapon, so I assigned them a gun. Chalk it up to "ancient" technology and Alchemy as to why they can even use it. There will also be poison bullet, fire bullets, etc. that you can get later on as well. As of now, guns are specifically locked to this class. - Combo system. When using specific skills/spells, you will be able to activate a combo depending on which skills/spells you have combined. Only two characters can combo though, so please keep this in mind when you see that one skill/spell combos with two other ones. - Auto/Rush system. I know we all get tired of having to select 'fight' repeatedly during battles, especially when it's against trash that we've been killing for the past hour anyway, heh. With the implementation of the Auto/Rush system, the player will be able to skip the needless command picking and make the battle go faster. When selecting Auto, each player will be controlled automatically and may use skills or spells if they have the TP/MP to spend. When choosing Rush, every character will simply attack without wasting TP or MP. - Switch system. The game will allow you to have 6 characters in your party at all times, but only 4 will ever be out in battle at any given time. Now, the game is already set up to distribute exp so your reserves get a fraction of it, so don't feel obligated to use the switch feature unless you want to since they will level up (albeit at a slower pace) regardless. When choosing the Switch option from the party menu, you will be allowed to immediately swap out with a reserve member and they will be able to take an action during that turn. However, if you choose the Switch option in your character menu (when each character chooses their own action such as fight, special, guard, etc.), the character will not be allowed to take an action until the next turn. This is to allow the player to plan ahead and decide how they wish to use the Switch feature. From the party menu, the Switch feature can only be used once per turn while from the character menu, you will be able to switch with each individual character however many times you want... You just won't be granted the immediate action like you would if you used Switch from the party menu, so they both have their ups and downs. - 160 faces to choose from. Since this is a DRPG, I've decided to remove the sprite aspect from the game altogether since you won't be able to see them anyway. Instead, I spent a few days creating transparent facesets to use for the game. Some of the faces still need some touching up, so I'll go back and work on those when I can, but most of them are presentable, I think. - Over 10 classes to choose from. On top of the default classes, I've also added Alchemist Technomancer and Ninja. Both of these classes will have a steeper exp curve due to their potential. Ninjas have always been powerful in games like Wizardry and D&D, so I want to make sure the player has to work for it. So, it will take longer to level the Ninja, but once you get over that hump and you've managed to stick with it for a long time, the reward will be worth it. I've also got a document filled with over 20 classes I could implement to the game, but I'll probably just narrow it down to 20 if I can. - No treasure chests in dungeons. Due to the nature of the engine, I have been unable to find a way to actually incorporate these into the dungeons since it's in first-person. The graphic I used from VX Ace was very tiny and floating in the air when I tried using it, so I knew this was out of the question, haha. Instead, I've decided to reward players that explore. Since the floors won't actually be that big (maybe 30x30 or so), you will be rewarded with loot when stepping on random tiles. Sometimes it will just be an item sound effect followed by a display message, but maybe other times there might actually be a little backstory before you obtain the item, so please be sure to check every tile of that room, even if the room looks empty! - Busts for NPCs. A lot of DRPGs use portraits as a staple for NPCs, so I wanted to do the same in my game. While I do like the faces since they show different emotions, I believe the busts are better for this type of presentation and will help with dialogue since they are more lifelike. - Custom battlers and BGM. While I will be using stuff supplied in the RTP, no doubt, I have also gone out of my way to find over 200 battlers I can use (but I probably won't even get to use all of them, lol) and over 100 new songs for a multitude of scenarios. I believe these artists have made some really great stuff here and I think you'll like it too when you see it or hear it. - Storage system. If you're a packrat like me, you're probably going to need a place to store all of that stuff you don't know what to do with. Well, thanks to a helpful script, you'll be able to do just that. I'm not entirely sure how many items it can actually hold, but I will say this... I haven't found a limit, heh. However, there isn't actually a storage system in the demo since I have it implemented for use in a town, not inside of a dungeon, so it's not included in this demo. Storage system is in the demo. - Bestiary system. It's going to be a lot of work, but I've included a bestiary system so you can keep track of all the enemies you encounter. After killing a certain amount, you will unlock new information about them, such as their stats, their weaknesses, so forth and so on. On top of this, their description will also change as you kill more of them. - Appraisal system. The current appraisal system can be accessed through a shop (set up in the church) or out on the field. You can either have a class which has learned the identify skill in your party or find a magnifying glass. Either of these will help you appraise the unknown item. Normally, there would be a service fee, but because I can only restrict this by item and not the shop itself, I've decided to keep it free all around (in other words, if I set the item to cost 200 gold to appraise, it would work for the shop, but it would be pretty silly to have to pay that when you do it yourself on the field, right? I mean... Who are you giving the money to anyway?) - Quest system. Quests in a DRPG are a little more complicated to manage, but they're doable. I've got the general idea of them anyway, so I'll be including them in my project. Please just don't expect a whole lot of them (there might be 100 or so, I guess, maybe more if they're a bunch of easy ones to write up, lol). - Trait system. Every now and then, your character will level up and receive a trait (also known as passive). Depending on your class, you will see an increase in the character's Max HP/MP, AGI, ATK, DEF, etc. As you progress, the effect of the passives will begin to increase (maybe 3% early on, but around 10% when level 20? something like that). - There may also be additional systems implemented in the future that I haven't thought of yet or there may be changes to the current systems in place. Please bear this in mind when playing the demo. Download: This is the latest version of the project so far. Project Excellus v1.02 demo (272MB) Project Excellus v1.02 demo (non-RTP) (272MB) Project Excellus survey (something you can take after you've completed the demo in order to submit feedback if you'd like) Known Issues: - Sometimes when opening a door to a new floor, you may still see brown/orange in the hallway for a second or two. I haven't determined what exactly causes this graphical error, but it's random and usually happens maybe once out of every five playtests I run and it doesn't last for long. There's a similar experience when you leave the town and re-enter the dungeon. You may see the bricks of a wall on the screen (usually transparent) for a second or two, then they go away (again, pretty random occurrence though). I've done everything I can think of to help alleviate problems and/or bugs in my project, but naturally... I'm only one person, so something may have very well slipped through the cracks. If you encounter a bug of any kind (even if it's a spelling error), let me know and I'll do my best to fix it.- 12 replies
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Recently while using the Dungeon Generator, (we're all lazy right?) it started make a square like the picture below. I have no idea if it should do that or no. Could somebody please tell me why its doing that, and how to fix it/ make a dungeon?​
- 4 replies
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- dungeon generator
- vx ace
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(and 3 more)
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Noujou Seikatsuâ„¢ Summary: Noujou Seikatsuâ„¢ is a farming game where you save the town and bring peace back! Genre: Our game is a farming/fantasy/dungeon style RPG. -Made with RPG Maker VX Ace Game Progression: Our game is released as a commercial game for $5 USD! Check it out! http://www.safiregames.com/?q=node/3 --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Story: In a world where peace was stolen, you must find a way to bring it back.... You play as a simple farmer, traveling into a new town you'd like to call home, when you arrive you meet the mayor and he shows you around. In the middle of your town-tour you walk upon the towns prized possession, their peace crystal. You're amazed of how beautiful the crystal is, and you can sense its strong powers, but suddenly something terrible happens. It's stolen right before you! Now it is up to you to restore the towns crystal and bring back peace they once had and stop the thief before its to late! Character Bios: Our game has over 40 characters! Here is a few of their bios: Captain Ryan Captain Ryan is a ship captain who brings you to the town, and he runs the boat dock as one of the head Captains. He is very sweet but will stand his ground when he needs to. He is good at giving advice and tries to help as much as possible, people learn alot from him! Brian Brian owns a little shop outside the farm where he buys your crops and sells you seeds. He gets easily bored with how "slow" his shop goes. He likes to talk alot, sometimes making things awkward and asking questions that are weird. He has a wife named Carly who runs their house with a pink, iron fist. Poor ol' Brian! Jennifer Jennifer works at the bar as a waitress, she was lost and homeless but Ellis, the bar owner, helped her get a place to live and gave her a job. She tries to be as nice as she can, but her employer only allows so much while she's on-shift. She is the only one with bunny ears, so she thinks of herself as different, usually walking in the forest alone while off-work. Jay Jay works at the restaurant, along with the talk-less Chef and her sister, Emily. She seems a bit dumb at first, often showing no common sense, but she is actually very smart secretly. She usually doesn't stand up to anything but she will put her foot down to make her lazy cousin, Dave, come to the restaurant and work. She is good friends with his wife, Bailey. Madi Madi owns the coffee shop and runs it by herself. She is very down-to-earth and straight-forward with people, which make alot of people scared of her, or maybe its just her hair! She is close friends with Jeremy, people often say she has a crush on him, but they avoid any questions asked. They both LOVE to drink coffee together, and love to drink it any hour of the day too! Credits: Quentin/Burn Jess/Frost Galv Enterbrain Mack Titanhex Erangot Ayene Gmork Khas Cybersam Moghunter Gotmilk Tsarcube DeadS0L Avadan -Sen? Stormkat/StormCat Molegato GubiD Venka Yanfly Raizen Screenshots: Features: Custom farming system where you can plant crops, let them grow, and sell them later when they are fully grown | Fishing system where you can catch fish to cook/sell (thanks to Galv) | Unique battler system (thanks to Molegato, Copyright © 2012, Raúl MartÃnez, All rights reserved.) (Animated battlers art by Frost/Jess) | Crafting system to where you can cook and make your tools (thanks to GubiD and Venka) | We eventually hope to add in other features like a marriage system, changeable clothes, changeable characters, a tileset remodel, and even add-ons. We will have future updates, though it may take time! --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- We hope everyone will enjoy this game when it releases! We've put the game on Kickstarter ( https://www.kickstarter.com/projects/850772666/noujou-seikatsutm ) and hope to get a Steam Greenlight license as soon as we have the money to do so. We've worked hard on this game and believe it can be something great! We will be doing future updates to make it better and better over time, and we hope everyone will see potential in this game. We want to thank everyone for supporting us so far, we really enjoy this and want to make this our career! Thank you everyone! --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | Post For RMVX-Ace, The Showroom | Safire Gamesâ„¢ Noujou Seikatsuâ„¢
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- farming fantasy dungeon rpg
- farming
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(Evil Ways) Abstract: Story: The World: The Characters: Features: Screenshots: Credits: Download ________________________________________________________________________________________ Glossary: KNOWN ISSUES (reserved space) CHANGELOG (reserved space)
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Sinathor's Design Tools (Side-missions and dungeons!)
Sinathor posted a topic in Theory and Development
Hey guys! Are you totally hopeless when coming up with side-missions? Do you have trouble keeping your brain in check and constantly having to double-check what you've done and what you haven't done when it comes to side-missions? Is your brain generally a clusterfuck to work with? Are you also totally hopeless when it comes to balancing your dungeons and game as a whole? Do you forget what status effects you've already used and what you haven't? What elements are over- and under-used? If you're like me and answered "yes" to all of the above questions, I have good news to you! Here are 2 tools I made mainly for myself, but they are made in a way that everyone can use them easily. SIDE MISSION GENERATOR Using this simple graph you can generate a huge amount of side-missions on their bare bones level. Knowing who you're working for, what you're doing, and why -before- you start writing anything, can help you tremendously to come up with new and exciting little stories. Next up, balancing multiple dungeons over the course of your entire game can be tricky. If you use the following tool and write down to each of your dungeons all the bare bones information from the tool, you can easily see what features you've already used and what features are under-used. DUNGEON BALANCING TOOL These are probably not for everyone, but I hope some of you find these little tools useful. I find it so much easier to have something small like this to kick me forward on the design table. Leave comments below if you found this interesting or helpful. -
Another new FL studio RPG Music tutorial
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I decided to do an actual topic to get some good response and suggestions on how to improve my mapping. Lately I've been working on a game which consists of a large mansion and a few dungeons. To help me get better take a look at the images below and throw in your suggestions what you would do to make it look nice/better. Thanks! The Mansion Cavern of Ice Cavern of Fire
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In my game I've chosen to use a lighting script (Khas Awesome Light). I don't plan on using the effects on every map though, just caves, abandoned ruins, and general 'dungeons.' I don't plan on using light effects within the buildings in towns either. I'm not using parallax maps (except maybe a few on some of the important building exteriors), most every map will be within the maker using custom tilesets. I'm having trouble deciding how dark I should make the run-of-the-mill dungeon however. Some of them will be cramped passageways while others will be more open. This is the first example I have, the brighter version: This is the second example, the darker version: Keep in mind, the maps contain enemy events to initiate battle, not random encounters. This particular dungeon has tighter passageways so avoiding the enemy events will be difficult no matter the lighting level. However, avoiding enemies will be easier on the more open maps. So do you prefer the brighter or the darker version? Or does the brighter version maybe need to be even brighter? I'm interested in hearing all thoughts on the matter.
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I don't know why but I am not a good dungeon mapper, due to the fact that I can only map small dungeons, but doing wide dungeons needs some ideas. I am a fan of the two-ladders down or two-ladders up types of dungeon, where you can enter on two ladders or exit on two ladders. How do you usually map your dungeons?
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Hi there, I'm fairly far through my game but upon looking back have realised some of my dungeons are quite similar! I've gone back and changed a few, but I was interested as to how many "rough" styles of dungeon there are? For example, I suppose you can have the winding room to room layout, various rooms with 4 teleport pads/doors to another room with the same contents. In some Zelda games the dungeons are many rooms and the map pans as you travel from one to the next which can be disorientating. Also, you could have puzzles such as moving rocks or completing sliding panels to make a picture... How many more different styles of dungeon can anyone think of? Baylo Edit: Sorry, I think this is in the wrong section as I haven't placed any screenshots I saw mapping and got carried away :3
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I decided to start my graphics for my buried city, only it's going to be a little longer than I thought, as I want to see if I can create from scratch as many pieces as I can. I do have something to show, like the walls and the roads for the set, even something I did majorly edit for a sewer entrance. o_o Rusty metal is going to be my heel in this, so if you have any sites that tells you how to create this affect, I'd be grateful. I would like to create grates to the sewer by the road side, and as I said, the modern version needs signs that are broken and rusted. I think I might get away with using the metal pattern I've been using, only I need to learn to create rust. Rust is complicated, depending on what you create, so.. That's what has me stuck. T.T
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The first dungeon of my upcoming project (which I hope to post a demo of soon!) is set in a forest, and I need opinions from this awesome community on the type of puzzles I should employ. I had a few in mind, but let me set the stage (slight spoilers for an unnamed project below): Anyways, now Ruth and Lynessa are basically lost in a dark forest and the goal is to get out (to the world map). This is literally 10 minutes after the intro, so the party is level one with default equipment. I don't want to make it just a standard dungeon crawl, but forest puzzles? Not forest TEMPLE puzzles, just forest puzzles... it's hard to think of any. Here are my attempts: It is night, so the party needs to find a lantern to navigate and keep it fueled. Small evil plants have grown large, impassible vines over the paths - the player needs to find the "head" (flower) of the plant and use Lynessa's special skill (as outlined in the spoiler tags) to get through. Jumping from trees? How do you guys feel about these gimmicks, either alone or in a combination? Would they annoy you, or would you enjoy them? Even better: can you suggest any BETTER ones?