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Panthea (Demo) The game is free to download in itch.io....the link is at the bottom Phantea, a world ruled by 5 pantheons of Deities, each one coexisting in peace and harmony, until a sixth pantheon decides to atack causing an unprecedented catastrophe...now it's up to the last remaining humans to save the world and restore balance to the universe... Game features: - Open world exploration (After the 3rd dungeon the world opens up completely). - No level ups and no experience, develop your character by exploring, optional areas, extra enemies, everything can lead to extra skills, stats and equipement. - No random encounters, enemies have overworld sprites and different behaviors. All of them can be dogged if you want. - A simple crafting system with over 100 weapons armors and items... - Develop your town by finding new survivors, each unlocking new features for your town, like a fast travel system, shops and more... - You can pet the dog. - Explore the world to find new skills (Over 50 skills currently implemented with many more coming). - Fast paced ATB battles with many custom animations for skills and small numbers of damage for more balanced and controlled fights. - I hope you like it and be sure to give me some feedback The demo should take around 5 to 6 hours to complete... https://diego-binder.itch.io/phantea
Asharonapaul posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.Hio. I have recently resurrected a project I began last year some time. It is undergoing major changes, but keeping some concepts I had originally, even expanding on those concepts. So let's get to it Abstract Genre Game Progression Recruitment Story/Setting/Purpose Character Bios Credits Screenshots Features Crafting Resources: Raven's Tribute Gems Videos(Gameplay) *Order of Skills subject to change when added to game.
I have a decision to make, and thought I'd get some feedback from the community. At a particular point in my game, the character(s) need to reach, what is essentially another continent. They have two options: take a southern path through the mountains, cross some arctic tundra, and finally cross to other continent over a land bridge formed by ice (like once allowed people to travel into what is now Alaska from what is now Russia); or they can travel by ship, (which would be at best, as difficult as say Columbus' voyage, as the level of technology in my world is similar to Earth around that time) which requires a visit to the capital, where one of the characters is a wanted man. So the player will have a decision, and I have to decide exactly what the results of that decision really are. As far as the story goes, I've got that. So let me explain my dilemma. I'm not sure if I should allow the player to actually choose, and have two completely different story arcs for that phase of the game, that will then come back together at a common point. This would mean to see both story arcs, someone would have to replay the game (or from a save just prior to the choice) and choose the other method of travel. While I'm fine doing the work to make that possible, some people are disappointed when they have to make choices like that, where either choice makes them miss out on certain story or gameplay elements. Another option would be to force them into choosing one (by never asking, have the characters decide) and having that method not work out, and so they end up having to go the other way. This would allow for both story arcs to be seen in a single playthrough, but makes the game more linear and limits player choice. Having the player be able to do one, then come back and do the other makes no sense from a story standpoint, unless it is as I described above where they attempt one method of reaching the continent, but it fails and so are forced to try the other. So which option would you prefer? Do you have other suggestions? I'm also a little curious on your opinions related to open world versus linear in general. Games like The Witcher 3, with massive open worlds are fun to explore. However, thanks to modern graphics, the environment itself is immersive and interesting. RM games simply don't have the option to make a world visually as immersive. Further, while the stories to many of the side quests in The Witcher 3 are amazing, the open world setting, to me, detracts from the main story. What I mean is, like in many games, the hero is trying to do something, and he's in a hurry, and yet I can wander the entire world, sleep with an old acquaintance, slay some random monsters, find someone's lost soldier son, etc., so as a player, I completely lose the sense of urgency in the story. That makes me care a lot less about it. So I love playing The Witcher 3, but I love playing it because the side quests are so good, the main story is decent, and I enjoy the general gameplay. That's all well and good, but what about a game where the main story is not meant to be relegated to the sidelines? In my game for instance, the characters are not trying to save the world, and are in general, not on a strict timeline. However, they are trying to accomplish things that are important to them. So while I don't have any "please find my missing dog, sir" quests in my game because I hate them, it still doesn't make sense to allow the player too much freedom. For example, one of the early towns, after leaving, the characters would have no reason, from a story standpoint, to return. It seems silly to allow the player to, as if the characters were making the choice, they certainly wouldn't go back. I do allow the player to determine what order they do certain things in, but currently, most areas, once the characters finish the relevant story aspects there and move on, they don't, and can't, go back. What are your opinions on this type of gameplay? Do you prefer a very open world game? If yes, do you think RM games are well suited to such a style? Do you think linear gameplay is fine as long as some choice is included? Do you have any ideas on how to strike some sort of balance? How are you dealing with this in your own games? Thanks in advance for the feedback, as I'm sure I'll get some great responses! *Completely unrelated, but here is a very interesting article I stumbled across when I happened to wonder what would be the theoretical flight ceiling for dragons. Dragon Physics
Brainstormâ„¢ posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.BÃo - Lux Aeterna Violence, sex, drugs. Team Brainstorm Team components: Elisa Monteiro | Matheus Lima | Davi Felipe | Gabriel de Aguiar Gender: Terror / Survival Rating: +18 Facebook Page: https://www.facebook.com/bioluxaeterna Awards: 1st place - Better/best project (May & June ) in Mundo RPG Maker forum. Awards of BÃo collection: 3rd place - Best game of year (2013) - iMaker 1st place - Best project (September and October 2013) - Mundo RPG Maker 1st place - Best project (May and June 2014) - Mundo RPG Maker Hello guys, well, today i will show the Brainstorm Team project, called BÃo - Lux Aeterna. This is the second game of BÃo collection. BÃo Lux Aeterna is a openworld game, with horror, terror, action and etc. The goal of project it's simulate a real world in a caos, (end of world). The game contains violence, sex scenes, drugs and more things. All project resources are original, and we will sell them with the game Jonathan recently moved to Saint Peter, to attend the local university. He got a job in a record store, and divide the rent of his apartment with two friends: Gabriela, a student of Sociology, and Hector, who like him, studies Music. The three of them live in a building almost completely inhabited by students, who despite not being well taken care of, is close enough to the university so they can go there walking. In recent days, Jonathan began to notice that the news was talking a lot about people being admitted to the local hospital in terrible pain, followed by a deep coma. The doctors were baffled and unsure about what to do. This kind of news was becoming more and more frequent, and soon it was not restricted only to Saint Peter: several sick people begin to emerge in other cities, and in less than three days, the news reported that the same occurs in all parts of the world. The President of the United States of America makes a pronouncement on TV where he says that he will find and bring to justice the terrorists responsible for the epidemic. Countries of the Middle East haste to plead themselves innocent, but in the same sentence, state that they are prepared to any turning of the events - implying an American attack. The world was quite tense when the first reports of people returning from the coma started to emerge. But this was not good news. Disparate information said that the people suffered horrific deformations, and woke up totally uncontrolled, violently attacking anyone who crossed their path. Suddenly, the sick people began to multiply. Apparently, the coma was skipped, and people went straight to the stage of murderous thirst. The deformations appeared in a few days. It was the beggining of the chaos. A.K.A Features (Of non-team members) Khas Awesome Light Effects Gab! Extreme Menu Khas Path Finder BÃo exclusive scripts: BÃo - Scene_Crafting: A.K.A Recipe book or crafting table. You can use it to combine itens. BÃo - Scene_Drop: A scene to take a random item in the map, like foods, tools, or other things. BÃo - Survivor Hud: Hungry,HP and sadness hud BÃo - Personal fade: Change the fade-time. BÃo - Title Screen Exlcusive title. BÃo - Scene_Phone This script create a cellphone in the game. you can play music, call, and use de GPS (Map) BÃo - Custom mensages A short mensage box. BÃo - Monster A.I Artificial inteligence of monsters BÃo - Visual/Action equips: Like a lantern. You can activate the map lantern equiping her, and your graphic change City Artwork (Edy007) Name: Jonathan Age: 22 Job: Seller in a Music Store Live at: Saint Peter | Roses building Profile: Custom (Videos) https://www.youtube.com/watch?v=j5BIZT1Pd7o Credits: Tiles - Brainstorm Team (KauÃª Luchetta) Chars - Brainstorm Team (Gabriel Guarche) Ãudio - Brainstorm Team (KauÃª Luchetta & "Strato") Scripts - Brainstorm Team (Craft, cell, Drop, AI ... ) Scripts - Non-Brainstorm: Khas Light Effects | Gab Extreme Menu Design - Brainstorm Team (Matheus Lima) Story - Brainstorm Team (Davi Felipe) Maps - Brainstorm Team (Elisa Monteiro & KauÃª Luchetta) Lights - Brainstorm Team (Gabriel Guarche & KauÃª Luchetta) Thanks: All the BÃo Followers. All resources of the game is been produced by Brainstorm team