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Found 172 results

  1. Historia Manis: The Gran Serena Crisis Abstract: During diplomatic talks in the city of Gran Serena, hideous monsters begin to flow out of the castle basement and the citizens are trapped inside the city behind walls of black fire. A foreign Knight investigates with the help of a local shaman, a general, a thief, a healer, and a mysterious man investigates what led to this event. Genre: Fantasy RPG Game Progression: Story is planned and development has begun. Recruitment: An artist for Character busts and facesets, Story and Setting Player Characters Credits Scripts Yanfly Engine Ace Ace Message System Adjust Limits Party System Yanfly Ace Battle Engine ATB add on by Formar0153 Elemental Popups Enemy HP Bars Enemy Info Casting Animation Visual Battlers Element Absorb Extra Drops Victory Aftermath Yanfly Ace Equip Engine Yanfly JP Manager Yanfly Learn Skills Engine Yanfly Steal Items Yanfly Ace item Menu Yanfly Menu Engine Yanfly Party Sized Menu Yanfly save Engine Yanfly Ace Shop Options Yanfly Status menu Yanfly System Menu Resources Music from Scyhtuz and Mirak from RMN VX first seed materials(Character Sprites and tilesets) Using Soruve's Faceset based on the FSM for the time being Kalaz's elemental group character sprites Yaosame's Mack Style character sprites Avy's/Ronja's Icons Screenshots Features -A skill learning system where every character has a at least 15 skills of skills to learn. -Equip up to three fetishes to increase stats and acquire additional skills -Two planned endings, maybe more. -Explore the lively city of Gran Serena and fight on map enemies, no random battles! -Explore the world of Manis in optional side scenarios delving into the past of the characters
  2. Converge Converge (not the definitive title) is an RPG about multiple worlds getting connected with each other, and the chaos this brings. It is not mainly focussed on the main story (although plots will be twisted), but more on the lore behind everything and the great worlds you can explore. Genre Converge will be a medieval fantasy RPG (wow!) with 6 different themed worlds. Apart from the main story, you can do a lot of backtracking and exploring. There are 6 party members, each with 3 classes. This allows the player to have 729 different party combinations to choose from. There will also be an alchemy system (see screenshots) and a blacksmithing system. Progression Currently the story is completely finished (all of it has been written, but is still subject to change). I still need some graphics but I can and probably will make those myself (mostly facesets so characters don't get too repetative). I've got some animations, some skills, most of the non key items and a few legendary artifacts (special equipment). I still do need to set stats however. When those are balanced out, I will put a demo up. Story You play as Gale, a young boy training to be a smith. Your small village, Arrandar, has everything it needs. Water, food, ore from the mines, it's all there. You spend your time crafting equipment, hanging around with your friends and wondering if there is anything besides your little village. One day, when asked to get some ores from the mines, you and friends return to a devastated town. No life was spared, no building left standing. The demons who did it slowly walk towards you. There's no escape, besides the mines... You and your party flees from the horde of beasts into the dark shafts, although you already know there are no hiding places in the mines. Or are there? You suddenly discover a small crack in the wall and driving by panic you squeeze your bodies through it. At the other side stands a small sanctum, a strange circle in the middle. Is it safe to enter? You must choose between a mysterious portal and a horde of savage devils. Easy choice, isn't it? You and your friends step onto the circle, and get warped to the Great Sanctum, a special place connecting the worlds. Still afraid the demons might catch up, you and your friends run into one of the portals, and end up in a strange world. Without parents, without money, without hope. But with a burning desire to unravel what caused the demons to attack your world. And that desire is more than enough for you to keep going. Characters Gale A young smith with the mastery over Fire and Earth. He likes to laugh, but is serious most of the time. He has the blessing Raguul, God of the Forge and can choose between the Forgemaster (Fire), Paladin (Holy) and Barbarian (Earth) classes. Fights with Hammers and Broadswords. Estria The daughter of a writer, she reads a lot. Her mother died when she was young and she finds solace in practicing the same art as her mother; the mastery of the arcane. She has the blessing of Osnan, God of Storms and can choose between the Battle Mage (Physical and Magical damage), Aeromancer (Thunder/Wind) and Aquamancer (Water/Ice) classes. Fights with chakrams or a wand. Zaera Quick and agile, Zaera is always the first one in line. He is small in posture, but large in words. He has the blessing of Dongar, God of Balance and can choose between the Tactician (Debuff & Status Ailments), Assassin (Dark) and Specialist (Weapons) classes. Fights with a dagger or knife. Ystar Smart and powerful, he mostly keeps his thoughts to himself. He has a secret desire for immense power, but isn't sure which God he should ask for help. He has the blessing of Chenros, God of Panic and can choose between the Death Knight (Dark), Templar (Holy) and Guardian (Tank) classes. Fights with a longsword or shield. Anya A somewhat strange girl from Anghor. One moment she's extremely happy, the next she's as depressed as someone can get. She has the blessing of Escar, God of Life and can choose between the Shaman (Heal & buff), Earthcaller (Earth & Plant) and Beast (Immense damage and tank, but unable to cast Spells or equip non-accessory items) classes. Fights with beads or charms. Ghaan A joyous hunter from Anghor. He loves nature and tracking into the forests, but he hates to be alone. As a result, he often comforts himself with different animals nearby. He has the blessing of Hainda, God of Nature, and can choose between the Sniper (damage overload), Ranger (Damage, Buffs and Plant) and Beastmaster (Various Elemental attacks) classes. Fights with a bow or crossbow. The first mentioned Class can equip the first mentioned weapon, the second mentioned class can equip both types, and the third mentioned can equip the last mentioned weapon. Classes aren't sealed (you will probably be able to collect 7-8 Devotion Points in the game. Each point unlocks a skill in one of the three Skill trees. Completing one grants buffs to stats (2 stats will get a 10% boost) and may lock equipment. You can repick once per character, per save file. Credits Credits so far: Enterbrain: Engine, art Belzark: Story, some of the art, the game itself SpiritofLight: Leaf1, Vines2 Screenshots Classes Characters Alchemy Map of the first town Features Alchemy system - Ingredients refresh after a certain time. Experiments may fail and succesful ones are saved for quick future use. Smithing system - Find designs, ores and other useful tools to craft powerful weapons using ore, monster loot and more! Lot of backtracking - The game will be harder based on how much you backtracked. Aditional areas will be revealed when you complete certain events on other worlds. Do you want to finish the game in a few hours? No problem. You want to get to the maximum level, collect all loot, craft everything and complete every side quest? The boss just got a lot more HP and powerful new attacks. Good luck. Tons of classes - As mentioned before, over 700 party combinations. That's a lot. Custom made resources - A lot self made / editted resources. Flexible class system - Like two classes? You can obtain 5 skillpoints while playing the storyline, and another 3 when exploring a little. For each skillpoint you will have to fight bosses with various strength. Each class has 5 unlockable skills, but you're not bound in any way. Feel free to get the first 4 skills of the Forgemaster, 2 skills of the Paladin and 2 of the Barbarian.
  3. Continued Absence

    *Note: This game is still in it's very early stages and subject to change! Torn from your everyday existence, you must survive a war torn dimension while dealing with things you barely knew about yourself. Welcome to Amachyria, a strange realm where two dimensions overlap in even stranger ways. Two different races have inhabited this realm for as long as time can remember: the Elder beings, and humans not too different from us, living in relative harmony. By the time you get there of course, everything has all gone downhill after a new monarch took over, and now this quirky, strange realm has been plunged into war. Of which, you are now caught in the middle. Amachyria is hardly the only strange thing around, you have lived in your old home for ages, so why does this place seem so familiar? Where do these powers come from? Only the guardian can answer that, and she won't talk until this war is put to rest. She seems to be hiding something, but staying alive long enough to find out will take strength, wits, and the ability to deal with the strange companions that will join you on your quest to stop this endless fighting. Be clever and take the hints the universe gives to you, and more pieces of this puzzle will reveal themselves to you. A good warning to keep in mind, however, is that the queen is not the greatest threat you will face on this journey, and certainly not the last. Features - Nearly full custom tilesets and graphics, done by yours truly - A full crafting systems for making armor, weapons, and more, by Coelocanth - A predicted charge turn battle system by Yami - An options menu so you can tune everything to your liking! By V.M of D.T - Full busts for every character that matters! - Custom skills for each party member, with animations art by Timmah/LexusX - An adorable bunny merchant who has everything an enterprising peace bringer should have (at that point in the game at least) - Three unique bosses to beat, along with 11 distinct enemies and - a key part of any fantasy adventure - the final boss! - Lots of puzzles to solve before moving on to different areas Again, a warm welcome to Amacyria, the strangest place this side of the universal rubicon. Divided into five distinct areas (That you're allowed into anyways), all provide something... interesting. to the world of Amacyria, probably things you take for granted here. The first that comes to mind is the empty fields. This was probably a really cool place at one time, but torn apart by war, it's just wilderness and buildings now. This is where you start, and may even return to at some point. Nonetheless, many things you learn to survive are learned here, but the only thing that matters anymore is the guardian's temple, which stands abandoned and yet perfectly intact. If you ever become lost, the guardian may provide some insight. Then there's the Valley of Color, where if you're eyes aren't burning out of your head from over-saturation, you're not doing it right. Everything here is always very bright and vivid, except for the people, who prefer pastel shades strangely enough. All the color in Amycyria is mined here to be used for all sorts of things. Why, if it didn't exist, everything would probably look like a blank coloring book. And we couldn't have that, now could we? Next up comes with Peaks of Equation, a strange place where everything seems to have been cut to razor precision at perfect angles. Nothing about this place looks natural in the slightest, even the flowers seem to grow in textbook geometric formations, and all sorts of neat things can be discovered in the mountain caves. Neat, that is, if you enjoy math, algebra, and the like. Even if you don't, you do have to appreciate their use in life, and this is where it all comes from. In Amycyria at least. Semi-finally, is Sugar plains, which is just the stuff of dentist nightmares as it sounds like. The grass is candy, the trees are candy, even the houses. the wildlife, and the water are all some kind of candy. They've developed a special sort of magic to help normal plants grow, which is the only reason hypertension doesn't run rampant, but I wouldn't suggest breathing the air too long without brushing your teeth anyways. And flossing, just to be on the safe side. Your journey will no doubt bring you across many strange things, places, and especially people. Many are there to help you, some seem ambiguous, and another just wants your money. First, let's define three terms: Human - your average, everyday person Elder Being - A strange race of beings that mostly appear as shadows. However, the more human they look, the more powerful they are. Shifter - People gifted with the power to take the shape of some creature or another, mostly at will Isleen, the main character The little girl you play as! despite her small size and young age, she is very smart and won't stand to be pushed around. Andra, the guardian The mysterious guardian of something. Despite her ambiguous title, she seems to be the one who put you here, and the one with all the answers. Atheria, the priestess Atheria is one of the few Elder beings who managed to resist the queen's control and escape. She heads the resistance movement against the queen and helps other survivors. Jevith, the teacher A patient Elder being a few years older than Atheria, he is kind and peaceable, and thus has no love for this war. But he was a fighter once, and will teach you everything he knows. Princess Veria, the fifth A native citizen to the valley of color, she is cheerful and more than a little quirky, sometimes seeming to be in a different world entirely. Rith, caught between worlds Hailing from the Peaks of Equation, Rith seems neither Elder being nor Shifter, and isn't welcome with either of them. No one is sure how his impossible existence came about, but it's usually the least of his worries. Camille, the merchant If there is two things Camille loves, it's collecting things and money, so he sells things he collects for money. Don't let his cute appearance fool you, he can lug around things (and money!) several times his weight. *Note that a lot of this is all a work in progress and subject to change The battle system (Getting an overhaul, temporary screenshot!) A small mockup to showcase some of the completed tiles (More will be added later) Every color in this image has been saturated to the extreme for the valley of color. Except for the sprite of course. Credits *Note that as this game is still in progress, this section may grow and change with time Battle engine and charge turn battle system done by Yami Crafting system by Coelocanth Options menu by V.M of D.T (A.K.A Vlue) Animation art by Timmah/LexusX The graphics done so far, all by me Menu/Save/Shop engine all done by Yanfly Face to bust script done by Galv
  4. Playable teaser/Demo out now! This demo does not have any of the maps from the main game, but gives you a flavor of the game! (with a bit of story) Progress blog can be found here you need not play the first game. but if you can find the first game you are welcome to play it. YOU WON'T FIND IT Welcome to the world's best party simulation game's sequel! (you don't need to play the first game. If you find it, play it) Here we visit Ellie, my little sister! It's Ellie's birthday, and I want to throw the biggest party bash ever! there will be cake, gifts, and teddy bears! Play my sister Ellie in her house, as I Elise, plan a super duper surprise party! Help Ellie explore her house, as she looks for every single surprise I've made for her! Meet zany new friends, and open kooky gifts, find teddy bears, play music, and more! Try to find me, hiding somewhere in the house you'll never find me, before I find you first! Like a big game of hide and seek! Help Ellie solve special puzzles I laid out for her, as you try to avoid the big bad E****. If you get caught, you lose! Oh no! Ellie left me alone, so that's why I planned this surprise party! She left me alone. alone find the first game -- Play as a young woman name Ellie in this largely gameplay driven game where the game remembers you and everything you do. The plot advances when the game wants it to. Don't question the game's decisions. Bad things might happen. Don't try to remove the game's memory. That only makes it angry. Do as the game says and remove it when you're done and you should be safe. Traverse the house while avoiding E****. If it catches you, you lose. The game will remember that. The game may make the sounds loud or quiet. It depends. You have been warned. Flashing lights may also occur. this is common. You have been warned. The game does not know your name. Don't give it to it. If it calls your name do not respond. You must reach the end of the game to win. Doing this could be a challenge, and could not be as well. But do not give up midway. This will anger it. Traverse to many different areas, or just one. Answer doors, turn off lights, don't get caught, beat the game, you will survive. The story depends from game to game, though there is one cohesive plot I think, but it is hidden. Find it, this will please the game. The game will do everything in its power to try to get you to stop playing the game. Do not fall for it, no matter what you do. Finish the game. The game will mess with you. You have been warned. Find the first game. Ellie - I don't know her role in the story, nothing is getting the game to tell me about it. Further searching is needed She is the person you play. Elise - I couldn't find her sprite. The game is adamant on only telling me one thing E**** Mack Celianna Ayene-chan Meow face YesImAaron Micheal Galv Shaz Racheal Jet10985 Zerbu TheLEECH Modern Algebra Me Show your support with a super duper cool banner made by yours truely~ Feedback is always welcome~ ...
  5. Genre: RPG Game Progression: 3% Story: Character Bios: Credits: Screenshots: Banner:
  6. presents... Four Eyes is a story-driven, sci-fi/romance adventure game about a spaceship captain and a narcoleptic alien stranded on an unfamiliar planet. Download it now on itch.io and GameJolt! Stuck on a puzzle? A full walkthrough of the game is now available! Want to help support this project? Just pop this banner in your signature and link it back to this topic! Thank you so much for viewing my game!
  7. Steve The Developer presents... A simple, story-driven RPG Made in RPG Maker MV with few customization systems. Within the depths of war, In the days where the tomorrow slowly ceases to it's last... will there ever be gonna be a new tomorrow? Yanfly for the Amazing Plugins that almost made the game! Terrax for the nice Lightning Plugin! More to be added~
  8. Hot Dog P.S: If there's anyone know how to do "Spoiler" in this forum, let me know Pretty Please! Story (in 3 lines) Characters Features & Screenshots Limbs & Capture System Demo Credits Thanks for Watching! Like us on Facebook and free your cheese from Ratish!
  9. ◄───────────► ◄ Plague Mayhem ► ◄───────────► ◄≡≡ General Details ≡≡► Themes ▪▪ Dark, Fantasy Status ▪▪ Hiatus Release ▪▪ Undetermined Note 1 ▪▪ This is the first story based RPG I have ever seriously worked on, I don't know what you might be expecting, but I wouldn't expect too much at this point if I were you. Note 2 ▪▪ This game is constantly being worked on, but thread updates will only happen for either content additions or fixes of any kind. If the fix is minor I will add it to the update log, but I won't post about it. (This note can be ignored until I release something playable) Note 3 ▪▪ This game will be undergoing significant changes when development resumes. Most of what you read below will likely be edited at that point. ◄Update Log► ◄Story► ◄Characters► Note ▪▪ More characters will be added as the game's development progresses. ◄Features► Note ▪▪ That's not all of the features, but to keep this from getting too long I'll stop here. ◄Screenshots► ◄Credits►
  10. The year is unknown and has been for some time. Decades, perhaps centuries have passed from where you stand today and when the world came crumbling down. What was once a bright green future has turned into a barren wasteland in which no life can sustain itself. Human ingenuity kept your race alive, and now you all live underneath the ground which was once walked upon. However, no amount of cunning or quick-mindedness can save you from a natural death. Your resources are depleting rapidly, and your life support is running dry. To be blunt, you are nearly out of water. You are a Practitioner: A member of a controversial group created shortly after the world went to hell. Your organization has accomplished some of the greatest feats in this era, but at great costs to both the financial and moral well-being of the people. You are liked by few and respected by next to none aside from the rest of your peers. But this is not a popularity contest: What must be done, must be done. Your group consists of some of the finest members to ever enlist in this service. You've all contributed plenty towards your name, defending the population from the horrors of the world above you. Today, you celebrate the seventh year anniversary since you all became a team. But tomorrow you carry the weight of a mission that no one before you has had to bear. Tomorrow, you take an indefinite journey into the Outside. Your goal is to find water so those remaining can survive. If your team fails, the human race will die. --- Gameplay So, that's the pitch we're going to use for The Woodcutter's Daughter. But what is the game? What can you look forward to? The Woodcutter's Daughter is an Adventure RPG set in a post-apocalyptic world. It is told in a chapter-based story format, and is dependent on the path you choose. Your actions will have consequence. It will not always be bad, but it will always happen. Now, is every decision in the game like this? No, absolutely not. Some make a minute difference, and some make no difference at all. However, the absolute most important decisions in your game will be obvious. Ordering a grilled cheese in a diner will not determine who lives and who dies, but it might improve your mood enough to open some new dialogue. Choosing to assault your guards or sneaking out of prison may lead to someone being captured/killed depending on other factors. This isn't meant to keep you constantly guessing if you made the right choice. It's meant to give you a unique experience. The player is supposed to discover these things, not seek them out. Let's move on to another important aspect. Exploring. Exploring is a pretty big part of this game. NPCs and objects aren't always just there for the sake of the environment. About 90% of this game has things that you can interact with. Some things will reward you for discovery, some things could possibly shape your story, and some are there just for fun. You should enjoy the world you're in, and I'm pretty confident that I've done a rather nice job of creating that world. There are a few places that might pop up in this post, so just to let you know what they are I'll give you a short description. The Compound: Where your team, other teams, and the Practitioners are stationed before combat. Traders and merchants are sometimes allowed, as well as scientists and researchers, but the Compound is often on lock-down. Why? Because not only does the Compound hold the majority of humanity's water supply, it also connects to the Outside. EDIT: This is the first, albeit low-quality (I use free recording software) look at the Compound. Click here to take a peek. The Outside: What earth used to be. It's a wasteland, only holding the most hardened of hostile creatures and remnants of what used to be. It is incredibly hot. Your team must wear protective gear to enter the Outside. Nova: The big, big, BIG underground city. The central hub where people live, where businesses set up shop, where governmental procedures are conducted, so on and so forth. The Compound is connected to Nova, and other smaller, less significant towns connect to Nova as well. That's all well and good. But what are you going to be doing in this game, then? What's the content? It's a complete quest-fest. You have your main objective, which is to find water. You can go full-red-zone on that objective and not worry about anything else in the game. However, it will not be an easy thing to do. And it will be a shorter game. Side quests aren't meant to be necessary, and if the player doesn't want to do them then they're not going to be heavily punished for it. Just keep in mind that a game that is heavily based on questing rewards you for doing more of those things. You will not be forced to do them, but they will help you with your game. Can you fail your initial quest, though? Yes. You can never take a hit of damage and still lose the game because you failed to complete your initial mission. It doesn't matter if you've gotten to the highest level, if you don't find water, everyone will eventually die. Of course, this means the game can have multiple endings. I've gotten about four figured out so far, but I'd like to have around eight or ten. Let's move on to something else in regards to gameplay. In this game (this will be in the demo, please don't worry about spoilers right now), there are two formats of play. The first is... Well, your own. Your existence in the era you live in with your team, your occupation, your home, and your way of life. However, there will be things found along the way of your quest that are called 'fragments'. A 'fragment' is a literal piece of history, and has energies surrounding it that can be analyzed. (In order to save space, I have left out a bit of detailed explanations in the forum post. All of these things will be explained thoroughly throughout the game's development and in the game when it is released.) Doing so will transport you to the past, to another time before the apocalyptic nightmare that took place. For the sake of convenience, I'll refer to this as 'Memento mode'. In 'Memento mode', you will play as Madeline. She is the woodcutter's daughter. She is not a fighter, and thus you will not encounter combat in this mode. You will deal with things like questing, exploration, story-expansion, and perhaps some puzzles/problem-solving. Again, HOW you solve your problems is more important that solving the problems themselves. Please note: Madeline WILL NOT BE KILLED as a result of your decisions. However, that does not mean that there will not be other consequences. To sum this up, you are playing a story: Your story. You will uncover what happened, why it happened, and who was responsible for man's downfall. You will get to figure out how the world went from a lush paradise to the metal, underground fortress you live in now. You will get to mold both the past and the present. I'm the developer, the creator, and the owner of the content... But this is your game. Past Times I know what you're thinking. I just said the game's main focus was on exploration, so why would you need a past time? What purpose does it serve? Well, it depends. Would you like to learn how to cook, to make food that will restore more health, focus, and energy as well as increase your team's morale (morale is a mechanic I'm working on, but is not currently implemented)? Or, perhaps you'd like to learn how to make armor? You could learn how to reinforce armor to make it more durable, lighter in weight, or simply just better. Maybe you're curious about this world's religion. Maybe you'd like to learn about the history before you, and how it affects you. Maybe you'd just like to learn how to better strike a conversation. Past times are in the game to improve your content and experience. Not all of them will be immediately present, and they all do different things. Some will help you in combat, some will unlock different dialogues with characters, and some might add to the story. For example, if the player thinks they might like to learn Communication, it's possible that they can approach subjects more diplomatically than those who choose not to invest in this field. There is not a limit on how many past times the player can have, and that really depends on how long the player wants the game to be. I will let you know, however, that it is far more effective to invest more time into one past time than it is to invest little time into many. However, it is the player's choice. Past times are not necessary, but much like questing the player will be rewarded for doing the content (and not being harshly punished for skipping over it). I have five past times in the game so far: Cooking, Armor-Making, Religious Study, Communications, and Historical Study. I would like to have a minimum of ten past times for the player to choose from. **PLEASE NOTE**: These past times DO NOT change the player's or any other character's class/combat skills. Some are useful in combat, but it will not change what everyone is. We'll move on to that, next. Combat 5/23 UPDATE: I'm going to be doing custom hand-drawn animations for battles. Short, 5-10 second clips of the characters performing their attacks. One of the ideas I had was to make different animations based on the levels of the characters. As in, a lower level character might have a more basic animation for an attack, then develop a more flashy or impacting one as they gain experience. I just got this uploaded, it's a basic wireframe sketch of what a low-level Enigma's attack might look like. https://www.youtube.com/watch?v=qil5aUAACIo I was going to do an animation of what a higher, more skilled level character would look like performing the same attack, but it's about 2 AM right now, so expect it to be updated sometime tomorrow. As of 3/17/16, the combat is nothing spectacular. However, there are a few unique features. Instead of Mana and TP, you have Focus and Energy. Every class requires both of these stats, some more than others. A Seeker will require a massive amount of focus in relation to energy (ranged combat), whereas a Brawler will require more energy than focus (physical combat) to deal greater damage. Enigmas require a great amount of energy, but needs a bit of focus to perform their abilities. Finding the balance for each class is important, but not hard to learn. The game will walk you through it in the early stages. Your combat is meant to be skill-based. The different types of skills include: Physical, Ranged, Energy, and Defensive. The Player and Weasel both use Physical attacks, Seeker will use Ranged attacks, Enigma will use Energy attacks, and Alan will use both Physical attacks and Defensive skills. All characters will be given a base physical attack called 'Jab'. It's not good. It does very insignificant damage and is meant to be your last resort. I'm looking for a way to remove it entirely, but for now it's just something that exists. The Player, as a brawler, will use fist weapons and claws-- One for each hand. Seeker will use a ranged weapon, starting off with a bow but may later discover rifles. Enigma will get to use a staff/stave. Alan, as you could imagine a Knight having, will be able to equip a sword and a shield. Weasel will have daggers that will also require both hands. If he does not have a dagger in each hand, he can not attack with his weapons (well, he can 'jab', if that remains in the game). The Player can use their attacks without fist weapons or with just one equipped, but it will not be nearly as effective. Because the combat is so simple, I'm looking towards a way to make it more visually appealing. Battle animations, maybe longer, more detailed animations for special attacks, those kinds of things. That is all I have on the combat, so far. I suppose we can't really go forward until we meet our characters, now. Main Characters **Not all art here is original. As original art is created, content will be changed. Please also keep in mind that original art may also be altered later down the line. ** The Player The Player is someone I can't really talk too much about. By which I mean, your story is your own. What I can definitively tell you is that the character you play as in this game is a Brawler. The only customization you can make is the ten character 'enter-your-name' slot in the beginning. Your gender is undetermined. Your physical appearance (your sprite) can not be altered. Enigma An Enigma is very attuned towards energy, though no one is quite sure what makes them this way. Your team's Enigma is the youngest member in your group, very cheerful and passionate, and very, very loyal. However, her age tends to make her less emotionally stable than the rest of your team, and she's more likely to have more dramatic and extreme reactions towards pivotal events. She takes interest in cooking for a past time, and loves the color pink. Everything she can make pink is pink. She's very close to Seeker, and thinks of her as a best friend and an older sister. She sees Alan as a brother-figure, as well. The Enigma is the only class who has three different routes to specialize in: Archaic, Lifewarden, and Entropy. Archaic is relatively similar to the way she is initially played. It focuses more on dealing damage, but is still a very important support class. Lifewarden is, as you can guess, the healer option and will focus mostly on restoring life and granting buffs towards your party's damage. Entropy allows control over nightmarish energies that can be used to terrorize enemies, leading towards weakened attacks and even frantic panics to leave them immobile and stunned in battle. Alan Alan is the only member of the team (with the possible exception of The Player) who refuses to abandon his first name. The reason for this is that he doesn't believe his training defines him, and this is a common mindset in this field. His field of training is referred to 'Knight', skilled with the sword but moreso the shield. That means that he is the first line of defense. Alan's eager in combat, and will happily join you on any side adventures to practice his combat and reap the rewards. Alan and Seeker are married, and have been for several years. He's generally a warm personality, though has the tendency to sometimes be deadpan and sarcastic. Knights are a full support class. You can deal damage with them, yes, but if you choose to ignore Alan's defensive abilities then you're going to be seeing a lot of 'Game Over' on your screen. His defensive skills (what he's been trained for) can sincerely make the difference between life and death for your team. Seeker The Seeker is the only class of the Practitioners who will not always be trained/used for offense. While most of them prefer to fight in a team, some Seekers will be researchers and historians. Following the models of archaeologists and anthropologists, these types of Seekers dedicate their life towards observing the changes throughout the years. Seekers that take on the role of combat perform these jobs as well, but not to the same extent. Your team's Seeker is very calm and composed, with a steady mind and a stable hand. Like the Enigma, she is able to use energy for attacks but does not control energy itself. Instead, the weapon she is able to use (bows and rifles) will be imbued with a 'synthetic' type of energy. To save space in this post I won't explain exactly how that works here, but it will be explained clearly by the time the game's demo is ready to play. Seeker is married to Alan, and is a close friend of your team's Enigma. She's warm towards The Player and Weasel, as well, but she discloses very little about herself. She's a history-buff, obsessed with when the world was once green and full of life-- Even though she's never seen it, herself. Weasel If you were comparing this class towards a traditional RPG class, then I suppose it would be a rogue. However, I hesitate to call it that, because a Weasel is much more. A Weasel must possess several skills and qualities: First, to be swift. If the student can not complete certain trials of speed, then they aren't permitted to follow the lessons. Second, to be able to identify weaknesses/certain points in targets that would benefit themselves. These could critically hit an opponent, or if something is terribly wrong with your own team, a Weasel could identify it so the team would know where to improve. And thirdly, the Weasel must be able to build and engineer their own objects. Objects include, but are not limited to, explosives, weapons, appliances, and armor modifications. The Weasel isn't just a stabby-stab-stab class. Every single one of these human beings is incredibly intelligent. You have one on your team. Use him for what he's trained to do. He's mostly skilled in engineering explosives, and dabbles in a bit of armor modification. He is very quiet, and doesn't give his opinion very often unless it has to do with tactical planning, or if someone asks it of him. Despite being a bit anti-social, he's rarely wrong about what he observes. Having been trained to spot enemy weakness as well as knowing the strength of his team is vital in combat. The Weasel knows how important it is that they're effective and efficient. Your team's Weasel is very reliable. I know I've said it a hundred times, but seriously. You'll find that it's a good idea to harness each member's abilities to be used to the fullest potential. Obstacles, enemies, roadblocks... Sometimes, when it's possible, it's just quicker and easier to just blow it all up. Madeline This is the woodcutter's daughter. She lives in government housing with her mother and several other young women. She is the one who has left behind the fragments, though whether this was intentional or just something that happened is not known until much later in the game. Madeline always speaks positively of her father and often misses him. She has a very close connection with her mother, as well. She does not have any siblings. While she is a friendly person, the only true friend she has is a girl around her age named Karen. You will play as Madeline when you are accessing the fragments in 'Memento' mode. Remember, Madeline will not be killed because of the decisions you make, but will be affected by them. I'm not really good at drawing cute, younger girls, so I have a feeling that Madeline will be the one who's most edited over the course of the game's creation. Nashtavara: The only things you need to know about this character right now is that she is self-motivated and incredibly violent. Nashtavara is a huge part of this game, and an obstacle that will not be easy to get around. You won't meet her until later on, but your interactions with her are very, very important. Minor/Unmentioned Characters There will be many characters in this game that are more than just some lady in a park talking about her cat Chippy. However, for the sake of space, I'm going to leave them out of this forum post. Artwork and Music All final artwork and music will be completely original. There are substitute images and sounds in the game until I can work on the final pieces, but I will randomly do a little bit of art at a time. I'm not doing the artwork first, as it'll be easier to add it at the very end when everything's built into the game. Here's a couple of pictures to give you a preview of the style and quality. As you can probably tell, some of the line art is clunky. The right half of my right hand has recently been affected with numbness and it can be very hard to use a stylus. So, these pictures, the character icons, and other images may later be edited to have a smoother appearance. Nothing here is final. In-Game Screenshots These are required, even though right now they're not very attractive. This will, of course, change later on. (You approach a Practitioner in the Compound who tells you a little about himself.) (You begin your mission to find water-- Time is of the essence.) (Your room in the beginning of the game.) Features I've already gone over most of the features of this game, so I'll just list this as kind of a summary section. This concerns the final product. + Completely original music and art. + Weighted dialogue/interactions between your character and the other characters in this game. + Multiple endings based around your game choices. + Animated cutscenes. + Many, many, many side-quests that will impact your game but are not necessary to complete. + Skill-based combat, which differs for every class. + At least 10 pastimes. Follow Development This game is still very far from completion. Website is not available right now. Credits Original Artwork: Self (CynaMarqi) Stock Imagery/Music/Programming: RTP (This is all for now, this may be edited in the future.)
  11. Ardenian Legends: The Fall of Arcana 1,000 years have passed since the cataclysmic closure of the gateway that feeds arcane energy into the world of Ardenia. The events of the past have become all but forgotten to humans, its legacy left within the many treacherous ruins scattered across the countryside. Civilization has once again rebuilt itself, but with arcane energy unknowingly becoming a limited resource, the ability to channel arcane energy into spells, the art of Arcana, becomes harder and harder with each passing year. In light of this realization, many humans begin to turn to developing new technology to assist in their daily lives. Because their influence is wading and their way of life will soon be a lost art, the Ordo Arcana, which has been the most powerful guild in Ardenia for the last thousand years, begin secretly planning one last desperate gambit to keep the art of Arcana alive. It is only a matter of time, however, before a new group rises up to challenge the old ways and forever shift the balance of power in Ardenia. A new chapter in Ardenia's history is about to begin! Visit the Ardenia Project website here. Bug reports and general feedback can be sent to ardeniaproject@gmail.com Current Version: v0.4.0 RTP and sprites at the moment are just placeholders and will be replaced as assets are finished. You can download the latest open prototype here.
  12. Black Winter is a horror game with suspense and drama elements. We will dive into an mysterious story which will take place in a huge castle where our protagonists will face an unexpected nightmare. Inspired by games like The Witch’s House, Amnesia, Silent Hill and Alone in the Dark. Psychological horror will be the main ingredient which will engulf the hidden mysteries within the dark walls of this castle. Matt is a truck driver and he must transport heavy materials to distant zones in the middle of snow. One night, he decides to take Lily with him so she can see how his job is. After 3 hours they find themselves in a dangerous place and unfortunately the truck runs out of fuel. Lost and disoriented, they seek shelter in a nearby mine. After a short time, both find a person who offers them shelter and fuel in their castle. What they don’t know is that the place is cursed and they’ll have to face a horrible creatures to keep themselves alive. - Original Soundtrack. - Original Character Design. - Multiple Endings. - Two playable characters: Each with their pros and cons. - Puzzles, traps and horrible creatures with different behaviors. - More than 5 hours of gameplay. Two characters, two points of view: You can almost always choose between Lily and Matt. Players will be able to choose their favorite character and will see their own dialogues in certain situations. Some of the players may want to run and hide from the enemies, others may want to face them with weapons. Be cautious: Every monster and boss will have their own behavior. Some of them will be more aggressive if you turn on a lamp or walk near them. Be careful, killing them won’t always be a good idea. Save ammo and food: Resources will be scarce, meaning that ammo and food won’t be found everywhere. Search every corner and your effort shall be paid. Kill a monster only when it is imperative or if you need to check the same place often. Name: Matt Collins Age: 35 Job: Truck driver Personality: Brave, honest, has good sense of humor, a little proud and very responsible Name: Liliy Grant Age: 30 Job: Owns a dairy company Personality: Fearful, sincere, religious, respectful, somewhat obsessive and impatient. Name: Emma Age: 14 Personality: Discover it for yourself Name: ??? Age: ??? Personality: ??? Name: ??? Age: ??? Personality: ??? CREDITS: - Creator: Stiven202 - Soundtrack: José Goval - Character Design: Kodyz Beta Testers: Pedro Puche Sidmarck Leandro Rodriguez Contributors: TheCasper288 Kodyz José Goval Sidmarck Light and Dark Maidenrikku123 Banshee Soel Sebastián Rodríguez Tilesets: - Celianna - Germania - Evil Castle Tiles - Halloween Pack - Modern Pack Contact and news: If you want to see the latest news about the game, follow us on Tumblr blog. Ask whatever you want in the "Ask me" section or comments on this page. Reporting Your Game to be Moved: Please report the game to be moved when it's ready for Gaming Lounge or Masterpiece Theater, but ensure it meets the requirements for those areas.
  13. Work In Progress The Forsaken Crypt Dungeon Crawler Release Information ▪ The game's combat is going to be changed significantly before release, the original idea and the edited idea it spawned were not working out. ▪▪ Development is currently on hold. Update Log Purpose You play as a character which you create, explore a deep dark dungeon in search of an ancient crypt. There will be lots of monsters, and boss monsters too. You will encounter random events, and maybe even piece together cryptic clues. Your main goal is to cleanse the ancient crypt, how you do that depends on what you do before you reach it. Character Creation ▪ 3 classes to choose from. ▪▪ Sentinel ▪▪ Ranger ▪▪ Warden ▪ 4 class-specific appearance variants to choose from. ▪▪ 2 male and 2 female for each class appearance. ▪ Name cannot be more than 15 characters in length. Features Screenshots Credits Notes ▪ This game currently has no BGM or MEs. It's quite difficult finding ones which fit the theme.
  14. You play as a <Character Class> who found himself/herself in some world. Uncrossable river, seas, mountains, there’s no escape and so he dives straight into a dungeon to search for an escape route from it. Knight - Sturdy warrior from unknown lands seeks to escape back to them. Archer - Nimble archer capable of piercing through toughest defenses with her arrows. Wizard - No one knows how long he lived by this point or how long this Elder will live. Rogue - It wasn't your imagination that some shadow just moved, it was this lady. 30+ enemies 40+ dungeon floors 3-4 playable characters Bosses to wreck Engine: Kadokawa/Enterbrain Graphics: Jerom Font: Ed Merritt Music: Eric Skiff Plugins: Mr. Trivel Yanfly - CoreEngine
  15. Jubilee Royale

    presents... Jubilee Royale is a fantasy/romance RPG about Princess Cybil's quest to save her kingdom. Check the headings below for more information about the project! Want to help support this project? Just pop this banner in your signature and link it back to this topic! Thank you so much for your interest in Jubilee Royale!! <3
  16. "Consequences are inevitable. In this world, we are taught that once you choose your path, there is no going back." You can also follow its development on Twitter . Made by Skysagi. Lortrec: Uprising is the first episode of the Lortrec Project. Genre: Action, Adventure, Dark, Fantasy, Medieval, Mystery Progression: ~27% Current Version: Closed Beta v3.3.1 "Shall we proceed?..." [Closed Beta v3.3.1 - Unavailable]
  17. "Uh... hi? It's Raiken Jenova here... with my developed games that's still in progress... I mean...! I shall tell all of you my story about the...war back then!! Here we go!! (/O_O)/" (Argh I dunno how to explain in front of many peeps out there! D: But I will try my best for explaining it! q-q) === 'The war between races of Humans (consists of Warriors and Magi), Elves (consist of Pure-Elves and Half-Elves (and hey, fairies counts too >_>) ), Ogres (Consist of Orcs and Halr-Ogre), and an unknown forces of Ergarade had broken! Who shall get the absolute triumph for the country? Will you, as a human being, one of the 3 absolute best friends, can keep your simple promise after all that happened?' === Characters : (Gotta need some editing later) Raiken Jenova The youngest one of the three. Yellow-haired male with no knowledge of fighting as he's living at the peaceful village until the 'Incident' changed his life... Roseeta Alpha The oldest one of the three. His hair's totally red as his armors, one of the warriors under the order of the Capital. Joshua Eagle Eye The middle one of the three. Blue-haired guy with an eye and skill of the Archer that (claim to be) 'never' misses his opponent. Features : (This one that's what makes the gameplay / developing progress took longer than usual.) - You decide what the story will become. - Simple, easy to interact system with the country. - This story will ruin your feelings (if you're serious gamer.) - (Plan to add) More pain, more gain battle system! - More to come as the development progress. Screenies : The title Screen (new new new O3O) currently waiting for illustrator to replace it. (Looking for some full interact of the battle system while keeping it as simple as possible, because the game purpose's let the players enjoy the story that they chose.) Credits : For support, you can copy this one to your siggy. nb : It's still a solo project, so it might took awhile. Looking for more team members with the same targets and plots.
  18. Introduction: Created with RPG Maker VX Ace, this game is meant as a sequel to Colosseum and XD: Gale of Darkness for the Nintendo GameCube, as well as a continuation of the story from the 5th generation games. The premise is that you embark on a new journey through time and space, snagging corrupted Shadow Pokémon from other trainers to purify, against a newly reformed organization named Cipher and their Shadow Dialga. Screenshots: Characters: Features: Recruitment: Credits: Current Progess: Up through the 2nd Gym. (About 4 hours on my savefile)
  19. Demo - http://www.geneticallymodifiedgames.com/downloads.html A Sci Fi RPG based on the band the FIST. We have the first level nearly complete and two level mapped out. A demo (first level in its entirety) should be ready within a month. the story so far: Heroes (or anti-heores or whatever): (more coming soon) enemies of the FIST: (more coming soon) Screenshots Credits: The game features a fun narrative, custom music, and an art style meant to be be reminiscent of NES era games. There are tons of secrets hiding in the game including characters that will join your group, a hidden cave or perhaps some unique items. The secrets are influenced by games like Metroid. Some will be more obvious than others. This will be a commercial game as merchandise for the band. Facebook page: https://www.facebook.com/profile.php?id=936571413076370 website: http://www.geneticallymodifiedgames.com band website: http://fist.resistingarrestaz.com/ soundtrack: https://resistingarrestaz.bandcamp.com/album/federation-of-interstellar-transporters demo: http://www.geneticallymodifiedgames.com/downloads.html
  20. Genre: Open-World Game progression: Characters: 10% Map: 20% Story: 03% Gameplay: 40-50% Overall: 05% Story: Characters: Features: Planned Features: Credits: Screenshots: Demo: Coming Soon
  21. I have no clever tag line for this project... But, I think it's about time to hit the showroom floors and show off what I have. I've mostly kept some development in my journal/blog/thing and I think I'm far enough to get ball rolling. Please excuse the lack of flashy imagery as that I do plan on working on my own resources in once I get the first demo out. Well... Here it goes! A story in the making: Recollection Story Main Cast More characters are planned to be playable in the near feature. Side Cast More side characters will be available in the near feature. Current Features *Updated 2/9/2016 Planned Features Screenshots NEW! MV Screenshots Coming soon... Credits NEW! MV Credits Demo I plan on releasing the demo once I get the first chapter and bonus chapter done. I will also be looking for bug testers for when those two chapters are complete. This is to ensure that the game itself runs like it should and if I need to make any rebalances to the mechanics or fix any typos in any of the text. I will make an announcement once I get close to finishing the first demo. Also upon release of the demo, there will be some README files within the folder for those who need some information about how some of the game mechanics work. I added those so that if there are newer players who haven't played an RM game before, they have some basic concept on what to do. Updates *Update 4/20/2016 Added some more another person to the MV credits. I'm also looking around at his plugins and I might be adding a few more of his plugins in the future. Thank you for taking the time to look at my project. =)
  22. Jokingly Serious Mainly due to explicit language and some sexual/suggestive themes. Abstract: Pokemon in "comedic" yet serious situations. Genre: RPG Game Progression: Limited early alpha, expect at least a year for beta with our current crew. Recruitment: Artists for sprites, Minor scripters are not needed but are open for interest. Current Crew: [Main developer] Eziam. [Possible scripter] Kevans. [Definite playtester] Ion. A game with a world of Pokemon. But the Pokemon are the people. Mix that in with some cheezy stories and cute characters, and you get some interesting reults. Characters Setting/Plot Screenshots Credits Features [Or in other words, what to expect other than the story line] Music
  23. Holy Refrain Abstract: In a world torn apart by a war on Witches, three soldiers must seek the heart of all magic against all odds, and find the truth of "good" and "evil". Genre: RPG, Fantasy Game Progression: Writing -- 100% Characters -- 100% Mechanics -- 40% Cutscenes -- 33% Database -- 40% Recruitment: Not currently seeking. Story / Setting / Purpose: For centuries, there has been a veritable cold war between two military academies: Surrindohr Academy of Eridell, and Orburn Academy of Tergeron. Enter three soldiers of Surrindohr -- Hikari, Demi, and Ruslan -- who are training to continue the grand purpose of these two academies: to kill Witches. Witches are an unexplained phenomenon: females with the inherent ability to use magic without the study of ancient text, but at a horrible price -- over time, their magic drives them insane, and often into a murderous rampage. Only the soldiers of Surrindohr and Orburn are qualified to hunt Witches and protect the world as a whole, but when the trio encounters a Witch for the first time, everything changes... Experience a story of morality, friendship, and love; life and death; and what it means to think for yourself. Character Bios: (in order of appearance)(party members only) Mechanics Skill Tree System (spend Skill Points on Skills to customize each character to your taste) Weapon & Armor Synthesis Puzzle Dungeons & Bosses Combo Skills between Party Members Quest System Camp System + Relationship System (choose characters to talk to when camping & get their bonus quests, backstories, & combos) Credits I was bad about keeping record when saving things but I believe this is mostly everyone -- I'll more diligently list these as I progress. --Celianna --Yanfly --Ameblo/Makapri --Momope --Final Fantasy (all)/Drakengard 3/Nier/Legend of Legacy/Pokemon/Valkyrie Profile/Tales series OSTs --Atelier RGSS --The Closet Screenshots
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