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Spirit Host

 

Initially an entry (and winner! biggrin.gif) for Game In a Week 13 over at RMRK ( http://rmrk.net/index.php?topic=49365.0 ) titled Spirit Summoner Girl, Spirit Host is an Adventure RPG about ghosts and their dark worlds. After numerous changes, I'm finally confident with the direction of the game. This is an RPG with an emphasis on involving combat and player choice. Backed by a character centric story, I hope to make a game enjoyable to all kinds of players.

 

Story

You play as a high school student named Natsumi. After your parents went away on a business trip, you move in with your older brother, Toshiro to continue your schooling. Many strange occurrences have been happening in town; from students going missing, to ritualistic suicides, and crazed murderers. No one really understands the true reason for these horrible events. The rumor going around town is that of an evil supernatural force passing through Japan and leaving a wave of death in its path. You and your allies will either align with the Spirits or take control of them, and use your new-found powers to change your world.

 

Characters (More Coming Soon)

 

Protagonist: default name "Natsumi"
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"Tarou"
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"Hana"

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Screenshots

 

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Features
-More than 60 Host Spirits (3 variants each makes it more than 180 Hosts)
-In depth battle system
-Stat Allocation
-Unique Equipment system lets you play how you want
-Multiple Endings
-Custom Art

 

-Hosting System-

 

Combat

The most important rule of combat in Spirit Host is that you will have just 3 Points of Mana. Every skill costs only 1 MP, however there is a type of Equipment called Artifacts; each Artifact teaches a Unique Skill that costs 2 MP. Whenever an enemy is slain (or through alternative methods), the entire party will restore 1 MP. After every battle, the party regains their MP. You will not be at the mercy of your MP, from special Accessories to Powerful Host combinations, you will learn to use the system to work for you.

 

Conversation

At the start of every enemy encounter, you will have the opportunity to interact with the Spirits. Here you can talk to the Spirits. Not all Spirits act the same, giving gifts or telling them what they want to hear will make Spirits respond to you in a beneficial manner. Spirits can run from you, get more aggressive, rally their allies, or even sacrifice their Souls into your hands without a fight, simply to serve you.

 

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Hosts/Crafting

Every enemy Spirit you encounter can have their "Soul" taken. If you manage to take a Spirit's Soul, you can equip it on any party member. It will grant 3 new skills to the Holder. You can only Host one Spirit at a time, which means you will only have 3 spells at one time (Initially). To truly dominate in battles, you will need to find good Host Combinations among your team.

Deeper into Spirit Host, you can learn to craft Spirit Cards. Spirit Cards will permanently teach a skill to a character. To limit player grinding, whenever a Spirit does not drop its Soul after the battle, you will be instead granted special Materials used to create Spirit Cards. Defeating an enemy is always getting you closer to advancing your character, not just in terms of Level.

 

 

 

Credits

 

 

Enterbrain
Victor Sant
Yanfly
Syvkal
Neon Black
Galv
modern algebra
FenixFyreX
V.M of D.T
Ocedic
ayene chan
TDS
Presence of Music
http://hyouburogu.jugem.jp/?day=20090615 ("Soldier Record")

 

 

Edited by hiromu656

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*ahem* To quote Peter Griffin- WHY ARE WE NOT FUNDING THIS?

 

Seriously, this project looks pretty darn amazing. I like the art direction you have going here, and the concept of limited MP/skill combination seems really, really cool. Definitely keeping my eye on this topic for any further updates. :D

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I do admit, I am really interested in this project. It looks really well done and out together, and I like the sound of that combat system. 

Look forward to hearing good things from this topic!

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Thanks a lot guys, I wanted to have something in terms of a formal update by now but since I don't I can talk about what I PLAN on showing soon. 

 

First of all, I want to reveal the 3rd (and final) party member (the rest you'll have to see from playing the game :P ). I'll still be showing off the art for side characters just to show Progress. Most of the coming updates will be Art. I'm currently working on the first Dungeon, so "side characters" will also include art for the Ghosts you will encounter. Thanks again for the kind words and I hope to have some more to show very soon!

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Quick Update: Been working on the game, mostly databasing and general writing stuff. I'm going to be away for a month or so during the summer, and sadly without my computer, which means I won't get much done at all during that time. So here's a glimpse at the third party member Hana Imai, she's a fun character and I've been having fun writing dialogue for her. Tomorrow or the day after I should have new screenshot(s), Hana's art finished, and hopefully a Ghost or two. After then I'll be away sad.gif

I'll keep doing smaller updates during my time away, mostly concepts of whatever I've been planning. 

 

Here she is:

 

 

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The game looks promising. =)

The graphics/art are very good.

I liked that idea with 3 MP. This will force players to better manage skills in battle.

Good luck with that project and don't worry, everything will be fine. :)

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Welp, good news and bad news. Bad news is I've obviously not finished the art, I had unfortunate interruptions and now I'm "away" - good news is this vacation will be much shorter than I had previously thought :D

The concept updates are still coming, hopefully they'll grab some sort of interest in the game before I can show off the real thing!

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Another Update:

Spirit Host is still going strong (in my notebooks!). I've been writing and drawing a ton in anticipation of returning to my beloved computer. Not going to lie, when I get back home I'll be slightly distracted because it will be a month without a PC but I will try my best to get done everything I had promised as soon as possible. I should be back July 30 or the first of August. I wish I could have finished the art for Hana but that didn't go as planned. That will be the first thing finalized along with the other stuff (ghosts and screenshots). Rather than repeating all this stuff again, my next update will be about battle scenarios. Although perhaps this kind of thing would be better as a Blog :P

 

Next update in a week?

 

(Edit: oops i said June when i meant July)

Edited by hiromu656

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I love the mapping style in this project, especially the interiors. I'm not usually into these kinds of games but this one caught my interest, I'll have to keep up with the updates.

 

Awesome work! ^^

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Update:
Looks like my "vacation" is coming to an end and I can finally get back to work real soon. I wanted to make an update on battle scenarios (whatever that means) but I've been thinking about the flaws of my current battle system and sort of hit a wall. For the most part, in Spirit Host, the battle system's intrigue comes from everything you do OUTSIDE of battle, which is the opposite of what I want. What I mean by that is, you really only get involved on improving your skill setup and equipment and once you get into the battle you're just going through the motions. There is no real push and pull once you're in combat itself. So I was stuck on what exactly i could do to get you more involved in combat, until now. Funny enough the idea came from a fighting game. I had gotten Capcom vs SNK 2 from the PSN store and the Groove system really stuck out to me. After choosing your characters in the game you select a Groove. Grooves change certain abilities you can perform, or even the way you generate special meter and other aspects of the game. This made me think back to my own game. What if every ghost fell into a different "Groove". For instance GhostA and GhostC are both from the R Groove, meaning they let you recover a point of mana everytime you reflect a skill or attack. Of course I don't plan on calling them grooves, but this is the direction I'm going now. Having certain ghosts change the way you generate mana, this way you arent stuck with just 3 mana during a boss fight for instance.
Thats the center of my issues with battle, solving the boss fight situation. At first I thought regaining mana from enemy kills was enough to keep combat interesting and when it came to bosses, I would have them squishy but deal a lot of damage so that you wouldn't go out of mana too often. This isn't all that fun actually. The "Grooves" I plan on using will make the game much more involving during combat and even gives you more control over your playstyle. Soon I will have a list of the planned Grooves along with the name I plan on calling them. Kind of a wall of text but it keeps the post alive (i hope :0) and lets me explain the stuff I've been thinking about. Still, theres no demo to play so I'm sure anyone who reads this will forget all about it the next day! I really can't wait to start back working on the game, hopefully this is the last update with no real content.

 

EDIT: All of this is what I WANT to do... a bit tough now that I'm working it all out. This may not even happen heh, but if all goes well, this would be the ideal battle system.

Edited by hiromu656

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Well this is what I get for promising things I have little control over. No point in posting anymore bland "updates", the next time I make an update to Spirit Host, it will be something substantial. So I'll return when that day comes :)

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I like the sound of this!

 

Reminds me of many SMT games, which I love XD

 

Look forward for the update~

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I usually hate combat in creepy school games but this game looks really lovely. :) I've very graphicist though so it's probably the nice maps and graphics that makes me like it more xD but you kind of look for that in this genre most times. I can't wait to see more characters added. The story is a little obscure with it's shortness in explanation but I noticed that to be deliberate, regardless, this looks all very well and can't wait to see more :)

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I wanted to hold out on posting before I got my proper update ready, but I'd like to clear some things up about the game.

 

Firstly, don't expect the game to be outright horror or try to scare you. Although the game revolves around ghosts and the supernatural, the ghosts are not meant to scare you. Near the opening of the game, you are a bit uneasy around them, but that's not going to last throughout the game, considering you will learn to control them. This is an RPG, not a "creepy school game" :P so think less Corpse Party and more SMT. The story is mostly vague in my first post (which is intentional) but that might not be too smart of me. Either way, there's not much I want to add to it, so it is what it is. It's been much slower than I had hoped, but the update is still on its way.

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Update!! :


I've finally stopped slacking so much and got some stuff done. I have started school so that's one excuse I'll use. 


Might as well start with new Screenshots:


 


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There's a shot of you and Tarou in battle with some Spirits (they float around in game, so it's not so static). The next screenshot is you speaking with your brother after waking from a nightmare. Once I get his art done, I'll add him to the character list (with some of his background) on the first post. The next two screenshots are the interior of the abandoned Shibata Building. Once you step foot inside, your world is distorted, and you do not understand why. If you look at the final screenshot you see the main character approaching one of those Spirits shown in previous screenshots. Those guys come in 3 flavors: Blue, Yellow and Red. When You see a Blue Spirit you can rest assured that it will not harm you. Red Spirits are angry and can attack you without warning. Yellow Spirits are the unstable ones. When dealing with a Yellow Spirit, your actions or the things you say to it can either enrage it (turning Red) or pacify it (turning Blue). To avoid confusion, know that although these Spirits may have the capacity to fight you, they are not what you would call "on screen enemies". Every one of these Spirits' dialogue is unique and they can even help you out at times. 


 


I've also gotten Hana Imai's art done, she is the 3rd playable character. You may notice some differences between this and the art I posted a while back. She was really fun to draw, the hat took a lot longer than I expected to not look stupid, and I'm still not sure if I've gotten it just right!


 


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That's about it for the update. I'm running into walls trying to get my battle system to work exactly how I want it. Similar to "Press Turns" from the Shin Megami Tensei games, I wanted a system that granted MP whenever specific actions were met. However, I wanted certain Spirits that you have as a Host to have different requirements. So one Spirit gets MP restored upon critical hits, while another Spirit does so every time you Counter an attack. If it takes too long to get that working, I'll just stay with my original idea of simply restoring MP by defeating enemies. Perhaps the next update will come with a video instead of screenshots? Finally, I'm planning on getting a demo out in the coming weeks, it will consist of the intro to the end of the first Dungeon (around an hour). 

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seem like my type of game. looks very interesting

 

any plan for a demo/preview ?

 

Yup, a demo is coming. At this point I'm really just doings maps and balancing, the demo should take a week or two.

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