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Mars has just moved to a new city with his family. It's his first day at a new school.

Except every day is his first day at a new school.
Every morning Mars wakes up and relives the same day.
Every night the world ends.


Features

  • Do anything you want in a consequence free world!
  • Dynamic music that took ages to program and will be unnoticed by 99% of players!
  • NBS battle system (No Battle System) - this is an adventure/exploration/puzzle game. It has no combat!


Explore Phobos City

  • Solve the mysteries of Phobos City and try to escape the timeloop!

56e2b033a9560_Screenshot4.thumb.jpg.72d0

 

  • Interact with the charming and witty citizens! Make friends!

charming.thumb.jpg.cf820d2c503b333921a73

 

  • Relive the same day over and over: almost as tedious as real life!

56e2b0313459c_reliveday.thumb.jpg.fd4d6e

 

 

About Me and Influences

Hi, I'm Matt and I've been making this thing.
I've been playing around with software like RPG Maker since the late 90s trying to make my own game.
Mars Underground initially started after finding out a new RPG Maker engine was coming out. I checked out the DLC graphics packs available and was particularly taken by "Old School Modern" by Jason Perry.
At first I started planning on making a game that was largely Earthbound inspired. As a twist I thought I'd set it in a timeloop. Eventually I removed all the RPG elements and made it into an "adventure" game. I've been heavily influenced by the classic LucasArts adventures.
I have also always loved the way Zelda games open up as you play them. It's a feeling I'm trying to capture in my own game. As you unlock topics and gain items you can get to new places and have different experiences.
Dynamic/reactive music has been a passion of mine since listening to the music of Monkey Island 2 on a decent soundcard. I've been trying to make the music in my game as "dynamic" as possible using events.
Outside of video games I'd say Mars Underground is influenced by movies like Groundhog Day and Donnie Darko and novelists like Philip K. Dick and Kurt Vonnegut (that's where my user name "Kilgore Trout" comes from).
 

 

Demo (updated 30 March 2016)

 

Play online: http://www.indiexpo.net/en/games/mars-underground-demo

 

Download (PC): http://rpgmaker.net/games/8513/downloads/7991/


Credits
Design

Matt Sanderson

 

Music

Matt Sanderson

Paul McMahon (Akumenn)


Graphics
Old School Modern, Fall Tiles and Time Fantasy by Jason Perry
Pop! Horror City by Vexed Enigma
RPG Maker DS+

Modern Shop by Lunarea


Scripts

TerraxLighting: Terrax
MVCommons: Zalerian, Ramiro, Hudell, Dekita
TDDP PreloadManager and FluidTimestep: Tor Damian Design / Galenmereth
WebAudioCache and AdvancedMenus: orlando
ChangeTileSize and MV Smart Path: Shaz
DMV Core and DMV MapButtons: Dekita (www.dekyde.com)
Copyright © 2015 - Dekyde Studios
Dekyde Studios Developer: Dekita - dekita(at)dekyde.com
YEP CoreEngine, MainMenuManager, RegionRestrictions, MessageCore and X-ExtMesPack1: Yanfly
SilvSkipTitle: Silver
MBS SmoothScroll and MapZoom: Masked
TTKC EventBaloonAlert and TTK ChoicesCursor: Fogomax
Orange EventHitboxes and InstantTrigger: Orange
Hime ConditionalChoices, HiddenChoiceConditions, LargeChoices and DisabledChoiceConditions: Hime --> HimeWorks (http://himeworks.com)

 

Font

Xeliard by Alex G.

Edited by KilgoreTrout

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Demo updated 7 July 2016:

 

-Can play through the entire day!

-More locations. More things to do. More music. More everything.
-Can travel on bus. Reach locations: Phobos City, Pac Street, Moloch Headquarters
-Use of Jay’s VariableMix plugin for dynamic music crossfades
-Removed icon pop-ups
-Dialogue choices now use HMSChoiceDisplayMode
-Note: Current web demo does not run well on mobile devices
-Note: “Quit†crashes game in web demo
 
 

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Hi KilgoreTrout,

Please reformat the OP so that it better adheres to the Gaming Lounge's blueprint (http://www.rpgmakercentral.com/topic/9746-the-gaming-lounge-blueprint/). If you have any problems PM me.

 

 

Other than that, this sounds like a cool project. Is there linear progress between restarts or would you have to re-solve every puzzle each time?

Is there a fail state, like a certain number of restarts?

And how complete is the demo? I think I'll give this a go when life cools down a bit.

Interrogation over...

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