Aether Chronicles: Key to Heaven (Demo Available)

Mushinronja

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Abstract: An adventure across a country to save your home from an outside threat.
Genre: Fantasy
Game Progression: 2 Hours of gameplay done so far, story skeleton completed. 

Average Demo Time: 2 hours, but that's for me, who knows how enemies fight and would talk to most npcs to make sure they work right.

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Demo (about 4 hours in my experience) Now only the most recently updated one, and it works this time!​
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RTP - https://www.dropbox.com/s/vmqv17zko5vktkh/Aether%20Chronicles%20Key%20to%20Heaven%20v4%20RTP.exe?dl=0

No RTP - https://www.dropbox.com/s/iurcknh3a5kk2hq/Aether%20Chronicles%20Key%20to%20Heaven%20v4%20NoRTP.exe?dl=0

Issues/Bugs:

- Some items are labeled with (FIX) at the end of them, since I need to switch them out with newer database'd versions of them. As such, status cure items with (FIX) at the end of them probably won't work on you. Feel free to use them potions tho.

- After waking up in Almala after reaching it and resting, do not go into the Guard House (big, dark building). Will send you back in time and you'll be stuck there.

- No battleback in the poison forest area. Woops.
 
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"On the planet Aerth (shortened to Aeth, or Earth), a world brimming with the mystical natural energy source known as Aether. The Northeast Continent is split between the Kingdom of Vigrand and the Empire of Beorgia. The two are in constant conflict, and Beorgia seems to have the upper hand due to sheer numbers. However, Vigrand has a more advanced grasp on the manipulation of Aether, and still has a few tricks under their sleeves."

"Not only that, but in Vigrand live certain individuals... People with the strength to change fate."


The events of this game are the events of a war taking place on the Northeast Continent of Aerth. You take control of the characters Grissam Vale, Alemmi Bright, Nacht Altrion, and Tyria Reid as you fight to defend your home from the Beorgian threat. The journey will span the majority of Vigrand, and you will meet many of the sometimes strange people of the kingdom.
As the war rages on, the stakes are raised, the situation becomes more dire, and the actions that need to be taken grow more and more extreme. At the end of it all, will you be the same person you were when it started? Will the people you consider allies still be as such? Who knows? There's no time to think about it now. There's a war to fight. 
Hugely un-detailed world map, only 3 countries planned have names, this game will only take place in Vigrand. I actually made Vigrand too big too; I don't want a world-encompassing escapade that makes everything feel small, I want Aerth to feel large by making Vigrand smaller, funnily enough. It also should make everything feel more personal. This is the story of one country in a big world, and although it may not seem like a big deal compared to other stories of worlds being devoured by demonic beings, to the characters involved, they're risking everything. 

 

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Playable Characters

Grissam Vale

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A young swordsman, raised in the town of Dyme for most of his life. He has big dreams and is very skilled in combat, but his laid-back attitude keeps him from working too hard when he doesn't need to. When pushed however, Grissam can fight like a demon. Usually the only thing that pushes him that far are conversations with Nacht. 

Alemmi Bright

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A Lightess, which is an acolyte of the Path of Light, the main spiritual belief in Vigrand. Alemmi is a very kind person, well liked in Dyme due to her her helpful nature and bright personality. Uses Light-based magic to heal friends and hurt enemies. 

Nacht Altrion

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An Aethermancer, the name for the people who work with Aether and manipulate it to do multiple things. These things include controlling Aether Machinery, focusing Aether into various materials, and (what Nacht is more adept at) using Aether to attack enemies with various elemental or status effects. Nacht is a very skilled Aethermancer, and he knows it; his personality around people he doesn't know/respect can be quite abrasive, and he has a fierce rivalry with Grissam. 

Tyria Reid

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A Defender in training, the soldiers who focus on supporting their allies by increasing their defenses and overall fighting ability. Although not a fully-fledged Defender, Tyria's near-paranoid tendencies and skill in battle leads people to put a lot of trust in her abilties. Rather introverted despite her looks. 
Non-playable Characters

Lisa Vale

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Grissam's mother, and a very skilled Aethermancer. She used to be a member of the Vigrand Military, but Grissam doesn't know just what that entailed. She's actually in her 40s. Working with Aether keeps you looking young. 

Sheena Grin

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An ex-lightess. Her abrasive personality to most people led to her resigning from the Lightess order, but she still generally follows their teachings and uses their skills. Sheena is however, unlike most Lightess, incredibly powerful, and is as dangerous as an Aethermancer despite Light Magic being primarily support-based. Treats Alemmi very nicely, Nacht semi-nicely, and Grissam very harshly (it's mostly for his benefit). 

Dilo

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The Aethermaster presiding over the experments being conducted by the Aethermancers in Dyme. He has a long history in the Vigrand Military, though only a few know of his past before he joined. He is a very kind man, and would do anything for his country. 


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Enterbrain

- Faces and Battlers:

Closet & Closet Ace
Sakura (Mazeran?)
Amycco
Averyn RPG Maker Resource Planet

grandmadeb for them lists!

- Scripts

Yanfly
 

Ace Core, Ace Battle, Message, Enemy Health, Event Chase Player, JP Manager, Learn Skill, Victory Aftermath, Gab Window (currently unused), Menu Engine,

Himeworks Triggers (currently unused)

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Explore Vigrand - The character's journey will encompass the whole of the kingdom of Vigrand, and each place they visit will be full of interesting people, interesting things, and probably lots and lots of danger. 

Character Conversations - Conversation points found throughout your journey will flesh out the characters with interactions between them, some serious, some comical. 

Build your own fighting style - Every skill is made available at the start, but the JP needed to unlock them gets higher and higher, so you can save up from stronger skills and be specialized, or spread out your skills for a variety of skills useful for various situations. 

Build your TP with skills - Technique that use TP are stronger and more damaging, so it's important to be able to use them. You don't have to just sit around and get hit to use them too; skills that take MP all boost TP by an amount, meaning you wanna use all your skills all the time!

Quests and rewards - There are quests to take to hunt down big monsters, and you can take parts dropped by them to make unique weapons. Some give unique skills usually only used by monsters, others are just strong. Fight things!

Tough! - Hopefully. I want it to be a tough game at least. Tell me if it's not tough, I'll make it tougher. 
 
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JacobM

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Looks good! I'll have to check this one out.  :)

My impressions so far:

Good intro, short and sweet.

Dialogue seems good enough. 

Ah. the a-typical lazy hero. Gotta love it.

Funny dialogue. That grin. lol. Grin cracks me up.

Mapping is decent. I feel like the houses could use some work. Interiors seem a little big but that might just be me. Doesn't look terrible though.

Good music choices.

The lively NPCs are good touch. I need more of this in my own game. lol

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This is just me being picky again. the corners and the  lip can be fixed with shift clicking. if you need help with that send me a PM. also you might shift click in the rounded edge as well on the part of the cliff that comes out. Edit: Also, the shadow should stop at the top of the cliff. 

Battles are well balanced so far. Not too difficult.

Nacht is cool. Gotta have an archer. I dunno how I feel about having 3 characters this early in the game but it does give you some dynamics fairly quickly, and I like that.

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The resting lady. I feel like she should heal you with a spell instead or there should be a healing spot. It's minor but I feel like that would make more sense? It would also be quicker then waiting for the rest screen. Again, doesn't mater that much.

That's all I had time for  for now. I'll continue the game tomorrow most likely. Looking great so far! :)
 
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I want to say this sounds like a great idea for a hack, more so the story of it

Unfortunate I don't have a computer to play it on, but I will play it soon!
 

Mushinronja

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Thanks for the feedback Drassray, the bit of mapping issues ya screencapped I just didn't notice, so I'll go ad fix them up. And don't plan for an archer, lol. Vigrand is basically made up of 4 class types, and each of the characters will be one of them, Swordsman, Aethermancer, Lightess (I guess... Lighter, if male), and Defender. Partly because I may have just forgotten about bows and arrows, lol. Well one character will use them later on, at least. And as for the resting lady there, I suppose it makes sense to make it magic, especially as I later on have it so another person like that just makes a magic circle that restores MP, and makes you do the healing yourself (since Aethermancers aren't healers). So yea, shall alter that.

I guess I should pick up my feet and play your game as well, lol.

And Shadowfrost, whatcha mean by a hack? Genuine question, it's prolly a common term I don't know, lol.
 
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And Shadowfrost, whatcha mean by a hack? Genuine question, it's prolly a common term I don't know, lol.
Oh shoot my condolences XD. I'm from a forum where hacks are usually the main thing there, when making games. Basically changing a rom of a game or what notI meant game. It's been too long since I've been here lol
 

Dalph

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Ok I played it too. Sadly the game froze at a certain point and I couldn't finish it:
 

I quote what drass said here, the intro is nice and the dialogues are nice too, you obviously put a lot of work into that and I can see it. The mapping is ok, a bit weird in some places (especially in the forest) but overall you used decently well the RTP materials. I think that Nacht is my favourite character so far, he's cool...but overall they all seem to be well developed, as I said I enjoyed the dialogues. The first boss is hard but ofc not impossible to beat, I was at level 4 (and with the best equipment so far) but the beast was still quite the challenge. I like also how you can choose if you want to see a cutscene or not, that's a nice touch to the game.

The music choice is appropriate and fits for the different locations.
 
Some minor errors:


These water tiles aren't supposed to work like that, these are...uh, water reflections of cliffs (rocks) and there aren't cliffs here, just go with regular water tiles.


I'm not so sure if you wanted to make a cross but still...the carpet's shape looks kinda funny and weird, I suggest to just make it rectangular or maybe squared.



This is what happens when I lose, the Game Over screen isn't centered.


The game froze here.

I can't move\open the menu or do anything when I enter in this room...so I was forced to stop here, which is sad because I wanted to continue.

So far it's a nice game, fix these issues (especially the last one) and you will be ready to go. I want to continue it.
 
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Mushinronja

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Darn, sorry for that Dalph, I'll be sure to fix them. Do you have any earlier saves? That room is optional so you could progress if you have some, though if you don't I'm not sure if you can retroactively fix the issue by transferring your save over to a fixed version. If you can though, then that works.

As for the water, was kinda hoping to brush it off as a the ground underneath the water being bumpy or sumthin, but yea I should fix that, lol. iirc the water in that tile looks nicer than the other ones.

Carpet, yea I should fix that. I'll probably separate the main and side ones.

And the Game Over screen: I didn't realize that existed, lol. Shall find a way to fix.

Fixed the thing with that room, a switch that activates when you enter the room didn't have a self switch that stops it from going (as it is on autorun). Along with fixing the water and stuff, I shall reupload the game files (should I replace the ones already up, or do I just add them as like a version 1.01 or sumthin? idk the norm).
 
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Mushinronja

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These versions should have fixed that room, and hopefully there are no other progression blockers. You were nearing the end since you were there. Also changed the names of Nacht's basic Aethermancy spells, though the changes are basically just cosmetic for now. 

 
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Dalph

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@Mushinronja:

I finished the demo:

At first glance I thought it was necessary to enter in that room and yes, I saved just outside it so I didn't have problems transferring the save file in the new updated version. Now everything works well.About the carpets: There's an huge weird carpet in the Dyme Aether Facility (floor B1 if I remember right), I suggest to make a lot of "separated" rectangular\square carpets, it will look a lot better in this way.

I noticed that some maps in this location are pretty big...but despite this you did a good job I think, they don't look bad at all.
When Dyme is under attack some of the Beorgia Soldiers have the Direction Fix enabled, they basically chase the heroes without staring at them, it's kinda hilarious...you should fix this small issue.

The Stone Golem was easy, the fight was just long (because the boss has high defense) but Kriez was challenging!

I liked the strategy in that battle and I liked the character too, he's intriguing in some way.

When I finished the demo I wanted to play more, to see how the story will continue, this clearly means that I liked the game.

I'm looking forward to see the updates, as I said it's a nice game. Good job.
 
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Mushinronja

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Thanks for playin through it so quick man, much appreciated.

Yea, carpets are alien to me, lol.

For the size of the rooms, I was conflicted as the Aether Facility became a dungeon in gameplay, but was never intended to be a dungeon in-story. So I made it like it was just a big research facility and had to do some path-closing shenanigans. Despite that, you could just blast your way down the right side and skip the left entirely, lol.

That's basically the idea of the Stone Golem, but maybe if easy and long equates to "boring," I should change it up. Glad to hear that Kriez was tough tho. And yea, the enemies (as I plan it now) will be pretty characterized, as much as I can without having the camera on them 100% of the time.
 

Mushinronja

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Gunna add more of an intro to the game, despite ya guys saying you liked how short it was, lol.

Of course, I'm not adding too much, and truth be told, the little bits of dialogue shown on the black screen were added in the last 10 minutes as originally it would have just started on the screen where Dilo's talking about the Lockstone. The new intro will simply say the same general thing but with a bit more detail, and in the background you will see some of the characters that you won't meet for a little while, like little hints.

Next area groundwork is mostly done, still gotta add enemies and events and junk.
 

Mushinronja

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Work and school takin a buncha time, but i've finally got into makin the next area of the game. Doesn't help that i find mapmaking one of the less interesting parts of rpg maker (prolly cuz i don't know how to do the crazy stuff with it). Anyways, here are some screenshots of my weird/lame maps, lol. 

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Mushinronja

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I think I'mma start trying to make weekly posts to keep my head in the game, so to speak.

Anyways, major progress done, the latest area I'm working on (the same as in the images above) is nearly done, the story parts needed wrapping up, the enemies made and placed but not yet tested, and another optional boss has been pieced together. New equipment with various effects in place (I think I'm going to make elemental weaknesses and strengths a major thing, each character already has elements they're naturally weak too, but armors will add or remove them as well), like weaker weapons that increase defense and health, or armors that grant weakness to an element but increase attack.

I've decided on quite a major change as well; in order to increase the time you get to spend with certain character, I'll be making some of the until-now "Non-playable characters" in the opening post playable. I'm hoping to make the player care more about the characters in the world, and the best way to do that is to give em more screen time and action, imo.

Next time I update the demo will be after I complete this current area (Aldyma Mountain (it's between the towns of Almala and Dyme, expect more of this naming convention)) and the next which will be when you play as Grissam's mom, Grin, and the green hair'd guy you wouldn't know unless you played the demo. So I gotta make a completely new area and 3 or so new characters too. Fun times!
 

Mushinronja

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Another week, another post. The area of Aldyma Mountain is basically all mapped, and the town of Almala is made as well, along with the explorable area in the town. There isn't much to explore in Almala tho, because it jumps to the other now playable characters, where you will be able to play as 3 stronger characters with modified, stronger versions of the classes the main 4 will use. The actual progression of their section isn't 100% planned out though, so still some conceptual work to be done.
 

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ok... so i looked this up on youtube to find out how to get passed the guy passed the golem, because it took EVERYTHING i had just to even get passed the golem... and i find out there is a version where you get more then one party member... I also find out you can start somewhere besides the aether facility with the beorgians attacking it and killing everyone... where the heck do i find this version? I mean, yes it was nice and challanging going through this version of the game; and it's an interesting plot point that engrosses a person and draws on there empathy... but i really like the apnesphere of the version i saw on youtube as well. so where do i find it?
 

Mushinronja

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...?

Wut?

You're sayin you started the game in the wrong place or something? OH GOD. Please don't tell me I messed up the 2nd version of the game or something. imma remove the demos real quick....


(Also, oh hey, someone played it and put it on youtube. Man I really hope I'm not as dumb as I think I might be.)

(Oh hey, it was shadowfrost, cool, lol.)

I am as dumb as I thought I was. Oddball, my bad, in fixing the demo for Dalph when he posted he played it here, I moved the starting location and never put it back (and never noticed because I'm the worst). So, I'll reupload a corrected demo.

EDIT: FIX'D


Well might as well use this post to post the weekly update, lol.
 

Not much in particular done, mostly working on enemies for the next area, their stats, and balancing them with the static levels and skills of the guest-character party.

I actually haven't completely tested the previous area yet.... jumpin the gun a bit.

Got some pics tho, showin some added tutorial messages and skills. 

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Oddball

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it was kind of fun trying to figure out how to progress. i beat the golem by teaching break to Grissam. Keeping it's defense below normal. It also kind of added flavor to that point in the game (your caught, your dead) which worked with where the story was. so it actually was an enjoyable expirence
 
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Mushinronja

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Between Bayonetta 2 and college work, honestly not much done in the RPG Maker front. That being said, the next steps for me to take are rather clear, and involve area/enemy testing/filling out and some balancing on the player character's parts. Couple of slow weeks, but don't count me out just yet, yo.
 

Dalph

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@Mushinronja:

No worries man but I want to see this finished because it's a solid game, take your time with it, I'll be here waiting for the future updates. Good luck!
 
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