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*** IMPORTANT 16_0715 DEVELOPMENT HALTED***


I apologize for adding yet another reason for RPGMaker critics to insult the community, but Prequel has been halted indefinitely.


Work towards it has been re-purposed towards a much more realistic goal. One which I hope will result in more visible milestones and allow a more 'plug-it-in-as-it's-ready' development cycle.


The evolved project is tentatively called 'Grinder' and will consist of a no-story, rogue-light, open(ish) game space, where I can iron out my mechanics and class structures without the distractions of NPC arcs, quests, economies and world travel.


Alpha 1 will remain hosted as an embarrassing reminder, likely just to myself, of my tendency to allow my aspirations to get the better of me.


(And how terrible that thrown together intro is, even though it was always intended to be improved rather quickly.)


Everything below remains unchanged from the last update in 2015.


*** IMPORTANT ***


This is an incomplete and totally unfinished Alpha demonstration...


Please read this synopsis before playing, or you may find yourself confused.


***********************


Current Condition: (as of 15_1211)

  • Much of the details are place holders. If you are confused please ask and if I have not already explained it, I will be more than willing to!


Spoiler



Please keep in mind that as it exists now, there is still A LOT of polish that needs to be applied and game content can still change VERY RAPIDLY.


Alpha 2

  • In progress...
  • (New) Implicit Interaction Mechanics (This is replacing ALL previous event mechanics, thus taking some time)
  • Equipment Sockets



v1.01

  • More quests/tasks.
  • New party member.
  • Limited Shop Stock.
  • Element Damage by States.
  • See this post for more specifics.



Alpha 1

  • Placeholder Battle Balance. (Will be the last thing tuned)
  • Aprox 20~30 minutes of content. (Depending on what you choose)
  • Crimes. (Theft, Murder, Trespassing) (Not fully implemented)
  • Half a dozen 'Tasks' with journal entries.
  • Four potential relationships. (There will be no romance. Relationships refer to the 'Platonic' types)
  • Two potential party members.
  • 4 Distinct Classes/Jobs, two of which are easily accessible currently.







The game begins with you, a common citizen of the Kingdom, dealing with the adversity that entails. Unlike most JRPG's Prequel is not a story about an epic quest to save the world. Instead, it is an experiment in open ended, Non-directed Consequential Gameplay. (New buzzword?)
 
While those familiar with traditional JRPG's fare might choose the high road out of a conditioned expectation that not doing so has VERY LITTLE, if any real effect on the outcome. In Prequel, your actions, good and bad, necessary or not, will often have immediate and lasting impacts in the game world. And while many of your choices will result in what appear to be dead ends, this is rarely the case.


For example; losing access to the front of a location (by irritating the one in charge of the door) often only means you'll need to discover an alternative entrance. Doing so, may even be less costly than the original you just ruined. Or more costly. The only way to know would be to replay the trail of decisions that lead you there and all consequences after.


Also, cultivating a relationship with a prominent personality may alienate others that, up to that point, were also potential relationships ready to be cultivated. As such, the people you attract and befriend may be wildly different from one play through to the next.


I suppose I can sum it up here by saying that, if you expect to be told a grand story requiring little more input from you, the player, than pressing a few buttons in the occasional encounter or boss battle; then odds are you won't like Prequel very much. But if, like me, you are tired of railroaded content and ego stroking prose, and are looking for a little more consequence in an RPG. Then I hope that Prequel offers you at least a small amount of it.
 
 
Development:
Currently making Prequel has become a full time proposition for me. I hope that I will manage a good 2 hours of solid, open ended, game play for, what will become, the final Demo. After which, it will be available as a download rather than just a browser play through.
 
Depending on how well Prequel is received at the Demo's conclusion, I may continue work on it and push it through into a full 10+ hour commercial title. It all depends on you and the willingness of the many community contributors from which I have borrowed so much.


Current Team Members: (Other than myself)

Spoiler



None.

 
Here is the link to the online Demo.
(It is a standard hosted domain so if this gets to much traffic, performance may suffer during peak times)
 


Pending Additions:

Spoiler


  • In game manual. (For detailing features hinted at in descriptions and to explain how states work, etc...)
  • Dynamic world level. (Due to the open world nature, world scaling will begin to kick in after the intro)
  • Advanced Shop Management. (Including re-sales, stock evolution, etc... Utilizing Hime's Stock Manager) (Partially Implemented)
  • New non-narrative based plot arcs. (Alpha v2.0 Incomming)



Features: Notable


(This is likely incomplete and will change, or be clarified, regularly. Especially as parts are added or removed.)

Spoiler


  • All NPC's can die. (Potentially removing entire plot branches)
  • Non-Linear Plot & Play (Or about as far as I can stretch them without them snapping)
  • Unique Class & Advancement (Based on Job Points, Class Levels, Equipment, and Destiny Crafting)
  • Extensive Crafting (Currently slated to include over 20 Categories of crafts, including Destiny Crafts!)
  • Quest Journal
  • Advanced Socket System.
  • Element based State Damage.


 
Contributor Credits: Alphabetically!
(This is likely incomplete and will change, or be clarified, regularly. Especially as parts are added or removed. Tell me if I missed anyone!)



Spoiler





***ACTIVELY USED***ArkDG (Save Game) (aka:Leonardo Misseno Justino)Atreyo Ray (In Game Manual)Bobstah (Battle COmmands, Sockets)Estriole (Event Cloning)KockaAdmiralac (Follow Up Skills)Galenmereth (Pre-Load, FPS Fix)Galv (Cam Control, Move Route Extras)Heartbreak61 (Item Sort)Hime (Too many to list here...)Hudell (OrengeHUD)Iavra (Txt File Notes)JahwsUF (Status Menu Core)KockaAdmiralac (Follow-Up Skills)kranasAngel (Item Colors)Liquidize (ShadowPartner, Shield State, StatesCore)Lyson (Sensor Self SwitchYanfly (Too many to list here...)Moogle_X (Accuracy Overflow, Passive Skills)Mr. Trivel (Monster Book)Quasi (Params Plus)Rocketmancer (Pretty Guages)Shaz (Smart Path)Shoichiro Sakamoto (Battle Speed Up)Terrax (Lighting System)Unconnected42 (Ammunition Mechanic)Vlue (Crafting & Questing Systems)***REMOVED WITH THANKS***Ellye Jeremy Cannady



Notable Testers: (as of 15_1201)

Spoiler



Ebonfix (added: 15_1201)



Screens:

Spoiler




Alpha.1


alpha_100_screen_2.jpg


alpha_100_screen_3.jpg


alpha_100_screen_4.jpg


alpha_100_screen_5b.jpg


alpha_100_screen_6c.jpg


Alpha.2


alpha_2_screen_1.jpg


alpha_2_screen_2.jpg


alpha_2_screen_3.jpg


alpha_2_screen_4.jpg



*** I NEED FEEDBACK ***


If there is anything you think I could improve, please tell me.


If there is anything you simply don't like, please tell me.


If there is anything missing, please tell me!


(Your criticism helps. Please do not hesitate to give it! I will do my best to explain any issues at least once.)


(Even though I may have addressed it, please feel free to repeat anything anyone else has mentioned. I may have forgotten about it, or you may provide me with an idea I have not considered!)


Please, I invite criticism. Do not shy away from even the smallest suggestion or issue. Even if you repeat what others have mentioned, it informs me how noticeable the issue is and how I might handle it that much more quickly.


If you have questions, please ask.


While I may not have time to engage in full on debates over the why's and how's I will do my best to converse as much as I can.

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