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If you knew everything you loved and held dear was going to be destroyed:
Could you find the courage to fight for it anyway?
Welcome to Dammerung: Requiem for Tomorrow.
Playable Demo: Download HERE
Space for link to a manual I hope to write soon.
Anybody on this site shouldn't have any issues, though.
The game supports both mouse and keyboard movement and selections.
Graphically, the game is a throwback to the early Final Fantasy and Dragon Warrior type games. I've taken inspiration and borrowed (and stole) from Final Fantasy, Chrono Trigger, Diablo, Diablo 2, Xenosaga, Baldur's Gate, Vampire the Masquerade: Bloodlines. and I'm sure a host of others.
Mechanically, the game is much less about combat (though there is combat). Ideally, I'd like to have multiple solutions to problems ranging from smooth talking your way through to killing everyone. Realistically, there will be situations that require one or the other, and maybe a few that give you a real choice. Taking the peaceful solution won't cheat you out of out of XP or rewards, although you may get different rewards based on your choices. Grinding is there as an option, but if you follow the story, take up the side jobs that come up, and kill what attacks you as you travel, you shouldn't need to do much of it.
A brief "manual" and advice for those trying the demo:
This is a story - one that I hope will awaken serious questions in those who experience it concerning life, it's purpose, religion, sexuality, freedom, restraint, and other facets of human existence: good, bad, and ugly. It contains mild language, sexual situations (mostly handled through innuendo and "fade to black"), religious situations (though not real world religions), and other topics that might crop up in a 'grown up' conversation. That said, I haven't put anything in this game I wouldn't want my 12 year old daughter to see or read (she's older now, but I do remember) and I don't plan to [When she was nine, her favorite TV show was Law & Order SVU, so take that for whatever it's worth].
Ok, enough with the disclaimers, on to the game:
Sofia is a young woman living in the mining town of Pleroma. She was an orphan [the only one in the story, AFAIK], who grew up working in the mines. As the years went on, she excelled at her tasks and was rewarded with more responsibility. Ten years after she first went down into the mineshaft, she is now the Assistant Foreman, and a respected member of the community.
Pleroma itself is a fairly well-to-do town. The mine provides everyone with ample work and the rewards that go along with it. Visitors are common, and they spend their coin at the Inn and Pub and enjoy themselves at the local temple.
Jaxl moved into Pleroma several years ago. Despite being surrounded by a town of diligent workers, he has yet to find a job. He lives at the inn paying for his rent by running errands and doing odd jobs. Depending on your choices he is either Sofia's friend or lover.
Note: you cannot 'make' him your lover or woo him in any way. I feel that takes the attention off of the relationship and onto the 'meta-game' of building and maintaining 'relationship points'. Take that away and you are free to experience a romantic moment at sunset for what it is, and not as an opportunity to 'score' more points by saying the right thing. You will be given the opportunity very early on to decide what he is to Sofia: choose wisely, because as with many other choices you will make throughout the game, it cannot be undone.
Lyrra is a fiery red-headed wench at Maklin's Pub, home of world-renowned Macklin's Mighty Mead.
She's lived all her life in Pleroma, and dreams of traveling and seeing the places she's heard of through all the tales told at the tavern. She's a stout one, able to knock out a drunk twice her size with the large tankard she carries around without spilling a drop from the drinks on her tray.
When Sofia unwittingly helps uncover That Which Should Not Be Uncovered, it falls to her and her friends to find someone able and willing to deal with the problem. But what do you do when you know the world is in danger and those who could or should do something simply do not care or choose not to become involved?
Game Features: I've tried to keep the feel and appearance of the default RTP while ripping out all the guts under the hood. Combat is loosely based on the Diablo 2 system. When you attack, you either hit or miss [miss, evade, or block]. If you hit you do damage within the weapon's damage range adjusted by your stats. If you miss, well you missed. This brings more than one stat into combat, so finding the 'best' gear will mean managing a balance between attack, speed, and defense that works for you against the monsters and bosses you encounter. What works very well in one situation could lead to a quick TPK in another.
Character Classes: You will have several opportunities during the game to 'upgrade' your class. This works similarly to the system in Final Fantasy, except you will always have a choice of at least two classes to select from, and at least two lower classes qualify for each 'advanced' class at every stage. Again, choose carefully, as these selections cannot be undone (except by reloading a previous save ;p). Dancers, Dervishes, Bards, as well as various types of Sorcerers, Priests, and Fighters will be available. More may be added. This system has not been implemented yet so I'm still open to some suggestions here as to specific classes, but the system itself is pretty much set.
Bounty System: You will need to make a name for yourself if you expect people to listen to what you have to say. Hunting bounties is one way of getting people's attention. I suppose it's a bit like the 'hunter' quests in FF XII, but without the endless killing of placeholder mobs to get that one rare spawn. If you're hunting something, it'll be there.
Mini-games: None have gone in as of yet. Very open to suggestions here. I don't want a mini-game just for the sake of having one (a la The Golden Saucer). Dark Cloud 2 did a good job with Spheda and Fishing, though their raison d'etre seemed to be to get your girlfriend in the cat suit bikini IIRC. I would rather have no mini-games than poor mini-games that take away from the story and gameplay. I'm sure there's something that could work here though.
NPC's: The world is not devoid of people. Most will talk to you, often several times. Some will even say things worth listening to. Many will react to you based on choices you have already made. If they have a negative reaction, you may be able to make amends, but not always. Choices have consequences, and will usually bring both advantages and disadvantages to the table. I'm sure that with careful play, you could probably hose your character pretty well if that is your goal.
A word on the 'portraits' with text. Personally, I think the ability to have pictures by all the chat is one of the coolest features of Ace. I am aware that the character generator pictures are not always the most flattering, but I can't justify commissioning a set of builder parts until I'm a lot closer to a full release than I am now. Since dialog needs to be spaced and balanced with those pictures in mind, the RTP portraits are staying in for the foreseeable future. I'll try to screen out some of the scarier ones: either that or work out why females have fangs in the lore somewhere. Maybe not everyone is entirely human...
As for putting special name boxes or titles by 'important' NPC's... My thought on that is "pay attention". I'm not trying to make a game that leads the player around by the nose. Some things you're going to have to figure out on your own. The quest journal records most of the 'important' stuff for you as it is right now.
And finally, PC's: There will be other characters you can recruit to join your party. Often they will have their own agenda, and you may not be able to control when they decide to join or leave. Some will be mandatory at times, others, not so much. They will have the ability to change classes just as the 'main' characters do, and will level and gain abilities accordingly. The choices you make may allow one character to join you while precluding another.
Credits:
McTricky - music:
No Quarter
Fuel the Fighting
Eyes of the Plight
Manaical Prodigy
Victory is Close
Shadows in Hell
You are the Target
Victory in Sight
Aaron Krogh
Sonorous Dehiscence - music packs
Hortator - Main Theme (music)
Reisen - Title Screen graphic
Thalzon - battlers and faces
despain
jason perry - sprites
timmah - animations
Celiana
IsabeltheCreator
Lunarea - tiles and tilesets
"Some of graphic data in this software are free game resources distributed by REFMAP(http://www.tekepon.net/fsm). You must not use the graphic data which is in this software, for the purpose except playing this game. When you want to get these resources, go to the website above."
Modern Algebra - Journal Script
V.M. of D.T - Gametime Script (not in atm, may or may not get used)
Shaz - mouse script
And of course Enterbrain/Degica for making RPG Maker VX Ace
If anyone feels I've left them off this list, just shoot me a PM and I'll rectify that.
If you've read this far, I hope I've sparked a bit of interest in you. The demo takes around four to five hours to play through, depending on how thoroughly you talk to everyone. It's relatively bug-free at this point: I'm calling it a 'stable' release without reservation. I hope some of you will give it a try and don't be bashful about letting me know what you think.
Could you find the courage to fight for it anyway?
Welcome to Dammerung: Requiem for Tomorrow.
Playable Demo: Download HERE
Space for link to a manual I hope to write soon.
Anybody on this site shouldn't have any issues, though.
The game supports both mouse and keyboard movement and selections.
Graphically, the game is a throwback to the early Final Fantasy and Dragon Warrior type games. I've taken inspiration and borrowed (and stole) from Final Fantasy, Chrono Trigger, Diablo, Diablo 2, Xenosaga, Baldur's Gate, Vampire the Masquerade: Bloodlines. and I'm sure a host of others.
Mechanically, the game is much less about combat (though there is combat). Ideally, I'd like to have multiple solutions to problems ranging from smooth talking your way through to killing everyone. Realistically, there will be situations that require one or the other, and maybe a few that give you a real choice. Taking the peaceful solution won't cheat you out of out of XP or rewards, although you may get different rewards based on your choices. Grinding is there as an option, but if you follow the story, take up the side jobs that come up, and kill what attacks you as you travel, you shouldn't need to do much of it.
A brief "manual" and advice for those trying the demo:
Armor increases the chance your opponent will miss you, it does not reduce damage directly. Shields block blows from landing, again negating damage rather than mitigating it. Your ATK increases the damage you do with any weapon and increases your chance to hit. Your speed is used to calculate your evasion chance (again, negating damage) and in the calculation for your enemies evasion - so a high speed makes you both harder to hit and gives you a better chance to strike nimble opponents who can evade attacks.
Be sure to get some basic equipment for everyone before you start hunting bounties. Killing a few random encounters should get you there fairly quickly. Encounters are easiest near the roads, and hardest in the forests and on the beaches. Goblins and their kin are your best source of coin and potions.
Most of the choices you make cannot be undone (except by reloading a prior save) so think carefully. I tried to give every choice advantages and disadvantages, so it's pretty difficult to truly hose yourself unless you're really trying.
Be sure to get some basic equipment for everyone before you start hunting bounties. Killing a few random encounters should get you there fairly quickly. Encounters are easiest near the roads, and hardest in the forests and on the beaches. Goblins and their kin are your best source of coin and potions.
Most of the choices you make cannot be undone (except by reloading a prior save) so think carefully. I tried to give every choice advantages and disadvantages, so it's pretty difficult to truly hose yourself unless you're really trying.
Ok, enough with the disclaimers, on to the game:
Sofia is a young woman living in the mining town of Pleroma. She was an orphan [the only one in the story, AFAIK], who grew up working in the mines. As the years went on, she excelled at her tasks and was rewarded with more responsibility. Ten years after she first went down into the mineshaft, she is now the Assistant Foreman, and a respected member of the community.
Pleroma itself is a fairly well-to-do town. The mine provides everyone with ample work and the rewards that go along with it. Visitors are common, and they spend their coin at the Inn and Pub and enjoy themselves at the local temple.
Jaxl moved into Pleroma several years ago. Despite being surrounded by a town of diligent workers, he has yet to find a job. He lives at the inn paying for his rent by running errands and doing odd jobs. Depending on your choices he is either Sofia's friend or lover.
Note: you cannot 'make' him your lover or woo him in any way. I feel that takes the attention off of the relationship and onto the 'meta-game' of building and maintaining 'relationship points'. Take that away and you are free to experience a romantic moment at sunset for what it is, and not as an opportunity to 'score' more points by saying the right thing. You will be given the opportunity very early on to decide what he is to Sofia: choose wisely, because as with many other choices you will make throughout the game, it cannot be undone.
Lyrra is a fiery red-headed wench at Maklin's Pub, home of world-renowned Macklin's Mighty Mead.
She's lived all her life in Pleroma, and dreams of traveling and seeing the places she's heard of through all the tales told at the tavern. She's a stout one, able to knock out a drunk twice her size with the large tankard she carries around without spilling a drop from the drinks on her tray.
When Sofia unwittingly helps uncover That Which Should Not Be Uncovered, it falls to her and her friends to find someone able and willing to deal with the problem. But what do you do when you know the world is in danger and those who could or should do something simply do not care or choose not to become involved?
Game Features: I've tried to keep the feel and appearance of the default RTP while ripping out all the guts under the hood. Combat is loosely based on the Diablo 2 system. When you attack, you either hit or miss [miss, evade, or block]. If you hit you do damage within the weapon's damage range adjusted by your stats. If you miss, well you missed. This brings more than one stat into combat, so finding the 'best' gear will mean managing a balance between attack, speed, and defense that works for you against the monsters and bosses you encounter. What works very well in one situation could lead to a quick TPK in another.
Character Classes: You will have several opportunities during the game to 'upgrade' your class. This works similarly to the system in Final Fantasy, except you will always have a choice of at least two classes to select from, and at least two lower classes qualify for each 'advanced' class at every stage. Again, choose carefully, as these selections cannot be undone (except by reloading a previous save ;p). Dancers, Dervishes, Bards, as well as various types of Sorcerers, Priests, and Fighters will be available. More may be added. This system has not been implemented yet so I'm still open to some suggestions here as to specific classes, but the system itself is pretty much set.
Bounty System: You will need to make a name for yourself if you expect people to listen to what you have to say. Hunting bounties is one way of getting people's attention. I suppose it's a bit like the 'hunter' quests in FF XII, but without the endless killing of placeholder mobs to get that one rare spawn. If you're hunting something, it'll be there.
Mini-games: None have gone in as of yet. Very open to suggestions here. I don't want a mini-game just for the sake of having one (a la The Golden Saucer). Dark Cloud 2 did a good job with Spheda and Fishing, though their raison d'etre seemed to be to get your girlfriend in the cat suit bikini IIRC. I would rather have no mini-games than poor mini-games that take away from the story and gameplay. I'm sure there's something that could work here though.
NPC's: The world is not devoid of people. Most will talk to you, often several times. Some will even say things worth listening to. Many will react to you based on choices you have already made. If they have a negative reaction, you may be able to make amends, but not always. Choices have consequences, and will usually bring both advantages and disadvantages to the table. I'm sure that with careful play, you could probably hose your character pretty well if that is your goal.
A word on the 'portraits' with text. Personally, I think the ability to have pictures by all the chat is one of the coolest features of Ace. I am aware that the character generator pictures are not always the most flattering, but I can't justify commissioning a set of builder parts until I'm a lot closer to a full release than I am now. Since dialog needs to be spaced and balanced with those pictures in mind, the RTP portraits are staying in for the foreseeable future. I'll try to screen out some of the scarier ones: either that or work out why females have fangs in the lore somewhere. Maybe not everyone is entirely human...
As for putting special name boxes or titles by 'important' NPC's... My thought on that is "pay attention". I'm not trying to make a game that leads the player around by the nose. Some things you're going to have to figure out on your own. The quest journal records most of the 'important' stuff for you as it is right now.
And finally, PC's: There will be other characters you can recruit to join your party. Often they will have their own agenda, and you may not be able to control when they decide to join or leave. Some will be mandatory at times, others, not so much. They will have the ability to change classes just as the 'main' characters do, and will level and gain abilities accordingly. The choices you make may allow one character to join you while precluding another.
Credits:
McTricky - music:
No Quarter
Fuel the Fighting
Eyes of the Plight
Manaical Prodigy
Victory is Close
Shadows in Hell
You are the Target
Victory in Sight
Aaron Krogh
Sonorous Dehiscence - music packs
Hortator - Main Theme (music)
Reisen - Title Screen graphic
Thalzon - battlers and faces
despain
jason perry - sprites
timmah - animations
Celiana
IsabeltheCreator
Lunarea - tiles and tilesets
"Some of graphic data in this software are free game resources distributed by REFMAP(http://www.tekepon.net/fsm). You must not use the graphic data which is in this software, for the purpose except playing this game. When you want to get these resources, go to the website above."
Modern Algebra - Journal Script
V.M. of D.T - Gametime Script (not in atm, may or may not get used)
Shaz - mouse script
And of course Enterbrain/Degica for making RPG Maker VX Ace
If anyone feels I've left them off this list, just shoot me a PM and I'll rectify that.
If you've read this far, I hope I've sparked a bit of interest in you. The demo takes around four to five hours to play through, depending on how thoroughly you talk to everyone. It's relatively bug-free at this point: I'm calling it a 'stable' release without reservation. I hope some of you will give it a try and don't be bashful about letting me know what you think.
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