Dreams of a Hero

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Dreams of a Hero

Premise: 

In the real world, you are just an ordinary man, but in your dreams you travel to a long-forgotten Age of Myth. In the dream, you become a veteran sword-trainer in the world of Greek Mythology, spurred on to adventure by one of your students, the impulsive Princess Myrina. As you meet other famous heroes such as Theseus, Herakles, and Bellerophon, you start to unravel the mystery of a divine time-bending artifact, one that may be connecting the Modern World and the Age of Myth.


Format of the Game:

Dreams of a Hero is a retro RPG featuring character interaction, moral and tactical decisions, and turn-based combat. While the game has a chapter-like structure, the game is designed to adapt to your choices and actions, so the outcome of the plot changes depending on what you do. Failing a task may lead to an alternate outcome instead of Game Over, and you will ultimately determine who lives and dies.


Setting:

The game splits into two settings, with story scenes set in the modern day, and the main game taking place in the Age of Myth. The Age of Myth is envisioned as an alternate version of Greek Mythology, ultimately revealing that some legends were just man, while others were not of this Earth.


Art and Music:

Dreams of a Hero features original hand-drawn animated battlers and sprites. Throughout your journey, you will hear a collection of great music ranging from Dvorak's "From the New World", to Berlioz's surreal "Symphony Fantastique"... in addition to a large collection of original compositions created for the game.


Gameplay Features:

  • Plot and dialogue options shape both the story and gameplay. 
  • Party members are recruited and maintained based on developing a friendly relationship with them.
  • No random combats. I hate random combats, so all fights begin when scripted, or when you bump into an enemy on the map.
  • Classic turn-based combat with timed button presses.
  • Stealth and chase segments, that require you to outsneak or outrun your opponents.



 ​

Trailer:




Main page on Rpgmaker.net:

http://rpgmaker.net/games/6397/



Resources used: 
RPGMaker VX Ace 
Animated Battler Scripts, and Timed Button Scripts 
and artwork by Galv: http://galvs-scripts.com/ 

Modern Day Tiles by Degica

Animated Battlers based on templates by Holder: 
http://animatedbattlers.wordpress.com/ 

Other scripting elements: 
Combat log and Shop Interface by Yanfly 
Barehanded Attack by Fomar0153 
HP guages by Woratana, Pacman, and Ventwig 
Map Zoom by MGC 
Permanent States by Hime 
 
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jonthefox

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Hey sorry, I gave up within 5 mins of playing. 

-there were some spelling mistakes early on which were a red flag for me

-the mapping needs work...those houses / buildings in the training yard with only one row of rooftiles look really strange.

-what really did it for me was the battle system; I couldn't figure out how to get the timing down for the skilled attack or the defend skills.  For one thing, I don't like timing-based stuff in turn-based system...if I wanted this kind of a mechanic, I'd play an action rpg.  What's more, even if I wanted to, I couldn't figure out how to use it. 

Sorry for the negative review; I think the game idea is really cool.  Maybe if other people get through it and post positive feedback I'll give it another shot.
 
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Bell Kruz

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Just tested your game and some feedback...

- Your game data is not encrypted so I could edit the project. Is this intenational?

- I'm suprised I can't get back at my house after I get out...

- You should make a new room for the cabin because I feel like it's odd when I didn't open the door I got some items.

- Sometimes the Guard NPC is blocking the quartermaster and I can't talk to him.

- I kinda feel like the Captain is pretty hard for a beginner?

- There are some interesting points like "King points" or "Morality Points" but I wonder where can I check it?

- I kinda feel like the events is not natural? I mean it's like going too fast.
 
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jonthefox:

Wow, the first five minutes was that bad for you? Sorry you don't liked timed elements. I feel that they make the combat more interactive, but they do take a bit of practice. You have to hit the required button ("A" for attack, "D" for defense) right when the larger (moving) outline meets up with the edge of the smaller icon. For what it's worth, the game is beatable using weapons/armor/items that don't require hitting the timed button presses. Anyway, thanks for giving my game a chance.

Bell Kruz:

Thanks for your feedback. I'll try to address those points in the next update.

I didn't encrypt the game because it seemed unnecessary for a noncommercial game. The character and morality points are displayed during relevant point checks. I'll see about adding them somewhere more easily accessible as well. 

I'm not sure what you mean by the events going too fast. Are you referring to "events" as in the RPGMaker element, or the larger flow of the story (like the fact that you "wake up" in the middle of different days)?
 

djbeardo

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I haven't played this yet, but I will give it a shot. Until then:

I'd stick with the timed button pressing. I used it on my last game and - in general - people seemed to enjoy it. I'm glad you got it to work with a side battle system. I agree with you, it adds a fun element to turn based battles.

Congrats on the original artwork and music - that takes a lot of effort! :D
 

Bell Kruz

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I'm not sure what you mean by the events going too fast. Are you referring to "events" as in the RPGMaker element, or the larger flow of the story (like the fact that you "wake up" in the middle of different days)?
About this sorry that I didn't explain it better. I mean the story not the events. I always called the story of the game as "Events" so I'm sorry if I make you confused. I kinda feel like there are should be some details, at least a little to make it more understandable.

Oh and I forgot to say that I like the game ~
 

Artificer

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Hey i player your game until death!, it is a good concept, i am not sure if it is new but is good.




However i wonder if i die because of a glitch?
 
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The game has been updated based on recent feedback. Morality and relationship points are now displayed when you bring up the menu, and various other minor issues and balance problems were addressed.
 

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