Estheria : The InterDimensional Collapse (First music piece released publicly!)

Status
Not open for further replies.

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV

4614317.png


 


FIRST SOUNDTRACK PIECE REVEALED! AURORA BEACH! LINK BELOW!



 


Estheria : The InterDimensional Collapse is a Fantasy-RPG reminiscent of the old school Final Fantasy games.


 


The title is currently in its early development stages and as such, features can change at any time.


 


Estheria : The InterDimensional Collapse will be a commercial title developed using RPG Maker MV.


 


Target Gameplay Hours = 80+


Target Level of Replayability = High


Genre = Fantasy-RPG


Combat-System = Turn-Based


 


4614318.png


 


 


The "Malthius Prophecy" spanning several centuries is arriving towards its final conclusion as dark forces brew in an attempt to forever change the Realm of Harmony, otherwise known as Estheria. A tear within the InterDimensional Rift destabilizes the threads which hold its very being together, and the rapid collapse of the Rift begins as a result. When a Mortal is ripped from his realm into the realm of Estheria, he finds himself caught in The Second War for The Overworld, and is forced to travel across the entirety of the realm and its surrounding sub-realms in an attempt to save existence and most importantly...


To Go Home.


 


4614319.png


 


 

Following a tear in the InterDimensional Rift, a mortal is ripped from his own world into the realm of Estheria. The Seventh Age of Lazarus commences in exactly one month, leaving the timing of our heroes arrival impeccable.  The "Malthius Prophecy" spanning several centuries is finally coming to its conclusion as sinister forces merge together in an attempt to change the fate of the realm forever. However, due to the constantly shifting stability of the Rift, an upset is created during the initial formation of the tear. Threads that hold the Rift together begin to unravel rapidly, leading to strange occurrences beginning in every realm, consisting of natural disasters, awakening of primal forces, destruction of entire worlds, and the creation of holes in time.


Estheria, otherwise known as the Realm of Harmony, is particularly subject to the tragedies of this upset. The realm is on the brink of war, the Order of Tranquility and Knights of the Forsaken take to arms in hope to determine which religious faction reigns supreme. Amidst this conflict, The King of Malevolence makes his presence in the overworld for the first time in over 800 years. His untimely return causes a resurgence of creatures known as the Damned, souls that were trapped on this planet after their bodies took to rest, and are left shriveled, corrupted, and bent to his will. What was once a realm filled with peace and prosperity is now beginning to turn for the worse as powerful forces collide, and The Second War for the OverWorld begins.


Whilst journeying through the lands of the realm in an attempt to find his way back to his own dimension, our hero stumbles upon an ancient forgotten prophecy. This prophecy speaks of the awakening of Cortempst, an Ancient Primal known as the Keeper of Balance. As the realm is seemingly ripped asunder from multiple ends as tensions reach all time highs and evil forces walk the lands once more, our hero turns to this prophecy. Seeking to awaken Cortempst in hope of the restoration of balance within the realm, and most importantly- a chance to go home, our hero ventures to the Fallen's Graveyard, a land brewing with Corruption and horrors. What our hero and his entourage discover upon arrival is set to shake the realm to its very core.


As armies clash and the Damned walk the lands once again, the progression of a dark plot in the making for over 350 years continues at its steady beating pace. The awakening of Kelthos, Primal of Destruction is sought after by dark forces. As the realm seemingly rips itself apart with troubles and conflicts, the ever accelerating collapse of the InterDimensional Rift becomes known, and beings from all realms not only find themselves in a race against time to save their own realms, but to save existence itself.


THE WAR TO END ALL WARS IS COMING...
 


Are you ready for it?

 


4614295.png


 


4614323.png


 



Spoiler



Hero.png





4614326.png


 

Karinaa.png






 


4614330.png


 

OPENING_CINEMATIC_1.png


SCREENSHOT FROM OPEN CINEMATIC

 

View attachment 29435


SCREENSHOT FROM OPENING CINEMATIC

 

WIP_DUNGEON.png


WIP_STATUS_MENU.png




Screenshot.png

WIP QUEST SYSTEM 2.png




 


4614331.png

  • A well thought out and Fantasy-Epic plot that spans over 60 hours!

 

  • Estheria : The InterDimensional Collapse will feature a side-view turn-based battle system complete with a custom battle UI, hundreds of abilities to keep combat gripping and dynamic, well thought out enemy AI, and other additional quirks to be revealed at a later date!

 

  • We at SyN Studios believe that the universe we are crafting should be teeming with life, and not barren, but civilized. Because of our firm beliefs, we will be painstakingly crafting over 60 outposts, 30 villages, 27 towns, 21 cities, and 18 strongholds to be present at the launch of Estheria : The InterDimensional Collapse. By providing the player with a vast world just begging to be explored, we are creating a much more memorable experience.

 

  • Estheria : The InterDimensional Collapse will contain over 75 expansive dungeons, 30 temples, 45 caves, 9 Trials of Purity, and 19 'sub-realms' present at launch! Each of these will be delicately crafted to be filled with mystery and brimming with content for the player to unravel and discover.

 

  • Estheria : The InterDimensional Collapse will feature an expansive and robust crafting system complete with 9 professions, and thousands of items, weapons, and armors to be crafted

 

  • Estheria : The InterDimensional Collapse will feature a fully dynamic Day & Night Cycle!

 

  • Estheria : The InterDimensional Collapse will support 6 varied and dynamic classes, complete with two subclasses for all classes (barring one, which is given a third subclass!) As well as hundreds of abilities and quirks to make each class feel 'unique'.

 

 


4614332.png


4614334.png



Spoiler



The BlackSmith specializes in the art of Weapons & Armor Craft.


BlackSmiths are well known for supplying both the CommonFolk and the Imperial Nations with equipment for use on the field and in defense of attack.


BlackSmithing United was founded in 2409, serving as a unified coalition of Smithers. The Guild has since vastly expanded, providing arms manufacturing for several Imperial Nations over the past century. As the Guild expanded, the amount of CommonFolk requests fulfilled began to decrease, as the price of work inflated over time. The Guild now almost exclusively serves private militaries, the Imperial Nations, The Order of the Saints, and The Knights of the Forsaken. Due to recent events, the Guild has been left with far less Smithers than ever before seen in the coalition's history, leaving them to reach out and send messengers across the lands of Estheria with the purpose of finding new recruits willing to take up the hammer & forge.


A smaller BlackSmithing division exists. The Iron Forge was founded in 2485, with a pledge to serve the CommonFolk in their needs for weapons and armor. The Iron Forge is staffed by only 15 Smithers, consisting of some of the finest talent in the entire realm. The division finds themselves constantly busy with work, and as the rate of monster encounters continues to increase, so does their work load. The Iron Forge has recently sent out scouting parties, attempting to find eager Smithers willing to follow their motto, “The Mayor’s Hammer, Nature’s Heat, and an Iron Forge for the CommonFolk!”


---------------------------------------------------------------------------------------------------------------------------------------------


BlackSmithing in Estheria : The InterDimensional Collapse will allow the Player to craft various weapons and armor pieces. The Player will be able to choose between joining BlackSmithing United or The Iron Forge, and may switch factions at any time.


The Player is able to undertake jobs which will not only award materials and experience points, but will increase standing with the given faction. As Players accumulate higher standing, they will begin to encounter Expansion Stories, completion of these Stories will allow for expansion of the given faction. As these factions expand, more recipes will become available to the Player, as well as higher-end missions. Several hidden features of these factions will also unlock for use as they expand.


If the Player has signed up with either faction, they may also encounter both CommonFolk and Imperials throughout the world that may file Request-Orders, completion of these will not only improve relationships with both CommonFolk and Imperials, but increase standing in the towns and nations that they come from. Over time, the Player’s reputation will increase as they continue to complete jobs, and the people of Estheria will begin to hold you with higher respect, as well as offer access to certain belongings or areas they hold.



4614335.png

The Alchemist specializes in the creation of Potions, Tonics, Elixirs, Poisons, and other concoctions.


Alchemists are known for their contributions to medical science, chemical warfare, and bodily enhancements.


There are four major Alchemy Guilds located in Estheria. The Saving Graces, The Masters of Alch, The ChemWorks Organization, and The War Brewers.


The Saving Graces were founded in 2431, at the beginning of a golden age for Alchemy research. The Graces have dedicated their work to advancements in medical alchemy research, serving both the CommonFolk and the Imperial Nations, as well as curing any new diseases that crop up from time to time. The Graces constantly remain on the lookout for new protege’s that wish to delve into the world of medical alchemy, and have slowly expanded their reach across Estheria throughout the years.


The Masters of Alch were founded in 2398. They are considered the “Godfathers of Alchemy” for their creation of the first potion in the same year as their founding date. They seek out only the best and brightest Alchemists in Estheria, wishing to create the most extravagant and powerful potions, tonics, and elixirs. Due to their high standing, The Masters of Alch do not often deal with the CommonFolk, instead opting for high wealth individuals such as Kings, Queens, and Nobles. The Guild is also home to the famous BrewMaster WorkShop, where some of the most legendary works of Alchemy have been created.


The ChemWorks Organization was founded in 2426, and is well known across Estheria for catering to all audiences within their reach. The Organization holds the largest amount of Alchemists under their employment, and are famous for fulfilling massive orders. Due to the nature of their high speed production, the products created are commonly known to be of lesser quality than the other Guilds. A major explosion at the main ChemWorks facility in 2441 caused the loss of many lives and nearly crippled the Guild. As years have went by, they have slowly begun to rebuild, and are now approaching the size and efficiency they once held.


The War Brewers were founded in 2466 in response to the Kingdom of Revanon’s call for war against the Kingdom of Geldinia. The Brewers original purpose was to develop chemical weaponry for Revanon to aid with the war. When the war concluded in 2470, The War Brewers chose to persist. The Guild now specializes in producing chemical weapons, poisons, and performance-enhancing tonics. As time went on, The War Brewers began to serve other Kingdoms and private militaries other than the Kingdom of Revanon. The recruitment process for the Brewers is commonly known across the realm as brutal. In order to qualify for recruitment into the Brewers, the Alchemist must pass a series of tests, including the creation of a Theresine Bomb, otherwise known as “The Bomb of Horrors”. Many withdraw from the recruitment process due to a conflict of morals, as these bombs are shipped to Kingdoms and used in wars to kill hundreds of individuals at once. Due to the high profit-gain from chemical weapon manufacturing, the Brewers have expanded into two major facilities, continuing to increase output with every passing year.


---------------------------------------------------------------------------------------------------------------------------------------------


Alchemy in Estheria : The InterDimensional Collapse will allow the Player to brew potions, tonics, elixirs, poisons, and chemical upgrades. The Player can choose between joining either The Saving Graces or The ChemWorks Organization initially.


Once the Player has reached a high enough Alchemy level and has discovered either of the main facilities for The War Brewers, they will be able to partake in the Recruitment Trials. Completion of these trials successfully will allow for entry into the faction. In order to join The Masters of Alch, the Player must have achieved a high Alchemy level, high standing in at least two of the other three factions, and access to at least 5 “Legendary” Alchemy recipes.


As the Player's experience in Alchemy increases as well as their reputation, they may eventually be given a job offer from one of the various Kingdoms of Estheria. If the Player chooses to accept this offer, they will gain access to special facilities within these Kingdoms, as well as discounted prices at all shops within the Kingdom they are employed to. In return, the Player will periodically be given Orders with deadlines to them, failure to fill these orders within the allotted time period will result in a penalty from the Kingdom. The level of the Order will determine the penalty, and penalties can range anywhere from lowered standing and respect, loss of access to facilities and discounts, and even arrest!


The Player is able to undertake jobs with their faction which will not only award materials and experience points, but will increase standing with that faction. As Players accumulate higher standing, they will begin to encounter Expansion Stories, completion of these Stories will allow for expansion of the given faction. As these factions expand, more recipes will become available to the Player, as well as higher-end missions. Several hidden features of these factions will also unlock for use as they expand.


If the Player has signed up with any of the four factions, they may also encounter both CommonFolk and Imperials throughout the world that may file Request-Orders, completion of these will not only improve relationships with both CommonFolk and Imperials, but increase standing in the towns and nations that they come from. Over time, the Player’s reputation will increase as they continue to complete jobs, and the people of Estheria will begin to hold you with higher respect, as well as offer access to certain belongings or areas they hold.



4614336.png

LeatherWorkers specialize in the creation of equipment and items through the use of every form of hide and leather that they are able to find.



LeatherWorkers are known throughout the realm for their contributions to Hunters. They serve a wide audience of Hunters, who buy quivers, light hunting equipment, and pouches.


Only one LeatherWorking guild resides in Estheria, The Hide Manipulators. Founded in 2364, The Hide Manipulators originally started as a band of brothers, crafting lightweight gear out of a run down shack. As word of the gear’s quality got out, many Hunters began to come to their shack. Filled to the brim with orders, the brothers realized that they had something golden on their hands.


They began spreading word that their new group, The Hide Manipulators were seeking those invested in Leather-Craft. Hundreds of individuals from across the lands travelled to their home city of ValenDorf, taking up position with them. Within a year, a large plot of land had been purchased by the brothers, and the main facility of the guild was established. Over the next several decades, the guild has managed to establish small facilities in 6 major cities, and have expanded their main facility to support much more work. 


The Manipulators have a reputation for serving every kind of audience, and for having a wide range of both products and prices. Because of this, The Manipulators can fill orders from the poorest of the CommonFolk to the riches of Nobles.
---------------------------------------------------------------------------------------------------------------------------------------------
LeatherWorking in Estheria : The InterDimensional Collapse will allow the Player to use hides and pieces of leather to craft lightweight gear, quivers, pouches, and other additional items.



Upon joining The Hide Manipulators, the Player will be able to undertake LeatherWorking requests. Completion of these requests will result in obtainment of materials and experience in the LeatherWorking profession. Through contributions to The Manipulators, the Player is able to help expand the main facility of the guild, as well as construct slight enhancements to the minor facilities. 


As your expertise in LeatherWorking grows, so will your reputation. When it reaches a certain point, The Hunter Coalition will approach you, and offer you a job offer within their guild. This will grant you access to multiple special facilities, offering numerous features (some are even Hunter-centric, so if you’re a Hunter you’re in luck!). In exchange for their services, you are required to fulfill occasional Orders for Hunting Gear. Failure to fill these requests within the time limit will result in one X mark added to your employment card. Once you have obtained three marks, you will be dropped from employment. It is possible to get rehired at a later point in time through improving relationships with individuals within The Hunter Coalition, as well as through donations.


Upon signing up with The Hide Manipulators, the Player may encounter CommonFolk and Imperials throughout the world that will file Request-Orders, completion of these will not only improve relationships with both CommonFolk and Imperials, but increase standing in the towns and nations that they come from. Over time, the Player’s reputation will increase as they continue to complete jobs, and the people of Estheria will begin to hold you with higher respect, as well as offer access to certain belongings or areas they hold.
 



4614337.png

Revenant-Crafters specialize in the use of Revenant Shards to boost the attributes of items, as well as granting them special abilities. Through the use of ancient techniques, those who have mastered Revenant-Crafting are capable of producing Ability-Crystals, items of power that can grant magical abilities to the consumer.


The work of Revenant-Crafters is widely appreciated and considered essential to every Imperial Nation and Town Guarde.


One Guild exists for this purpose, known as The Revenant’s Hand. The Hand was founded in 2356 following a discovery from an ancient uncovered temple. A group of Alchemists had unearthed Mystic Tomes. These works of literature had detailed an ancient method that allowed magical shards to be bound to items, giving them magical attributes.


Decades later in 2412, another ancient temple was uncovered. This temple contained images linked to Revenant-Craft. Upon hearing this news, the Divise (Elite-Crafters) from The Hand rushed to the location of the temple. Settling down and beginning work, they had managed to decipher a second art within Revenant-Craft within a matter of months. This art called for the infusing of the shards to create crystals, by performing a ritual on these crystals, crafters could infuse powerful magick within them. When a user shatters these crystals, the magick is unleashed, and will find the nearest being to fuse itself with. Upon infusion of its energies within someone, that person will find themselves granted access to magickal powers before unknown of.


The Revenant’s Hand is considered to be one of the smallest guilds within the realm of Estheria, consisting of only a mere 43 Crafters. Many have tried for recruitment, but lack the magical capabilities required to take up Revenant-Crafting. To rectify this issue, the Hand has begun researching possible ways to create crystals capable of granting the magical power required for Revenant-Craft.


As the guild has slowly grown, they have continued to widen their audience to all of those that reside within the realm. Creating a wide variety of shards and crystals for every form of application, the guild has rapidly grown in both wealth and reputation. This has allowed for contracts directly from leaders of Imperial Nations, as well as high ended nobles of all kinds.


---------------------------------------------------------------------------------------------------------------------------------------------


Revenant-Crafting in Estheria : The InterDimensional Collapse allows the use of Revenant-Shards for the boosting of items, weapons, and armors. The Player is capable of infusing these shards, which are either found, bought, or created from Transfusions, with various items, allowing for a wide variety of stat-gains and special attributes to be applied.  Only upon reaching a high level in Revenant-Craft can the player create Ability Shards, which are otherwise acquired through discovery or purchase, granting the Player/Party Members abilities from a selection.


There are two ways to join The Revenant’s Hand. The Player must be either of the Warlock or Cleric classes, or must have obtained a Revenant’s Stone. Consumption of this stone will grant the Player the magical powers required for Revenant-Crafting. Once the Player has enlisted with the Hand, they become able to fulfill Revenant-Orders. These are distributed via task stations in the main facility of the Hand or directly from others. These tasks often include the creation and use of a specific Revenant-Shard upon an item provided by the requesting-person. The quality of the infusion will determine the appropriate payment.



As your reputation as a Revenant-Crafter grows throughout the realm, so will the frequency of Orders. The Player will also be able to contribute to the Hand, allowing the guild to expand as time goes on, and unlocking special hidden features. When certain reputation milestones are hit, access to various Infusion facilities will be unlocked, allowing for the creation of higher end shards and Ability Crystals.


Over time, by completing these Orders for Imperials and CommonFolk alike, the player will gain their trust. This will lead to friendlier dialogue throughout the world, as well as access to certain areas or belongings they may hold.




4614338.png


Soul-Smithers are beings capable of wielding Soul-Essence for use in the Soul-Smithing fusion process.



Soul-Smithers are known for catering to specific “clients”, filling private orders for hefty sums of currency.


The Elder-Magi Nelsing was well known throughout the realm for his efforts in magic research. After the first War for the Overworld, he began to conduct research into Soul-Essence, particularly capturing one’s soul and managing to preserve it. A breakthrough was reached in 2322, when Nelsing managed to not only capture one’s Soul-Essence, but preserve it. This led to further experiments, each one increasing in intensity over the last. During one of his experiments in 2329, Nelson was seeking to combine the soul with that of a corpse, and a consequential reaction took place. The soul used in the process instead melded itself within a neighbor sword, causing an aura to emanate from within the blade.


The blade containing the soul was able to speak out through a form of magickal communication, and contained both the thoughts and personality of the soul melded to it. This discovery led to a revolution brought out by Nelsing. He began to send out advertisements, claiming that he could not only preserve the souls of loved ones, but bring them back within any form of item brought to him. As time went on, so did his business and so did his order count. He began to charge more for his services, as it was very taxing and exhausting work. By 2332, Nelsing realized that if he was to continue, he would have to mentor others in the arts of what he had proclaimed to be “Soul-Smithing”.


Sending out further advertisements, this time seeking young talented Magi, Nelsing soon found himself in front of several young apprentices. Within only a few months, breakthroughs were made, and over half of his apprentices had successfully Soul-Smithed their first piece of work. Following these breakthroughs, Nelsing decided to establish the Guild known throughout the realm as “The Soul’s Second Chance”.


The Soul’s Second Chance called out to everyone across the realm, becoming known for their special ability in fusing souls into items, and as they expanded, so did their capabilities. This led to an inflated ego, and inflated prices in response, as time went on, they began to charge such a high exclusive price that most of the CommonFolk were unable to afford it. From that point on, The Soul’s Second Chance exclusively began to serve rich nobles and clients with deep pockets. The Soul-Smithers noticed that by infusing souls into armor and weaponry, the power of the soul within it increased its abilities and magickally enhanced it, which also became a selling point for their business.


Not long after, some of the most powerful armors and weaponry were created, changing the tides of battle in many minor conflicts and wars. Some of these were lost, and deemed condemned as such, many nations banned search-parties from looking for such pieces of equipment, deeming them “too dangerous” in the wrong hands. 



---------------------------------------------------------------------------------------------------------------------------------------------


Soul-Smithing in Estheria : The InterDimensional Collapse grants the player the ability to collect the souls of those slain and fuse them into various weapons, armors, and items found within the game. 


Soul-Smithing is only unlocked after an Adventure found within ACT II, which grants the Player access to The Soul’s Second Chance. Upon arrival at the main facility for the guild, the Player will be given a Story to complete. This Story will take the Player through the art of Soul-Smithing, and teach them the mechanics of the profession.


This profession was designed with a risk-reward system in mind. As well as fulfilling orders, the Player is able to obtain souls from the use of “Capture Spirit” abilities that are learned throughout the world, as well as the use of
"Capture Items." In order to capture the soul of a creature, you must weaken it beforehand, then use the capture ability/item on it. This will grant a chance of capturing that creature’s Soul-Essence, once the ability/item has been used, proceed with killing the target. Depending on your Soul-Smithing level, capture ability level, or grade of capture item used will determine how high of a chance you have of obtaining the soul successfully.



The same chance system presented through the capture mechanic is present during actual Soul-Smithing. As with all other crafting professions, there is a chance for failure when Soul-Smithing. If the player fails to successfully bind a soul to an item, one of three things will happen; The item will be destroyed, the soul will escape, or a partial ‘binding’ will occur. A partially bound soul to an item retains much of their personality and has the ability to act on its own. This can be played either positively or negatively for the Player, but also introduces our Soul-Relationship system. You can befriend partially bound souls, which will increase their efficiency as an item, weapon, or armour, unlock special conversations with them, and even allow for special hidden ‘talents’ to present themselves. On the other end, you can also make enemies with the partially-bound soul, but this is not recommended. Partially-bound souls that have dislike or hatred for the Player will find ways to harass or even harm the player, causing general grief for both the Player and his party.


By contributing to The Soul’s Second Chance, you are able to progress development of the guild, granting access to hidden features and locations, as well as access to the “Black Market”. The Black Market is a custom dealer specializes in soul distribution of various kinds and grades. This will allow players to retrieve souls of a specific creature easier, and from time to time the Player may even discover that the Market has souls of other residents of Estheria that have attempted to move to the afterlife. The Guild will expand over time as the Player’s contribution increases, and the Player will find themselves with a steadily increasing supply and quality of Orders from CommonFolk and Imperials alike. 


As the Player fulfills these Orders, the Player will find themselves in higher standing with both the CommonFolk and Imperials, and will be granted access to certain belongings or areas they possess.


4614340.png


 


4614342.png


 


4614343.png




4614344.png






 


 


4614348.png

  • Choices - Many games nowadays follow linear plots with only one outcome, or give you a choice that absolutely does not impact the outcome of anything in the game (maybe barring killing off a side-character nobody cares about..) We at SyN Studios believe that choices should matter, and that the player should have a say in exactly what happens to the world. Through our choice system, every single choice you make has direct impact on various aspects of your playthrough.

    Something as simple as turning someone you caught stealing into the town guard could result in an attempted murder by that person later on in the story, or perhaps that old woman you refused to help was the mother of a King, suddenly you have an entire empire shunning you for disrespect to the royal family! Through these choices, the world around you comes to life, and the player finds themselves much more immersed in the world and characters that represent it, leaving them with an experience that they will more likely remember.



  • Adventures - Adventures are the bread and butter of the main plotline. Without them there is no plot! (They are commonly referred to as story quests). Through the progression of Adventures, the player will continue the story of Estheria : The InterDimensional Collapse, unlocking new areas and features, leveling up, as well as continuing to encounter choices! There will be many choices in these Adventures that will leave a substantial impact on how the plot develops, and through them we hope to weave an even more immersive and gripping tale!


  • Stories (Commonly known as Side Quests) - The realm of Estheria and its surrounding realms are filled with many unique beings and people, all with their own stories to tell. By interacting with them, and fullfilling their needs, you will not only discover things about their pasts, but affect their futures! Every story will impact the entire game universe in some way, depending on the choices made throughout them.

    We at SyN Studios believe that every character, no matter how minor, even if they're just filler, should have a story to tell. These stories aren't just one-off's, the choices you make within them can cause something to change within the game world.

    For an example; A young man comes up to you and requests your assistance with finding something in the woods he had lost. He informs you that it is very important to his village and must be found. If it isn't found, not only will he be facing potential execution, but the village will erupt in internal conflict! Upon retrieval of the item, you discover it was a trinket stolen from another village, and you find yourself caught in conflict between the two villages over the trinket.

    In another version of the above example, you refuse to help the young man, and he walks off, freaking out about the lost item. You find out a day later that he had been hung in his local village for treason, and at the very moment the player will realize that a simple "no" answer cost something they're life. Through our Story system, our world will be a living, and breathing place. Every character has a Story to tell, it's just up to you to read and write the pages of their own personal book.



  • Now now, a world shouldn't only be filled with natural order and civilization, should it? We at SyN Studios believe that there should be mysteries within our worlds, places the player will feel intrigued by visiting and will have a thrill from. Perhaps an Ancient Civilization gone extinct crafted an underground dungeon to hold their most valued treasures? Or even yet, a deity of sorts decided to create a system of portals to his various sub-realms for easier transportation.


     
  • Because of the progressive and unstable collapse of the InterDimensional Rift, tears throughout the various realms have been appearing, serving as portals into other dimensions. 9 of these have appeared within the realm of Estheria, and enable the player to journey through vast lands, each with a unique theme. This will give our game an additional layer of mystery, and create a much more varied experience. The realms will come complete with their own perils and conflicts, and most importantly, their own Stories to tell.


     
  • After internal discussion, we have came to the decision to hold true to traditional JRPG roots. Estheria : The InterDimensional Collapse will feature a side-view turn based battle system. This is not absolutely a permanent inclusion though... If we are able to come up with an much more optimal and engaging system, prototype it, test it, and see it functioning properly, then we will more than happily transition onto it! But in the mean time, we shall stick to our traditional roots.

    But... just because we're going down a traditional route doesn't mean we can't have flair! Through the use of Row Formations, hundreds of abilities, a wide variety in enemy AI, and other additional quirks we are developing, we plan to breathe life into our battle system. We promise that when the end result comes off the production line, it will be fun, dynamic, and gripping!


     
  • The realm of Estheria is a booming land of trade, and as Empires need materials, and civilians require their daily necessities and luxuries, these products must be crafted. They have to come from somewhere! There are currently 9 professions in the realm of Estheria, each serving a different purpose, and acting as both factions and homes to the player. Through contributions to these guilds, and through your own crafting merit, these factions can expand through the ranks. As they grow, you will grow with them, and they will reward you for your hard work, with both access to higher-end crafting recipes, and additional features they can provide!

    To support our vast and robust crafting system, we are developing a Gathering System as well. We promise to craft many areas within the world of Estheria : The InterDimensional Collapse that the player may gather materials within. Through this, the player is not chained to solely acquiring materials for craft from enemy drops, quests, and shops, but through their own hard work as well!

    As a final note: Thousands of varied items, weapons, and armors shall be present in our game's final release. Each complete with their own quirks, to truly bring our vision to life!


     
  • Just like in real-life, Time exists within Estheria : The InterDimensional Collapse. Our Dynamic Day & Night Cycle System will affect EVERYTHING. Shops will open and close at specific times, local guards will increase their patrols based on the time of day, and certain game mechanics will come into play relevant to the current time in-game! Through the use of our Day & Night System, we are able to create a more realistic and believable world, continuing to further the immersion our players feel, and allowing us to create a much more memorable experience.

     
  • Just like with our Choices System and Stories System, we at SyN Studios believe that the worlds we passionately craft should feel alive, as such, the economies should be entirely dynamic and dependent on the choices the players make, and how the surrounding world is affected in response.

    An example; A Fishing Village that supplies a wide variety of aqualife to surrounding towns is under attack by a group of bandits, and sends out a distress call to you. You have only a few hours to get there before all is lost, but a stranger managed to distract you with his own peril, and occupy your time. After you tie up loose ends with the stranger's own story, you suddenly remember about the Fishing Village, and rush there. What you see upon arrival is shocking;

    The village is up in flames, windows smashed out, buildings burning, bodies strewn across the streets. All the ships in the harbor are smashed to ruins, and rubble lays everywhere, as what remains slowly burns into smoke and ash. Within a day, the surrounding towns have word of the collapse of the village, and prices for fish skyrocket. Not only do townsfolk complain about this, but it also puts those towns that relied on the fishing product in tension as a result. This also affects you, as the player. Some of the fish that village provided were used as crafting resources for a specific potion you needed, and you lack enough currency to acquire them with their newly inflated price.

    BUT WAIT! Hope is not lost! We believe that not all consequences should be final, and as such, continue to give our players choice. To continue with the above example; The Player travels into a local bar, and manages to get caught up in a conversation about what happened to the fishing village. The Player learns that some of the men in the conversation are skilled in the arts of Fishing, and the player makes an offer to them at a chance to rebuild and set things right. With the group of villagers in tow, the Player travels to the ruined grounds of the old Fishing Village. 

    Beginning to help the villagers, over time the player is able to clean up the rubble, and by completing tasks and delivering materials, the village slowly begins to rebuild. In time, the village is back to where it once was, albeit with a new cast of villagers running the show, and fishing shipments begin sending out to the surrounding towns again. The economy begins to ease, as the price of fish slowly returns to its normal levels, and the tension the towns felt also eases. Everything is set right again, because of you, The Player.


     
  • We at SyN Studios believe that players should be given the choice of playstyle they wish to persue. To achieve this, we have developed 6 classes that provide substantial variety in both playstyle and build design, and are backing these classes with two subclasses for each! Each class will feature hundreds of varying abilities and skills, as well as a unique Class Special that will add a spark of finesse to the classes style. This will allow for even more abilities, playstyles, and builds to be produced! Each class will also contain a Path Storyline. As players progress through their Path Story, they will unlock additional special abilities, and deeper invest themselves in the lore behind their specific class.

    Even though it is hard work, I (Zaxwlyde) have a firm belief that each class should be given their own voice, and because of this will be developing Class-Based Dialogue. The world of Estheria will react to your initial class choices, through little things like humorous remarks, references to culture from your classes, and even certain quests available only to that specific class! This is to not only immerse the player deeper, but to produce a feeling of personality to their character, instead of being known as a generic 'hero out to save the day'.



 


4614350.png


 


4684192.png



Spoiler



Knights are men and women of the blade. Dedicated servants of kings and nobles, masterful in sword and shield combat, and well rounded, Knights face many hardships while maintaining peace throughout the realm.


Throughout the years, Knights have served a tiered ranking system, where rank determined your position in the world and was a measure of personal skill.


Tier 1 (Lowest Tier) : Tier 1 Knights are dedicated purely to serving The Order of The Blade and honing their combat skills. They hold no personal authority and are generally commanded by a leader.


Tier 2: Tier 2 Knights are devoted to serving both The Order of the Saints as protectors and nobles as personal bodyguards. They have limited authority but can issue a Requi-Diem Call in the event of severe emergency.

The Knight : Knights are men and women of iron and steel, used to serving amongst kings and nobles. Masterful in the arts of Sword & Shield Combat, the Knights are a well rounded set of folk, who can take a beating as well as dish one out!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


The Hunter: Years of stalking their prey in the forests at the helm of their bows, Hunters excel in fast movement and tracking of their deadly prey. With knowledge on trapping targets and determining weak points, Hunters are able to quickly deliver fatal beatings to their enemies, before adding them to their "kill-list".


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


The Cleric: Years of studying white magic at the hands of the Order of Saints have left the Clerics knowledgeable in the art of healing and sustaining. These mages are able to wield the power of the light to heal the wounds of their allies, as well as infusing them with powerful auras to assist them in combat. But make no mistake, Clerics do not falter in combat either, as they are adept in the art of combat magicks, either through the smiting of their foes or the use of holy might to crush their opponents.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


The Warlock: When the Battle of Invictus occurred, a series of dark magicks were wrought upon the world. A group of mages stepped up and chose to learn how to harness these demonic energies, channeling them through their bodies. This allowed them to unleash horror unto their enemies through the use of dangerous mind control, sapping of life-forces, and summoning of dastardly ghouls and horrors meant to commit their bidding.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


The Ace of Spades: Magicians from another time gone extinct. Only 6 remain. The Ace of Spades Magicians wield an ancient force known as Karma, and unleash it through cards infused with mystical energy. This can go either way for the user, as they are bound to an ancient set of rules dictating how the power must be used. They are restricted to draw from a deck, and are forced into using the card drawn, regardless of its power. Regulations have been maintained by The Order of the Saints to hold the remaining few Ace of Spades Magicians in check, forcing them to place certain 'dud' cards in their decks, in an attempt to hold their deadly powers in check.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


The MasterMind : Only 3 remain in existence. These special beings are capable of direct manipulation of almost any creature. With a flick of the wrist, they can effortlessly bend the will  of others to their own, but suffer a curse placed on them millenia ago. For every time they manipulate the mind of others, their own soul and presence wilts slightly, leaving them to use their powers wisely. Many attempts have been made by the MasterMinds in order to restore their souls to full function, but alas they have failed.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------








 


4614351.png

  • Estheria : The InterDimensional Collapse will have a fully functioning "OverWorld" map. This feature will include what's known as The Mist. The Mist envelopes every area that your party has not discovered yet, and as time goes on and you traverse the map, The Mist will clear as you explore areas unknown. Supporting this will be an optional minimap, as well as a "Fast Travel"~esque system. There are several Stations throughout Estheria, that run through various areas, these "Stations" will allow the player to reach areas they have already visited quite easily. We will also have a secondary iteration of the Fast Travel system, featuring the use of Gust-Crystals to whisk the party away on the winds to Fast Travel Points located in areas that have been explored already. These crystals will be consumed upon use, and are mildly expensive, but we believe that the player should have two separate ways to travel!


  • Here at SyN Studios, our beliefs run strong that part of what brings a game to life is the soundtrack that supports it. As such, we will be supporting Estheria : The Dimensional Collapse with a customly orchestrated soundtrack which is heavily reminiscient of older Final Fantasy and Golden Sun titles, but that will most importantly fit our overall theme for the game. 


  • Our feelings regarding the soundtrack and its importance also remain the same for our art direction and style. Estheria : The InterDimensional Collapse will have many varying kinds of locations, people, creatures, and vistas. We plan on supporting these, with our own personal sprites, animations, side-view battlers, and tilesets. In our current testing and system implementation stage, we are running on default RPG-Maker MV assets, but that will soon change, we promise!

     
  • To increase the fun factor of Estheria : The InterDimensional Collapse, we at SyN Studios have thought long and hard about many different designs for Easter Eggs and Puzzles, and have produced many fantastic ideas. We plan on implementing little Easter Eggs spread all throughout the world, with references to gaming culture and other topics, as well as puzzles of varying degrees of difficulty. Solving these puzzles will reward the player for their intelligent use of gameplay mechanics, and add to the overall experience we strive to achieve with our game.



 


4614353.png

Kadokawa for RPG Maker MV!


EnterBrain for RPG Maker MV!


Yanfly for many of his wonderful plugins. Without them, Estheria would not be the game it is shaping up to be.


Vlue for his amazing Recipe Crafting plugin!


Unconnected42 For his Ammunition System & Change-Equip-On-Battle plugin!


Hudell for his wonderful Orange System plugins!


Atreyo Ray for his Title-Command-Exit plugin!


Christian Schicho for his FullScreen plugin!


Zeriab for his Extra Maps plugin!


Raizen/Lune & KockaAdmiralc for their Camera Scroll EX plugin!


Tor Damian Design for their Fluid TimeStep plugin!


Himeworks for her ActorBattleCommands plugin! Check out her ******* here! https://www.*******.com/himeworks?ty=h


Gameus for his amazing Quest System Plugin!

Everyone listed in the credits above will be eligible for a free copy of Estheria : The InterDimensional Collapse, as well as any future expansions released (if we go that route), and full testing access during development!


 


4614355.png

I would like to clarify that we at SyN Studios also are planning a very transparent development process, we are hoping to have a website up within the next few months, complete with a forums for discussion. Starting around Late-March to Early-April I (Zaxwlyde) will begin posting weekly update notes to inform everyone on our progress within the project, as well as provide new screenshots and possible in-game footage depending on what's ready week by week! We are hoping to develop Estheria : The InterDimensional Collapse with our community, and as such wish to hear your voices!

 


4614356.png


Zaxwlyde (Zach) - Lead Eventer, Lead Writer, & Lead Designer, Project Founder


Mystery415 (Tyler) - Lead Eventer, Lead Designer, Project Founder


TatteredLoved (Desi) - Lead Artist, Lead Level Designer, Project Founder


RichTown Productions - Lead Composer


Kellen - Lead Character Artist


Gilgamar (Shaun) - Lead Programmer - Check out some of his work here! 





 


We are currently a small team known as SyN Studios, and are hoping to make our first game a pleasant experience for everyone!


 


We are also heavily open to critique of all sorts, and will take any feedback gratefully. We plan on actively listening to any fans of the project and will take all feedback into consideration. We are hoping to develop the game around this feedback and turn it into something that the fans of the project will love and enjoy!



This is our first title, and we hope to develop it with the community in mind, we are hoping that you will all be able to give us a chance, as we want nothing more than to produce a pleasurable and fun experience for all of you, as well as immersing you in our world. We are in very early development stages right now, but as time goes on will be opening up the doors for alpha and beta-testing. We are also willing to work with any volunteers, so shoot me a PM or skype me at Zaxwlyde if you're interested!

If you have any questions, feel free to ask them in the comments below or PM me, and I'll try to respond as fast as possible!

 

View attachment Aurora Beach.mp3
 
Last edited by a moderator:

beenbaba

Slowly getting there
Veteran
Joined
Apr 28, 2015
Messages
289
Reaction score
159
First Language
English
Do you have a demo to test then?
 

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV
Do you have a demo to test then?

Not currently. As stated above, the game is in very early development stages. I have managed to imeplement the name selection screen, class selection screen with detailed breakdowns of each class, opening cinematic, and initial values of each class. The opening cinematic is obviously in rough form ,and needs much polish, but it is there. We are also working on designing many features, thinking up names for items, giving these items their quirks, and setting up gameplay systems. As shown in the above screenshots, we have currently implemented part of a dungeon with a functioning puzzle, and I am considering uploading a few more images of that dungeon, as it has had additional puzzles developed within it, which are fully functional. We are currently looking for Testers to have on board for when we can begin issuing Testers builds in the next few months, so if you'd like to be a tester, shoot me a PM and I'll follow up with you on it!
 

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV
BUMP! Including an update about the state of where our testers currently remain! As well as a rework of the Plot Synopsis!
 
Last edited by a moderator:

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV
Details of the project continue to be added, as well as continued efforts to overhaul the original post, making it much easier on the eyes and outlining a clearer image of what our goals and ambitions with Estheria are. As before, I am still in desparate need of testers! Feel free to PM me if you'd like details, and as always, if anyone has questions regarding the project, they can ask! I'll reply as fast as I possibly can, with as accurate of a response as I can muster to your questions.
 

richardkim_co

Villager
Member
Joined
Oct 29, 2015
Messages
20
Reaction score
19
First Language
English
Primarily Uses
RMMV
I don't mean to be nitpicky about this, but the worst thing you could do in a forum post is use big text and caps.


Why? Because it immediately turns a reader off and makes a potential game designer/player not take you seriously.


Also, it's extremely hard to read a sentence when it takes up half a browser screen.


You shouldn't say "epic" and use terms like "pre-alpha" because it just looks... tacky... and the truth is, many game developers and designers here have high standards and when you write things like that, you give them the impression that your game is going to be, as you say, "epic", and chances are, it won't be as "epic" to them. This isn't meant to make you feel bad. This is just my feedback on your overall presentation of your game project.


In a game development standpoint, you stated that this would be a commercial project.


Did you get permission from Yanfly and Vlue to use their Javascript Plugins for commercial purposes?


This one is my opinion, but I personally don't think you should use RTP (default graphics) for a commercial project.


Think about it – if you bought a game, wouldn't you expect 100% custom graphics?
 

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV
I don't mean to be nitpicky about this, but the worst thing you could do in a forum post is use big text and caps.


Why? Because it immediately turns a reader off and makes a potential game designer/player not take you seriously.


Also, it's extremely hard to read a sentence when it takes up half a browser screen.


You shouldn't say "epic" and use terms like "pre-alpha" because it just looks... tacky... and the truth is, many game developers and designers here have high standards and when you write things like that, you give them the impression that your game is going to be, as you say, "epic", and chances are, it won't be as "epic" to them. This isn't meant to make you feel bad. This is just my feedback on your overall presentation of your game project.


In a game development standpoint, you stated that this would be a commercial project.


Did you get permission from Yanfly and Vlue to use their Javascript Plugins for commercial purposes?


This one is my opinion, but I personally don't think you should use RTP (default graphics) for a commercial project.


Think about it – if you bought a game, wouldn't you expect 100% custom graphics?

I fully understand where you're coming from, and as such, I did not intend to come off tacky or anything of the like. In regards to both Vlue & Yanfly, it is stated in their terms of use that as long as they are properly credited within the title, (and I intend to also grant them copies of the title if they perchoose), that all of the plugins developed by them are free for commercial-use.

We at SyN Studios do not plan on using RTP at ALL. Currently the only reason we are relying on RTP is for the initial implementation of systems and testing, and as soon as the art rolls in we will be promptly updating the game with our own personal art-style. The reason I mentioned Pre-Alpha is to let readers know that the project is very early on in its development, and the use of the term 'epic' was not in the term you are thinking. I was using epic as a way to elaborate on the fact the game will be very invested in fantasy-epic lore of sorts, not to say that our game will be anything spectacular.


We are but a small and modest team of developers, and as such, we plan on supporting Estheria for as long as we possibly can. We wish to hear from Community Members such as yourself, and the feedback you provided about the post already has me rethinking it. We need as many fresh sets of eyes as we can on our project so we can make it the best it can possibly be, and regardless of however long it takes, we will not release Estheria until it is a QUALITY, polished product, feature complete, and our promises in its announcement fullfilled.


Based on the critique you gave me, I have determined to rework the post with one more overhaul, and make it much easier on the eyes. I do apologize if anything came off 'tacky' or unprofessional in any way possible, and I wish for nothing but to hopefully leave a lasting impression on you and other readers as the project's progress begins to show. I can't wait to see how people react, and even if the criticism is harsh, we will take it with a grain of salt and listen, applying feedback where it is due to the game's overall structure.



Sincerely,
Zach (Zaxwlyde)
 

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV
New Screenshots have been added! As well as a few here.

CRAFTING SYSTEM WIP.pngWIP COMBAT TUTORIAL.pngWIP CLASS SELECTION SCREEN.pngWIP CLASS DETAILS.png
 

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV
Estheria is still in dire need of testers! We currently only have 4, and I am looking to hopefully have 10 within 2 months time, when the very first testing builds will hit!
 

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV
BUMP! New Features are coming this week! Also, as always, I'm still looking to gather a couple of testers. In the meantime, I'd like to give an update on development progress as our first iteration of our weekly dev updates!
 


As of February 23rd, 2016


Estheria : The InterDimensional Collapse Dev Notes


-Opening Cinematic Complete!


-Character Selection 85% Completed


-Combat Tutorial Complete!


-One Dungeon has been completed in fully functioning form, now awaiting art assets to swap out for our own style.


-Plot has been entirely written!


-First Adventure Implemented!


-First Implementation of Class-Based Dialogue!


-Tranquil Forest Map is now a Work-In-Progress, the town of MooringDam is to come next!


-Optimized the title to run much better with effects on screen, obtaining a solid 60 fps on lower end, mid end, and high end configurations in current state.


-Many text issues have been corrected.


-Added several custom sound effects!


-75 Items have been created!


-4 Starting Skills for each class have now been implemented.


-Combat Balancing for Combat Tutorial is a work in progress, this is also allowing us to set the stepping stone for balance in all combat, as we develop the exact combat formula's and algorithms to deliver an optimal experience.


It doesn't seem like much, but this is a quick summary of what's been done since the project first started on January 2nd, 2016. In the last 52 days, I believe we have made substantial progress on the title, and development chugs along smoothly. I am hoping to have more screenshots available in the next week or so, and I hope that everyone enjoys what's been shown so far!



~Sincerely,


Zach, Lead Developer at SyN Studios.
 
Last edited by a moderator:

NittDarko

Indie Developer - The Light of Sai
Veteran
Joined
Dec 15, 2015
Messages
41
Reaction score
17
First Language
English
Primarily Uses
N/A
How long is your game going to be?
 

NittDarko

Indie Developer - The Light of Sai
Veteran
Joined
Dec 15, 2015
Messages
41
Reaction score
17
First Language
English
Primarily Uses
N/A
I was going to ask about the playtime, but now you mention it, both
 

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV
We're currently looking at a full development cycle of 3-4 years. Most likely at least. The project is in its very early stages but I'd like to estimate playtime at over a hundred hours with a high level of replayability factored in.
 

NittDarko

Indie Developer - The Light of Sai
Veteran
Joined
Dec 15, 2015
Messages
41
Reaction score
17
First Language
English
Primarily Uses
N/A
3-4 years sounds about right for 100 hours of gameplay, nicely done


Is that resolution 1080p?
 

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV
3-4 years sounds about right for 100 hours of gameplay, nicely done


Is that resolution 1080p?

Estheria will run at 1280x720, we came to this decision as not many RPG Maker titles run at 1080, and at 720p it looks much better, the engine is also able to handle things better and less bugs seem to arise from a 1280x720 resolution.


Also, any questions that you have feel free to ask! The project is chugging full steam ahead and we're working as hard as we can to bring it to life, I'll actually have a screenshot you can take a look at here in a couple of minutes if you'd like! It's the revised Quest Window.
 
Last edited by a moderator:

NittDarko

Indie Developer - The Light of Sai
Veteran
Joined
Dec 15, 2015
Messages
41
Reaction score
17
First Language
English
Primarily Uses
N/A
That sounds fantastic, I only ask because I'm fairly new to this myself and I'm a 1 man team building a commercial game over the next few years, so if you ever want to get together and talk ideas or simply share screenshots and encourage each other and offer advice I'm game for that :)
 

zaxwlyde

Father, Designer, Author, Food-Enthusiast.
Veteran
Joined
Jan 4, 2016
Messages
40
Reaction score
6
First Language
English
Primarily Uses
RMMV
Awesome! We can definitely do that! We're new to game development but we're trying. We started the project on January 2nd of this year, kind of as a new years resolution of lets finally start our dream of a game studio and put our skills to use. As you can see a couple posts above, I've listed what we've done since then. I'm working on fleshing out the characters right now, and we're still seeking another artist for tilesets, and a character artist, as well as some testers, but things are coming together. We actually just got ourselves a composer! I'm adding his name to our Meet the Team piece at the top right now.
 
Status
Not open for further replies.

Latest Threads

Latest Profile Posts

V1.3 of Demo, a new concept artist on the team, character voices are coming into light more... I'm happy to say that the fangame is making good progress.
Ami
--- Stolen Item ---

M.Figher: I want to sell this Stone
Fence: Then...i can buy you 1500G
M.Figher: It's Deal!
(3 Days Later)
F.Fighter: M.Figher,Do you know about Stone that Mayor keep it in his Office? It's missing
M.Figher: Ahh,is that so... (Actually,i Stole it and Sell it to the Fence a few Days ago)
I've spent some cash on foley and other sound effects. I wonder sometimes if I made a poor choice, but I remember that I really want to improve the sound of my games. n...n; My frugalness haunts me sometimes.

Forum statistics

Threads
108,853
Messages
1,040,054
Members
141,289
Latest member
mymay0510
Top