Ethaveon: The Red Thief

orlando

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The classic roleplaying game Ethaveon: The Red Thief will be set in a high fantasy setting with focus on a captivating story, immersive atmosphere and epic battles.


This game has:

  • Fully original artwork, unique style (see screenshots)
  • Fully original orchestral score
  • Rich story and dialog



Screenshots:








Gameplay details:


Battle: front-view battle system (standard as provided with RPG Maker MV), extended with player-chosen manual skill choices when a character levels up to give the player some influence on character development


UI: the UI is patched for easier mouse and touch navigation (AdvancedMenus plugin), while keyboard + gamepad is still fully supported as usual


Status:


Being developed with: RPG Maker MV 1.2.0


Overall progress (Estimate): 5%


Platforms:


Platforms supported at release: Windows, GNU/Linux (Steam OS), Android (both phone and tablets)*


*The android release will require a mid/highend $300+ device with beefier CPU to run at playable speeds - therefore, your gaming experience may vary depending on the device.


Further platforms might be added, but no promises at this point.


Misc:


Website: https://wobble.ninja/ethaveon
 
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Missile

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I like the look of this game - reminds me of a DOS adventure game, or an Ultima title. And definitely appreciate that it's using a taller and more rectangular look, rather than VXA's usual short squares.
 

Redwall 10

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Hey how are you Nice game by the way. I like old school rpgs to

like the old D&D and Dark Stone and stuff. is there a link for this

game and you can find me on RMN.net
 
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blueperiod

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This looks beautiful, but please, please, change the default font. I think the current font makes it look kind of cheap and doesn't fit with the presentation. Maybe a more oldschool pixelated font would fit better with your artstyle?
 

orlando

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Thanks for all the positive feedback guys!


I did a small UI update and while at it, I also updated the font. See the updated screenshots above. :) If you are still seeing the old images, press CTRL+SHIFT+R to force a reload. In addition, I added a small sample piece of how the score of the game sounds like. Enjoy!
 
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Matchitza

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Interesting! I'm looking forward to your game!
 

Simon D. Aelsi

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Whoa. This looks really neat! I love the little audio bone you threw at us! Just reading what I read makes me want to investigate more into what the sisters might be hiding...

Great job. More! More!!
 

orlando

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I got a bit frustrated with some silly limitations of RPG Maker VX Ace (many small details like the annoying native fullscreen resolution change instead of scaling and lack of proper mouse support without meh-working WINAPI hackery, no good possible way of Linux export etc.) and therefore I temporarily had fallen out of love with RPG Maker a bit.


However, RPG Maker MV fixes all of those with its incredible versatile HTML5 support.


---


Therefore, I am back working on this with new better graphics!!


See here:


OLD:





NEW:





My confidence in my drawing abilities has grown a bit, so now I'm daring to take on the full standard resolution - no more vintage upscaling! I hope you like it.


Of course, all graphics will continued to be original artwork.


Also, I'll most likely release the game for at least Windows, Linux and Android in whatever years it takes to complete it.
 
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orlando

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There are too many different style. Both 3d both 2d... >.<
Can you elaborate a bit on what you mean by that? Does it look incoherent to you with too many variations in style or something?
I can assure you it's all hand-painted, I don't use any sort of 3d rendering or anything.
 

Missile

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Some notes on new style -

I think one of the issues with the new style is that as the art becomes more detailed, the composition of the world around it has to follow suit. Structures like the shack can look perfectly in-style with a simplistic pixel art approach formed around consistent blockiness, but as you get more detailed, the tile-based restrictions reach an "uncanny valley," in that shacks, buildings, and nature aren't simply blocks like RM wants you to believe. It makes it feel as if the art style no longer plays to the engine's strengths.

The effect seems similar to HD Texture packs for games like Minecraft, or older 3d PC games.



TL;DR: adding detail can be dangerous depending on conditions, and might not always benefit you in the long run
 
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Lymmet

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Looks good. Original artwork is always a good thing in my book.
 

orlando

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I think one of the issues with the new style is that as the art becomes more detailed, the composition of the world around it has to follow suit
Thanks for the feedback!
FWIW, if I hadn't wanted to go for a quite squarey look, I wouldn't have chosen RPG Maker.


Other tools like Construct 2 are much more capable of a non-tiled look that allows for more freeform structures, however it also increases the time required for mapping and makes rendering even slower on mobile.


Also with 48x48 my game is still not exactly highres, so I think it still works well enough sticking with simpler, slightly artificial map composition.


Of course I don't mind making everything super organic and naturally flowing if I find the time for it, but it just seems unlikely that this will ever become an important focus to me.
 

orlando

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The game is now in widescreen, and I added a new screenshot (still very WIP):


 

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