RMMV Final Fallacy - Open-world Rogue-like RPG [Work-In-Progress]

eluukkanen

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GAME IS STILL WORK IN PROGRESS

Your hardcore 8-bit fantasy rogue-like RPG journey awaits!





Final Fallacy is an open-world rogue-like RPG video game. Set in a fantasy world with western medieval and eastern mysticism as influences, there is a crumbling kingdom in its last legs similar to ancient Rome. All events are set in motion with a royal betrayal beyond measure! That is where you come in. As three nobodies, you must decide whether to save the kingdom, or be the one causing its destruction.




You are not just a chosen destined hero, you are a part of world with opportunities and real danger! Earn every victory, and perhaps with enough skill and luck you come out on top, and get your names in history books.



Story Based Upon Children’s Crusade and Emperor of the Romans

While being in a fantasy world, Final Fallacy‘s setting that takes inspiration from Children’s Crusade and Carolingian Empire’s history in central Europe (800-880). This era of history is hardly explored in video games. Theme is about power of innocence that is often prayed upon by the harsh reality. The whole game and it’s world is built upon this principle.

Final Fallacy is re-imagining the stale static RPG formula we have grown to love for some reason. It introduces you to a 8-bit world with this time real permanence and consequence! Every choice matters, and each victory and loss more meaningful than the past, as, if you are not careful, you may lose everything, even your party members!

  • Colorful 8-bit World
  • 14 Playable Classes
  • Mix of Story-Driven RPG and Sandbox Elements
  • Mix of a Active and Turn-Based Combat
  • Detailed Open-world
  • 2D Platforming (jump, climb, swim)
  • Start as a Nobody and Climb to the Top
  • Permanent Consequences (Perma-Death)
  • Friend-able Enemies (even bosses)
  • Built for Many Play-styles (good, evil and more)

Final Fallacy is re-imagining the stale static RPG formula we have grown to love for some reason. It introduces you to a 8-bit world with this time real permanence and consequence!

Every choice matters, and each victory and loss more meaningful than the past, as, if you are not careful, you may lose everything, even your party members!

Surprises Behind Every Corner

Final Fallacy is an RPG experience taken to a new level. Features such as perma death, detailed 2D open-world, dynamic environment, and real impact for choices you make, creates a RPG experience like no other!

Be able to befriend creatures you thought to be foes, travel with freedom to choose your path and be the hero, not because the game told you to, but because you truly wish to achieve the unimaginable!


Sumo
Sumo is one of the classes in Final Fallacy. They are ready to take on any challenge with their heavy posture. Sumo's use special Kimarite-techniques known to be used by great Sumo's of the past. In the beginning of the game they cannot use most weapons and armor, but having the biggest health pool of the bunch, they plunge fearlessly forward without hesitation!

Special Abilities:

Healthy Diet (autom)
- You can heal Sumo characters with just food items. Any other character does not get healed from food.

Heavy Posture: (autom) - +1 RES, has 50% less chance of falling down from attacks. However, it has -20% of evading attacks.

Kimarite-techniques - Pool of Unique Sumo Abilities Focused on Close-Combat using one's body as a weapon. Pulling opponents leg, wrestling opponent on the ground, and more!

*Planning to post more regularly. Because of the current situation, had some time off. Now time to get into the action!

In a kingdom that has fallen apart there is drama and betrayal. The King Charlemange has been betrayed by his trusted knight Richard. Precious princess Pricklypear has been kidnapped and taken god-knows where! The Central Kingdom has erupted into chaos. Are you able to bring back the harmony to a forsaken world?

The story follows three young heroes starting their journey from the very bottom. In their journey they face various adversaries such as Santa Claus, Elder Dragon, Count Dracula, and many others. While befriending elves, dwarwes and goblins alongside your open nonlinear adventures, the world might be needing you more than it deserves. Or will you be the one to take the kingdom down yourself?








Final Fallacy is having full original custom animations for characters and weapons. It has been a long process to get them working. Currently I am making animation working for Swords, Spears and Bows.




https://www.elokas.com/final-fallacy





Check out more about the game at www.elokas.com/final-fallacy
 
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Wavelength

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Looks very cool! I am not usually a fan of retro pixel art, but somehow your screenshots make it look clean, appealing, and lively. Consider me impressed.

Please tell us some more about the kinds of things we will be able to do in Final Fallacy, and what the flow of gameplay is like.
 

eluukkanen

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Updated information with a synopsis.

Looks very cool! I am not usually a fan of retro pixel art, but somehow your screenshots make it look clean, appealing, and lively. Consider me impressed.
I am happy screenshots made a good impression. Interested to see how you react to the game itself!
 

Jayje

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I seem to remember a game sometime back with the same title. It was back in the RM2K3 Days or so. Is this a remake of it?
 

eluukkanen

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I seem to remember a game sometime back with the same title. It was back in the RM2K3 Days or so. Is this a remake of it?
Nope not a remake. I noticed the one you mention after developing this for quite some time. There is no connection. Final Fallacy (this project) is planned to be released commercially and is made with original resources. In past I have worked on some random rpg maker projects, but for this project I have planned for this over a year, started serious development 6 months ago, worked with an animator and artists and the release of demo is planned around December. Making this game is a full time responsibility for me at the moment.
 

deficiencyproductionz

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Sounds cool! What kind of effects does befriending a boss have on the gameworld?
 

eluukkanen

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Sounds cool! What kind of effects does befriending a boss have on the gameworld?
Good question! Depending on the boss it varies. Basically what it does is that story points have branching paths that they can take. Let's say you impress the ruler of a dungeon and he happens to be a friend of a powerful NPC. Then that NPC in return likes you more outright and that might open a side-quest (example) All NPC's have an opinion of you that changes depending on your actions and this affects every system, their dialogue and possible quests they will give out. In bigger cases they might change story points completely. And yes, this all works., not just a pipe-dream
 

alice_gristle

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Sounds super interesting despite the cheesy title! How do you plan to combine sandboxing with story-driven play? Elder Scrolls style?
 

eluukkanen

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Sounds super interesting despite the cheesy title! How do you plan to combine sandboxing with story-driven play? Elder Scrolls style?
The game has similarities to Elder Scrolls games, but has been designed for much more flexible towards players actions, In skyrim, as example, you can only go through main-quest and side-quests with one or two approaches. Final Fallacy is designed for freedom of taking a role in a world that is challenging and ruthless.

Here is our latest update videos on development of gameplay systems.


Now every week I will start posting updates on systems here as summer is over. I will talk about all features in detail with these updates. I want to be 100% certain they work before introducing them in front of your eyes.
 

Korthulhu

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The name alone got me interested, but this looks great! I could see sinking some hours into this. Looking forward to future updates!
 

eluukkanen

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The name alone got me interested, but this looks great! I could see sinking some hours into this. Looking forward to future updates!
Thank you for your interest. A new update coming next week.
 

eluukkanen

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Progress Report 1# for Final Fallacy

I have general gameplay systems done in rough state. I could just make the gameplay simple full with specified scripted events here and there (and I would have already something playable), but I wish to work to make all systems such as npc's and discussion, npc interactions more than just a press of a button. Many RPG's approach discussion with the simplest way you could imagine. In real life, however, discussions are like battles sometimes. If you want to get your argument over to the opposing side, you need to have a strategy and be mentally strong. Aside from battle system with swords and shields, the discussion system is something I truly wish to make people enjoy playing with. Imagine being able to beat bosses with arguments and join your side! That is what I am in process of making. That takes a lot of time, but gladly I have that plenty.

There are many ways you can use the discussion system in the game and I want to give a detailed description once its 100% functional. I have 55% of it made. System where each npc thinks uniquely about each players is in place (from scale of -100 to +100). There are some options put in place which you can use to get npc's opinion of yourself higher. Telling about yourself to impress, lie, ask about certain topics, listen the opposing side and so forth. Each NPC has a "personality" which determines which interactions they like and dislike. Aside from that, your actions in the world and acts towards the NPC itself have a huge effect on the liking of the player by npcs.

Anyhow, that is all for today. I am in process of setting up a website and an email list for people interested to keep up with the development.

Thank you reading :kaojoy:

Some New Screenshots:





 

eluukkanen

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Progress Report 2# for Final Fallacy

I am now going to start more frequent updates. I have been actively working on this the whole time, but I need to get updates out even if this is still bit early in development.

Game's basic mechanics are coming together. I am currently working on leveling

MV (game engine) already has formulas for EXP gathering, but I wanted to really customize it.

Basically I was able to find how to make these formulas just as I wanted them to be, which really made my day. I can finally work on the leveling system as intended. Basically you get EXP always from NEW EXPERIENCES. If you try grinding in game, fighting against the same enemy over and over again, you will get less exp every time

Kinda how gathering experience works in real life

this makes people to try to find new experiences over ones they have already tried millions of times (potentially changing the concept of a grind to bare minimum)

ALSO, worked on skill distribution when leveling up.

Basically, when you level up, you get random boost of a stat and class-specific skills to choose to learn from.

these random boost of stat is very small compared to what stats and abilities skills will give you.

There are skills and magic in the game. There are atm 9 primary skills, and each primary skills have 3 secondary skills connected to them. Each skill can be leveled up 5 times.

As example

There is Combat skill as example

and 5 different levels (as for every skill), all named: Apprentice , Journeyman , Expert , Master , Grandmaster(edited)

So first level of Combat is Apprentice Combat then so forth such as Expert Combat and etc.

Combat, like other skills, gives a permanent boost to stats and opens up new abilities, weapons and other options.

Apprentice bonus is small, but noticeable. When you reach Grandmaster' it is quite the change. Also Grandmaster level of skill fives additional permanent bonus, as in Grandmaster Combat you can hit twice(edited)

So 9 x 3 x 5, there are many skills to be learned with variety

in addition, there are 5 primary magics with their secondary magics, that work similarly as skills.

It might confuse yet, but I will make easier to read graphics to see more about this.
 

orange~

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Hey this looks cool! Admittedly it was the name that caught my eye. I was thinking it was a remake of the original Final Fallacy. Final Fallacy is relatively well known among RPG Maker scenes, so I might consider coming up with another name..... But your choice ultimately. I know it might be a difficult thing after such a long time developing it already.

Anyways, this looks like the kind of game I've always wanted to make. Really nice seeing these kinds of games done on RPG Maker. I also made pretty open(-ish) and roguelike(-ish) game on RPG Maker so I know how complicated things can get. Hope the development goes well enough! I'll be following this for sure.


(also nice to see more finnish people around)
 

eluukkanen

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Hey this looks cool! Admittedly it was the name that caught my eye. I was thinking it was a remake of the original Final Fallacy. Final Fallacy is relatively well known among RPG Maker scenes, so I might consider coming up with another name..... But your choice ultimately. I know it might be a difficult thing after such a long time developing it already.

Anyways, this looks like the kind of game I've always wanted to make. Really nice seeing these kinds of games done on RPG Maker. I also made pretty open(-ish) and roguelike(-ish) game on RPG Maker so I know how complicated things can get. Hope the development goes well enough! I'll be following this for sure.


(also nice to see more finnish people around)
Ah, some here have mentioned that game. Did not realize it was a thing before people mentioned it here.

I am eager to show you what the game is about with videos when systems get in place. Open world + sandbox + roguelike is a though combination. Cannot wait to see how people will react on it.

Torilla tavataan!
 

eluukkanen

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Added a new screenshot from Work in progress character creation menu

 

EuphemiaArtoria

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Hi, sounds like a fun project. I like the non-RTP tiles and sprites!

A wee note - in the dev video you linked, it looks as if the water tiles don't quite tile correctly when they animate

How does saving work in the game? In games with Permadeath, or Permanent Loss of any sort, saving is tricky business. In most roguelikes, if you die, your run is lost immediately, you can't reload, so you have to move onto the next. Similarly, in something like Dark Souls, it autosaves constantly, you can't manually save to get out of losing your souls or killing an NPC. I'd be very careful about saving in your game and how it interacts with the other mechanics - if there's permadeath and the ability to save freely, I think many players would just save often and reload when someone or something dies. For better or worse, that's how most people would play!

Looking forward to a demo :)
 

eluukkanen

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How does saving work in the game? In games with Permadeath, or Permanent Loss of any sort, saving is tricky business. In most roguelikes, if you die, your run is lost immediately, you can't reload, so you have to move onto the next. Similarly, in something like Dark Souls, it autosaves constantly, you can't manually save to get out of losing your souls or killing an NPC. I'd be very careful about saving in your game and how it interacts with the other mechanics - if there's permadeath and the ability to save freely, I think many players would just save often and reload when someone or something dies. For better or worse, that's how most people would play!

Looking forward to a demo :)
Game is built around perma death. Game is autosaved (you cannot save) and if your character dies on your party, a scene occurs where you can have three different options. Either leave the body there and continue, make a quick burial on the sight of the lost battle, or go back to the home village to make a proper burial.

In first option you just continue your journey, losing that character and some specific events will occur in story and to your party. Sometimes this is the only option, especially if party member drowns or falls down the cliff, When there is no body, you cannot have a proper burial.

The second option lets you carry the exp of your lost party member, Your character dies, but any experience they were able to carry can be transferred by their memory (item) to someone else. However, your party is still devastated and specific events to your party and in the world will occur.

Final once gives full resolution to your party. You get the exp and there are no long-term damaging effects to your party.

There are a few other things I do want to add and share to this, but this is going to be very much something different than many have experienced when it comes to RPG's.
 

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