FantasyDR

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== Random ==  

A Game with Dynamically Generated Content

Official Page and Download Link: http://goo.gl/phH23o

[IMG]http://i257.photobucket.com/albums/hh217/countd2005/banner.png[/IMG]

Vote if you like it: http://contest.rpgmakerweb.com/game/view/id/494

I'll publish all the tech I developed for this game soon. (It's not encrypted anyway)

Including but not limited to:

  •   Dynamically generated random dungeon.
  •   Avatar system based on resources from RPGVX Ace.
  •   Improve the RM graphic quality by hardware acceleration rendering. *
  •   Use image scaling filter such as 2xSal, HQ2x... *
Last 2 stuffs are not included in the current game version because I have to submit it before dead-line :)

Here is a sample of the screenshot with image filter.

[IMG]http://i257.photobucket.com/albums/hh217/countd2005/screenshot_with_filter.png[/IMG]
 
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EternalShadow

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'Submit game' is just new ones.
 

FantasyDR

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Just use this thread as the guide/tutorial of my game <Random>

My friend told me he cannot understand the logic of 'ABCXYZ' => 'ZXCASD' mapping.

So I upload a new link with this minor fix, to avoid confusing about the RMXP key mapping.
 

VariableD

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Official Website done...

Now I need some sleep, too.... :)
 

FantasyDR

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Updated a sample of screenshot with filter...

But this feature is not included inside the submission because I ran out of time :(
 

Indrah

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RMMV
(link for info on why it's so short and all that jazz)




+Concept of reclaiming features is neat.


+The minimap is cool.


+Combat system runs somewhat smoothly


-No intro or context


-No clear goals


-Maps are terribly bare, unnecessarily big and lack any direction. I assume they’re automatically generated, but if the result is so boring and bland, WHY have them.


-Combat moves use an annoyingly demanding timing combo system. Maybe I’m just not good at it but I had no will to bash the combos so quickly. It was annoying.


-Combat is not FUN. It’s just bashing keys. There does not seem to be any strategy involved.


To the developer: This game seems to be exclusively gameplay. This is fine, but it’s not FUN ENOUGH by itself to warrant a game. This would work as an early alpha prototype, stripped of all content, but definitely not as a standalone game.
 
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FantasyDR

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It's my honor to have such a video review from @Indrah :)

Our project finally got 9 votes and a video review, and I'm quite satisfy with this results. LoL.

Yes you are correct, this is definitely not a playable game, but a early alpha prototype. A tech demo I would say.

I never got time to finish it. I thought I would get enough time to polish it after the IGMC2014, but I'm wrong again.

I will try to polish/finish it later, hopefully there will be something in future.

THANK YOU AGAIN! 

(link for info on why it's so short and all that jazz)





+Concept of reclaiming features is neat.
+The minimap is cool.
+Combat system runs somewhat smoothly
-No intro or context
-No clear goals
-Maps are terribly bare, unnecessarily big and lack any direction. I assume they’re automatically generated, but if the result is so boring and bland, WHY have them.
-Combat moves use an annoyingly demanding timing combo system. Maybe I’m just not good at it but I had no will to bash the combos so quickly. It was annoying.
-Combat is not FUN. It’s just bashing keys. There does not seem to be any strategy involved.

To the developer: This game seems to be exclusively gameplay. This is fine, but it’s not FUN ENOUGH by itself to warrant a game. This would work as an early alpha prototype, stripped of all content, but definitely not as a standalone game.
 

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