RMMV Genesis

TreguardV

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"Lucan...he's still on the planet. What if he tries to claim it for himself?"
"Oh, he WILL try. I know it."
"But that means he'll go after the mortals, too!"
"Don't panic, Michael. I've got a plan..."

The Governor of the Republic of Avano, Apollo, has been waging a long and successful war against the monstrous arachnid race, the Nyssians, and is close to uniting the world as one, achieving worldwide peace at last, but this time of peace is not what it seems. There are whispers of tyranny and dark dealings with foul beasts, which are widely dismissed as fanatical conspiracies. One day, a wounded duck falls out of the sky with a note requesting urgent assistance wrapped around its leg while you were out in the forest.

Is Apollo all he's cracked up to be? What's the Nyssians' story? Is all of this in the name of world peace, or is there something much more sinister going on?

To further complicate matters, there's a prophecy: the world will end when the Eternal Clock - which has been ticking since the dawn of time - strikes thirteen.

It's up to you to unravel the truth behind the war and stop the Eternal Clock's countdown...​

Protagonists
---------------
The Hero: I haven't fleshed this character out yet. I might make him/her a blank canvas and have the player decide who they are. The hero is a major part of the prophecy, but they are not necessarily a chosen one.

Papa: A jolly and boisterous orc who starts out as the first boss the player fights. He tends to act as a wise fatherly figure to those around him, but when riled his orcish berserker nature kicks in, causing him to fight even harder, even past the point of bleeding out. His family are being held to ransom by Apollo, so Papa hopes to free them.

Wendoline: A human girl whose elegant mannerisms hide a problematic past. She may be polite and ladylike, but make no mistake: if you tick her off, she WILL go Rambo on you. This hotheaded pyromancer comes along for the ride in a bid to discover the truth behind her parents' disappearance.

Mr. Adzuki: A bumbling but charming man of few words who is on the adventure primarily to go sightseeing. While he is inept, he shouldn't be underestimated, as he is a practitioner of the ancient and secretive martial art of Ecky-Thump. He dreams of one day becoming the High Priest Ee Bah Goom, even if only for one year.



Antagonists
---------------
Apollo: To the citizens of the Republic of Avano, Apollo is a hero. To the inhabitants of Mujitsu no Shima and Costa de los Gatos, he is just a Governor of a foreign country. To the Nyssians, however, he is cruelty personified. Advancing in years and cunning to a fault, Apollo seeks the whereabouts of the Pit of Sheol (under the guise of world peace) intending to free Abaddon, the Prince of Deception.

The Association of Gentlemen Assembled for the Preservation of the Empire (A.G.A.P.E.): This top-secret government organisation act as Apollo's secret police, gathering data on worldwide goings on and "dealing with" anyone who knows too much, including the heroes. They are also responsible for maintaining the crystals that extend Apollo's influence around the globe. Their name is a misnomer, as there isn't an empire for them to preserve...yet.

Oblivion: A mysterious grim reaper figure that carries a large blade, continuously tangling with the heroes. Nobody knows who he is, but wannabe revolutionaries have been vanishing without a trace since he came to town, and if that wasn't strange enough, nobody remembers those who disappeared. Mysteriously, this shady spectre seems to have some kind of connection with A.G.A.P.E.
I've been playing a lot of Dragon Quest IX lately, and if there's one aspect of gameplay I'm not a fan of, it's the ridiculous amounts of grinding. So, one big feature I want Genesis to have is that I want grinding to be less important to character growth.

In Genesis, there is a distinction between skills that are character-specific and those that aren't. Character-specific skills are learnt in the usual ways: through levelling up, and through the story. Non-character-specific skills are learnt in a number of different ways: as traits on equipment, through the story, through gems, runes and crests (more on them below), etc.

On particularly important non-character-specific skill is Hyper Mode. When a character's TP gauge is completely filled, the Attack command is replaced by the Hyper Mode command. While Hyper Mode is active, the character gets a 50% boost to all stats except Max HP and Max MP. They also gain the ability to use DX skills, which are souped-up versions of skills they already know i.e.: Giga Blast upgrades into Giga Cannon. There may also be equipment that plays off of the Hyper Mode mechanic, such as bracers that reduce the amount of TP gained in exchange for a chance to stun targets with basic attacks, claws that increase the amount of TP gained at the cost of completely disabling Hyper Mode for as long as it's equipped, etc.

As mentioned above, there'll also be crests, runes, and gems, which utilise Yanfly's Attachable Augments plugin. Gems allow the use of different kinds of magic, such as Fire, Summon, and Mega. Runes provide minor bonuses, and some of them combo with other augments to produce greater effects. Crests are wild cards; they generally provide special one-of-a-kind abilities, but there are other things they could potentially do. Some crests are also cursed, meaning that once they're attached, they can't be detached without divine intervention.

There'll also be achievements, called Skill Points, in the game. These Skill Points are not mandatory and exist as extra bonus challenges for the player. The player is given the name of the Skill Point, a vague description, and a location, and it's up to them to figure out what they have to do. The name, description, and location serve as clues to help in this regard. As the player gains Skill Points, they can spend those points at a certain shop to get unique rewards. There are exactly enough Skill Points to buy everything in that shop, so the player doesn't have to worry about missing out on anything.

The village you start in, Duowell. The wells are invisible on account of them being events.



A battle starting. The animation was fully evented, with Yanfly's Base Troop Events plugin doing the copy-and-pasting of the event to all battles in the game.




Harold (he isn't going to be the protagonist, btw) entering Hyper mode.




Giga Cannon in action.




The road to the first (actually 0th) dungeon in the game.




The game's first inn. Yes, that is Cloud sitting at that table behind the text box.
 

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Stanley

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Simple but engaging. I admire Oblivion's role here. Sounds like the Gentlemen aren't that gentle :S
Gotta love Papa's bio. I have a rocket-science-level question tho. All these wonderful and cool animals and mythical beasts, but did it really have to be a duck? xD
 

TreguardV

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Simple but engaging. I admire Oblivion's role here. Sounds like the Gentlemen aren't that gentle :S
Gotta love Papa's bio. I have a rocket-science-level question tho. All these wonderful and cool animals and mythical beasts, but did it really have to be a duck? xD
I chose a duck for a number of reasons:
  1. It hails from the original text-based prototype which had only two protagonists: a boy and a duck. I've even considered making the duck a party member, using skills with names like "Dive Bomb" and "Fowl Play"! :guffaw:
  2. Ducks are cute.
  3. The people who sent the note were fresh out of pigeons.
  4. Ducks are cute.
  5. I haven't yet come up with a fantastical creature that could do that job.
  6. Did I mention that ducks are cute?

Awww, look at 'im!

Thank you for the feedback! :)
 
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Maxii03

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I think you used a duck because ducks are cute.
 

S.Court

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101 ways to cook a Goose? I need this book now!

I've been playing a lot of Dragon Quest IX lately, and if there's one aspect of gameplay I'm not a fan of, it's the ridiculous amounts of grinding. So, one big feature I want Genesis to have is that I want grinding to be less important to character growth.
Exactly how? Do you use the features you mention after that to avoid grinding or do you use anything else? In my opinion the best way to avoid grinding is distributing the experience points you earn in the dungeons in a proper way to make the characters stay at the level you want in the different moments of the game, but I'd like to hear how do you plan to avoid the players have the need to grind.

There may also be equipment that plays off of the Hyper Mode mechanic, such as bracers that reduce the amount of TP gained in exchange for a chance to stun targets with basic attacks, claws that increase the amount of TP gained at the cost of completely disabling Hyper Mode for as long as it's equipped, etc.
I like the idea, I always find interesting the idea of equipment allows to "manipulate" the tools the game mechanics as a whole offer, but I find a bit confusing the idea of the claws, at least you want those work as TP battery for random encounters and then you can change them for more important battles, but doesn't that sounds as a way to grind as well? (A small amount, of course, but grinding in the strict sense of word)

In general I like the ideas you offer, good luck with your project! :)
 

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