RMMV [IGMC 2017] Journey to the East

ProGM

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Hi everyone, we are Elf Games Works and this is our third time @IGMC! For this 2017 edition, after a successful Little Briar Rose made with RPG Maker VX Ace (link) and Oh! I'm Getting Taller! made with Unity, we opted for RPG Maker MV.


Journey to the East is a comic turn on the original 16th century chinese novel, 西遊記 (Journey to the West).

In the Son Wukong era, monkeys despotically rule the world. Everything that is good, left by the humans who came before them, is lost.
A young priestess, though, is seen as a demon because of her kindness. It is Tricky, a lazy monkey, who is chosen by the monks as the hero who will purge all that is good from the demon.
The game features a rhythm, turn-based combat system: in the Son Wukong era, fights take place on theatre stages. Choose your characters' skills wisely and perform them by following the correct rhythm.


  • Play a cool rhythm, turn-based combat system on a theatre stage
  • Explore a fascinating hand-drawn world, inspired by the ancient Chinese art
  • Have fun with cool & crazy humor cutscenes
  • ...and embrace the monkey way!







Fabiola "@Ennacrima" - art & humor
Piero "@ProGM" Dotti - scripting & game design
Andrea "@endriu" Fumagalli - game design & writing
Marco "@Guardian of Irael" Buzzi - event programming & game design

Original Music:
The Prophecy by Nomid Lomysz
Chi Recall by Nomid Lomysz
Battle Theme by Mario "Nefes" Tumbarello

Full Credits:
Plugins:
YED_Tiled by Dr.Yami
QPlus, QInput, QPopup, QPathfind, QSight by Quxios
more_character_frames_(mv) by Shaz
GALV_MessageStyles by Galv
YEP_StopMapMovement by Yanfly

Creative Commons:
Exotic Plains by Darren Curtis
Silly Fun by Kevin MacLeod

We all hope you will have fun trying the game out. We look forward to hearing from you; comments and feedbacks are always welcome, as we are improving the game as we write this topic.

Thank you!

The Elf Games Works team
 

Ennacrima

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I'm working on a wallpaper in full asian style. I think it's finished in a couple of days, hopefully.
It's taking a while... too many details, ugh! :kaoswt:

The sketched idea


What I achieved so far


This will also be the title for the next release. Let me know if you like the game and/or if you're having trouble with it! :kaothx:
 

Ennacrima

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Our lovely-dovely coders are collecting all the avalaible feedbacks to find and polish all the game flaws. To whoever is checking out our game, let us now about any issue you find. Music and rhythm are a delicate matter, your experience is priceless!

Meanwhile the wallpaper is going well, aside the fact that morning is the perfect hour for mind nonsense.






Forgive me, dud! :p
 

Ennacrima

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The first post-contest release is here!
Hi guys! It's been a while!
As I said occasionally, we spent this month refining and fixing all what was left behind during the contest rush. Battle System and bugs have been our main goal for this update.
It took longer than expected, but here we are!


But stop for a moment!
First of all, we created a super cool brand new hyper Discord channel, where you can talk with us, ask questions and share your own game as well!

Join it now!


Since the contest is not over, yet, we can't upload the file in a "standard" way. However, we wanted to share with you our super-cool new version.

Download the updated version!


What's new in this release?

  • A completely new title screen! (You know this was coming...!)


  • Improved enemy AI: more moves, better moves with new animations, enhanced strategy



This month we focused expecially on the battle system and we can't wait to know what you think about it.
In the meanwhile, though, we also covered several details we left behind during the contest rush.


Here's the full change log
  • Game finale is being re-made, with the aim to turn it into what it was supposed to be
  • Preloaded all graphics to avoid flickering or graphic bugs
  • Improved BS: removed unnecessary long and passive passages, faster animations, fixed the countdown sequence timing before performing a move
  • Added new music patterns for characters moves
  • Added new introduction scene for new characters who join the party
  • A more detailed intro
  • New UI improved graphics
  • Improved Game Over screen
  • Fixed damage formula
  • Replaced some horrible (ahem) graphics
  • Better game loading times
  • Polished pre-boss scene
  • Game rebalancing: learning curve is not as steep as it used to be, simplified tutorial and first game phase
  • Permanent death fixed → when characters died in combat, they didn't revive until the next save. This doesn't happen anymore
  • Banana trap fixed → the correct animation is now triggered


That's all!
The time of the big revelations is near. Finger crossed all together, guys!

See ya next time!
 
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Veniphil

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I'm from China and looking forward to this game.
 

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Cursed problem: Multiple language switches. Say, you want to switch to EN language from JP but you have no idea where the language switch in JP menu language.
Tonight I'm finally going to start putting the dungeons my team has made on grid paper into the engine. That's the final step of making the game world.
Yay! My new Doomsday machine..... er... "Heroic" machine is ready!
//pushes button :LZSexcite:
Uh oh what's that rumbling?!
// Game explodes :kaoback:
That's the fourth time this week! :kaolivid:
// Gets to work building next "Heroic" Machine. :LZSskeptic:
I was just reflecting back on an old project of mine. I was creating a Wizardry-like game but with a little more complexity. It was being made with RPG Maker VX Ace.



That feeling when you finally manage to get in touch with your favourite illustrator, only to learn that he doesn't accept commissions.

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