RMMZ Jamie: a dark RPG full of puzzles and intrigue (Coming in December)

Deckiller

Phoenix
Veteran
Joined
Mar 15, 2012
Messages
221
Reaction score
154
First Language
English
Primarily Uses
RMVXA
Jamie_28.png
an RPG Maker MZ JRPG by Deckiller


"Those touched by the darkness must establish balance with the light...or face certain death."

Young Jamie has been cursed by the darkness and ostracized by her deeply spiritual hometown.

To find a cure, she and her friend Billy will crawl through some of the darkest and strangest dungeons in the world, solving baffling puzzles and fighting tricky enemies around every turn!

They will be aided by Jamie's unique ability to record the thoughts of dead adventurers who tried to escape the dungeon. These poor souls paid the price of failure with their lives, but now Jamie can learn from their mistakes!

There's just one problem: Jamie's own mother stands in her way. How will they reconcile?


Game Page: https://rpgmaker.net/games/11793/
Feel free to subscribe for updates!


JamieRMW1.png

Jamie is a traditional JRPG that was created in approximately two weeks for RMN's "Kill the Cutie" event. The current demo covers the opening areas and the first major dungeon; the final version will add two new areas that are each far more intricate than the first. I'm always looking for ways to improve!

jamie_features.png


rmwmenu.png

* 2-3 hours of gameplay across three dungeons and five set pieces.
* Puzzle-driven dungeons and battles. Every item, weapon, and skill will be important.
* A Passive Skill system that alters each character's arsenal by buffing certain abilities or creating specific Skill Rotations. At several points, players will be given a choice of two passives to pick based on their playstyle.
* A Conduit system that allows Jamie to listen to the last thoughts of the dead. The system starts off as a simple hint delivery method and becomes a major puzzle concept later on.
* A simple weapon type system and basic light- and dark-elemental duality for magic.
* An old-school, creepy dungeon-crawling adventure inspired by the Zelda temples (especially the Shadow Temple!) and SNES JRPGs.
* A character-driven story with a shocking conclusion.


jamie_summary_02.png

Long ago, the archipelago of Kolmesarta was home to an ancient order of magicians called the Telekinetic Sages. These wielders of holy magic served as community guardians, servants, healers, preachers, and even soldiers for the local lords. On the southern island of Kioka, a group of Sages struggled against an invasion of technologically advanced soldiers from a distant land. Desperate to preserve their way of life, many Sages appealed to the spirits of Cygnus, the ancient land of Balance, for dark power.

These new talents came at a cost: to wield the darkness without becoming consumed by it, the Sages had to be careful with their dark powers as well as their innate holy abilities. Many of these so-called Balance Sages died within weeks because the tug of war between the darkness and light proved too big a strain on their souls. Those who lived were eventually driven to madness, destroying friend and foe alike. Although they repelled the invading soldiers, all of the Balance sages died in the ensuing civil war. To prevent history from repeating itself, the Sages kept their numbers small, their bloodlines pure, and their dark past under wraps.

Jamie_31.png

Fast forward to the present. As the talented and loveable daughter of the local Sage, young Jamie has a bright future ahead of her. She is respected by her peers and adored by the townspeople. She is well on her path to being a proper civil servant, much like generations of Sages before her. But there is one person she can never fully satisfy: her mother.

But then something unfortunate happens, and Jamie's entire world turns upside down. How will she cope with her sudden string of bad fortune? And will her best friend Billy, a rising hunter-in-training, stand by her side when the entire region turns against her? With the aid of Billy's older brother, Kiefer, they will eventually find the source of the evil that plagues them - but will it be too late to stop it? And what is the source of the darkness that rises upon Kioka?


images.png
Map064.png Jamielibrary.png
Jamie_32.png
Jamie_20.png
billymenu.png
rmw2.png
Jamie_10.png
rmw3.png



jamie_credits.png
* Developer: Deckiller
* Scripting: Visustella/Yanfly
* Graphics: MZ RTP (with heavy edits), Freepik (@ksushafineart)
* Audio: MZ RTP, Freeware sources (full credits in readme file)
* Testers: Arcmagic, Dethmetal, Pianotm, Puddor, Ziggy, and Dyhalto

updates.png

10/31/2020: Happy Halloween! The demo has been uploaded to RMN. It covers the first 40 percent of the game or so. The next update will be the completed version, and it will have an additional two large dungeons as well as the conclusion of the story.
11/3/2020: Tonight was the Kill the Cutie stream and Liberty played through the game on stream. The reception was quite positive, though there were some interesting points brought up in both the stream and the chat. I'll be making some fairly extensive changes to the first half of the game to address this feedback. In other areas, I've mapped most of the second dungeon and planned out the puzzles. I've also started on the exterior of the third dungeon.
11/4/2020: Now that the Kill the Cutie event is over, I've removed the download and flagged it for testers only. Expect the full version later this month - feel free to subscribe here or on RMN for regular updates!
11/7/2020: I've completed quite a bit of mapping and eventing. Onward and upward!
11/11/2020: Life's going to get crazy over the next couple of weeks, so the game isn't likely to be finished before December.
11/21/2020: Mapping is almost completely done, aside from a random cutscene map or two. Now I just need to event all of the puzzles and cutscenes, which should take about a month to do (at a rate of 2 hours a day). Add another couple days to flesh out the database and balance the combat, and I should be able to wrap this up by the end of December. Playtime will be around 3 hours.
 

Attachments

  • Jamie_10.png
    Jamie_10.png
    745.6 KB · Views: 2
  • Jamie_07.png
    Jamie_07.png
    343.4 KB · Views: 4
  • Jamie_09.png
    Jamie_09.png
    481.4 KB · Views: 6
  • dddd.png
    dddd.png
    12.7 KB · Views: 48
  • Jamielibrary.png
    Jamielibrary.png
    2 MB · Views: 3
  • dddd.png
    dddd.png
    12.7 KB · Views: 44
  • Map064.png
    Map064.png
    1.9 MB · Views: 0
Last edited:

Deckiller

Phoenix
Veteran
Joined
Mar 15, 2012
Messages
221
Reaction score
154
First Language
English
Primarily Uses
RMVXA
Tonight was the Kill the Cutie stream and Liberty played through Jamie for a couple of hours. The reception was quite positive all around, though there were some interesting points brought up in both the LP and the chat. I'll be making some changes:

1. The portraits and sprites of Jamie, Billy, and Laura will be changed to be a little older. They are intended to be 13-14 years old, not 9-10.
2. Some of the more verbose monologues will be trimmed down a bit. I just need to do a better job working around the character who can't speak.
3. I will add a state icon that signals what kind of weapon you have equipped.
4. I MIGHT add an explorable village to smooth out the pacing during that big block of cutscenes between the intro and first dungeon. This is still a big maybe though.

In other areas, I've mapped most of the second dungeon and planned out the puzzles. I've also started on the exterior of the third dungeon.

KiokanWoods.png
 
Last edited:

Deckiller

Phoenix
Veteran
Joined
Mar 15, 2012
Messages
221
Reaction score
154
First Language
English
Primarily Uses
RMVXA
Progress Report:

Things are steady. The penultimate area is mapped, and the final dungeon is about halfway complete. I've also worked out the eventing that will be used for the final area's puzzle themes.

This will likely be my last solo project to use the RTP, barring contests or the like - and I guess one cannot rule out using the amazing 2k3 RTP. 16 bit is bae, and my style is more suited to that era anyway. Assets like REFMAP are way more fun to use, on the whole, and require less editing. I've spent a ton of time recoloring and editing the MZ RTP to suit my desire. Sure, it's a great foundation, but the kind of games I make just aren't well suited for the visual style of the RTP since VX Ace.

The only reason this project uses the MZ RTP is because of the fun I had in the MZ Trial period. After making "Project4", I started puttering around with dungeon edits and came up with a design that I liked. Jamie was created to showcase some of the dungeons I made with the edits.

After Jamie, I'm probably going to dive back into mapping commissions as well as my own 16-bit game - perhaps an update of Carlsev Saga or a port of Solitary. It's up in the air at this point.

dssfdas.png
 

Attachments

  • DarkTowers.png
    DarkTowers.png
    835.4 KB · Views: 92
Last edited:

Arcmagik

Game Developer
Veteran
Joined
Sep 27, 2015
Messages
522
Reaction score
680
First Language
English
Primarily Uses
RMMV
This is looking great, man. I am glad I got to playtest it the Kill The Cutie version. Looking forward to the full game!
 

Deckiller

Phoenix
Veteran
Joined
Mar 15, 2012
Messages
221
Reaction score
154
First Language
English
Primarily Uses
RMVXA
Thanks, Arc! Chippin' away slowly but surely.
 

Deckiller

Phoenix
Veteran
Joined
Mar 15, 2012
Messages
221
Reaction score
154
First Language
English
Primarily Uses
RMVXA
It's going to be a slow couple of weeks on the gam mak front because I need to get caught up on work in preparation for the sluggish winter season. I will probably have to move the tentative deadline to mid-to-late December. The tl;dr is I'm gonna need at least 80 hours to finish the game to the level of standards set forth in the demo (and ideally more) - that's about 4 weeks of part-time effort.

Here's where I stand with everything:

Planning: 95 percent complete (2+ hours of work remaining, mostly in the details surrounding the plot twists that are coming up)
Mapping: 70 percent complete (10+ hours of work remaining)
Eventing: 50 percent complete (60+ hours of work remaining)
Database: 40 percent complete (5+ hours of work remaining)
Part 1 Rewrite/Expanded Intro: 0 percent complete (5+ hours of work remaining)

I'm really hoping that I don't get screwed over by life here. I REALLY want to finish a game, even more than when I attempted to do so with Solitary. An illness and then a pretty crazy relationship kinda put Solitary on the backburner last year. Luckily I'm in a pretty mellow place in life, so I don't expect the sky to fall here.

sadfasfdsfas.png
 

Deckiller

Phoenix
Veteran
Joined
Mar 15, 2012
Messages
221
Reaction score
154
First Language
English
Primarily Uses
RMVXA
Quick update: I've been busy IRL, though I did have some time this weekend to map a good portion of the final dungeon. Here are some of the RTP edits I made:
safaesfasfs.png
 

Deckiller

Phoenix
Veteran
Joined
Mar 15, 2012
Messages
221
Reaction score
154
First Language
English
Primarily Uses
RMVXA
Slow and steady wins the race, as usual. I added a small cave dungeon to help with the pacing of the game. Here's a random screenshot or two:

Jamie_40.pngawfasfdasfdas.png
 

Deckiller

Phoenix
Veteran
Joined
Mar 15, 2012
Messages
221
Reaction score
154
First Language
English
Primarily Uses
RMVXA
I made more maps...and I finally remembered that you can export mapshots in MZ. Future screenshots will be of a much higher resolution, heh. Here's a temple I made!

Map064.png
 

Deckiller

Phoenix
Veteran
Joined
Mar 15, 2012
Messages
221
Reaction score
154
First Language
English
Primarily Uses
RMVXA
Not much in the last several days due to Thanksgiving and work, but I was able to map a little shrine and a few other small areas. Jamie_42.png
 

Deckiller

Phoenix
Veteran
Joined
Mar 15, 2012
Messages
221
Reaction score
154
First Language
English
Primarily Uses
RMVXA
Progress has been slow, I'm afraid. My roommates appear to have COVID, so I've been pretty focused on IRL stuff as well as Legion Saga DX. Still aiming for a release by the end of the month, or perhaps an updated demo release later this month, to strike iron while it's hot.
 

Latest Threads

Latest Posts

Latest Profile Posts


When you thought you'd be finished with the grid, and spend ~8-9 hours on an arrow. How is this more difficult to than player movement?

Still some bugs hiding in there, but it's nearly complete.

I'm having it strictly follow the path a user draws, because there will be booby trap and other similar mechanics where you want to avoid specific cells.
I feel like banging my head against a wall every time I want to find that post that shows all the plugin header codes. Then I think "next time I find it, I'm going to bookmark it". Then I think "wait a minute ... maybe I bookmarked it last time because it took me so long to find it". Check bookmarks, and there it is :)
... a few of my main characters standing around doing nothing lol. I mostly wanted to see them together on screen.

Forum statistics

Threads
107,821
Messages
1,032,431
Members
139,970
Latest member
ThatOneMans
Top