RMMV Ludus Sophiae

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses

Summary

Explore the world, beat enemies and collect their skills, manipulate your environment, upgrade your base, unlock more heroes, mine gems & ores, craft weapons, raise plants and animals and use the produced goods to cook, then feed your heroes to temporary increase their strength, or simply get wasted and start a good old bar brawl.
Build cities, raise armies, and lead them into battle.
Can you free the world from the tyrannical rule of Providence?

Animated Title

> Playlist with videos of all Features here. <

Screenshots
Everything, especially the later screenshots, are work in Progress.

Title:

Alternative title (character portait WIP, upscaled from VXAce):

The Mundburg:

The Bath, one of multiple unlockable rooms for the Mundburg:

The Greenhouse

Barn:

Tool selection menu:

The Worldmap:

A scene from the intro:

Early screen of the battle system:




Prologue

The year is 255 AS.

It's now been slightly over two and a half centuries, since humanity suffered its greatest downfall, the Searing, brought about by Terra's own Defence Sattelites, that got taken over by Providence after a series of coordinated attacks.

Civilization is slowly building up again, but is nowhere near its previous heights.
The technological progress, held back by Providence, seems stuck in a medieval state.

This story follows the adventures of an initially small band of slightly wayward people, as they set out to recover an artifact, possibly containing secret millitary codes with the capacity to retake the hijacked satellites. However, the artifact in question got stolen from a merchant, by a bunch of mercenaries turned highwayman, and they likely won't give it up peacefully.

Where will their travels lead them?
What dangers will they have to face?
What obstacles to overcome?
What foes to vanquish?

There is only one way to find out.



Characters



Gameplay

Intro and Post Endgame:
These parts are connected through optional space shooter sections told from the view of Vaelen, Sophias father.

Main Game:

1. The RPG parts are seen from the point of view of Sophia, Lunaris & Shango and 1-3 additional characters depending on the current Map/Quest. The battles are fought in a semi real time battle system. Skills are mainly inspired by Guild Wars 1 and elements from Pokemon.
Every second there are X ticks, though you can stop the clock to input commands. Every skill takes some ticks to execute and its execution can be interrupted.
Maps contain obstacles that can be manipulated through Field Skills (think Pokemon HMs or Golden Suns Psynergy)

2. The headquarters of the main characters, the Mundburg, is seen from the view of Broseph Iroth, the butler.
This part of the game is mainly inspired by harvest moon.
You grow plants in the greenhouse, raise animals in the barn, cook using the resulting ingredients and feed the meals to the heroes to gain "charges" that can be used in battle.
You can also observe the daily routine of the heroes and interact with them.

3. The town building and conquest parts use the heroes as generals and grant different boni to units.
You build and grow cities to gain resources and raise an army to conquer enemy cities, to unlock new playable areas, or progress through the main story.



The World

History:
Terra was once home to a space faring civilization,
though not advanced enough to traverse the distance to the next solar system.
They spread out to the various planets and build Foundations.
These large space stations where created as footholds
for exploration and, in some cases,
preparation for later Terra-forming and settlement.

All this changed instantly,
when an until then little known sect managed,
to simultaneously release poison gas
into the Foundations life support systems
and turn Terra's Planetary Defense Satellites against itself.
The following cataclysm would later be known as the Searing,
or, as proclaimed by Providence, the wrath of god.


Countries:

Invidia:
The split realm.
Torn apart after the death of its former king, this country was split into factions, loyal to the various successors, and plunged into a 30 year war.

After the dust settled, the leaders of the 3 biggest mercenary armies divided the conquered lands amongst themselves, though the newly formed borders remain contested until this day.

Superbia:
The lone island.
Home to proud and xenophobic clans of warriors. Rule over this isolated island is constantly shifting from warlord to warlord, the only constants being war and the presence of Providence.

Luxuria:
Land of love.
A rather small and unimportant kingdom, who's only claim to fame seems to be the unconquerable libido of its ruler and his never ending love affairs, which, more often then not, threaten this otherwise peaceful land.

Ira:
The artists of war.
If you want peace, prepare for war, and prepared they have.
Nowhere in all of Terra will you find a more skilled bunch of warriors.
Every male child is trained in the art of war beginning at his sixth birthday.

The main export of this country are skilled mercenaries, which fought and won in every mentionable battle for the last century. With all this in mind, it might come as a surprise that Ira hasn't expanded at all, since its founding, and has never fought a war on its own territory. Just as they say, if you want peace, prepare for war.

Avaritia:
Land of merchants.
This country lies in the center of Terra's main continent, bordering every other country except Superbia, making it the ideal place for trade among all nations.
It's said that its king would sell his own country – for the right price that is.

Gula:
The great desert.
A hungry country with little arable land, who's leader is known for his opulent banquets and not much else.

Acedia:
The sleeping giant.
A land which has seen better days, but still harbors the potential to rule the world.
Seat of the holy city, headquarter of Providence.

Albion:
The cursed island.
There is a legend of an island chain east of Superbia, however, no one who ever went there has returned alive.


Base
The Mundburg serves as your base of operation, it starts out as a run down fortress at the edges of Invidia and is restored partially in the beginning of the game. It can be expanded during the game with rooms such as a library, sickroom, bar, or bath. Different events/cutscenes occour between your playable characters and can unlock new quests among other things.


Note:
This game is a recreation/imagination of a VXAce Game of the same name, which unfortunately never made it into demo state. I'll try to put out demos as soon as the first main systems are done. (This would currently mean the battle system and maybe the Greenhouse, Barn and Crafting. Fieldskills, Brawl, Spaceshooter, Warfare and Townbuilding are planed to be added later on, or dropped if necessary.)
 
Last edited:

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses
The plugin for the greenhouse is up and running, I still need to draw a lot of sprites for additional plants, but adding new plants to the database is just a matter of minutes.

Next up is the barn.
 

rue669

RueToYou
Veteran
Joined
Aug 29, 2016
Messages
376
Reaction score
286
First Language
English
Primarily Uses
RMMV
This looks pretty cool! And there's obviously a great deal of thought put into the world.

The prologue has me hooked. I'm a sucker for "science fantasy" genres. Especially ones with religious undertones which this game seems to suggest.

Could you maybe add something about the gameplay? I think that'll help paint a full picture of this game.

The portraits of the characters look great too, and the game's logo is eye-catching.

It's a job well done so far. Looking forward to seeing how it progresses.
 

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses
@rue669 Sure, I added a small section to the main post.
Let me know if you want more details to any point.
(Though I didn't make it too specific on purpose, as I haven't finished most features in MV yet and can only extrapolate from what I have realised in the old version of the game.)
 

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses
The barn is up and running:
(Except for some minor placeholders that need other features to be implemented)

Don't think I'll have a demo by the end of the year, as crafting isn't done yet and the progress on the battle system is slower than expected.
(Had to redo some of the interface implementation due to poor performance caused by bad code due to too little experience with js)

There will be a tech-demo as soon as those two features are in a reasonable state.


 

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses
Currently working on the battle system, just finished the elemental effectiveness matrix, thanks js for hashes/objects.

Elemental weakness/strength matrix:
Yes, its from Pkmn, I prefer to copy from the best, take that Plato!
 

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses
Currently working on the status menu and character build templates to get things ready for the battle system and make its testing easier.

Just finished character attributes and affinities.

Affinities:
Spending affinity points permanently increases attack and defence against a specific type and are earned through battles. The costs of increasing type affinity varies from character to character, depending on their inherent talent.
(Types are the same as in Pkmn)

Attributes:
Every character has a fixed total of 99 Attribute points.
They can be set and reset at any time outside of battle.

There are 12 Attributes in total:
"Specialization", "Invocation", "Conjuration", "Destruction", "Deterioration", "Domination", "Interruption", "Nullification", "Transmutation", "Restoration", "Augmentation", and "Protection".

Each one increases the power of related skills, e.g. Destruction for skill that damage the enemy directly, Restoration for healing skills etc.
(These are mainly inspired by GW1 & HxH)

Screenshots:


 

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses
Skill and Equipment selection for the menu is done.
Now mainly working on character and group build saving and loading.
Still working on the battle system on the side.
 

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses
Finished the menu for loading and saving character and group builds.

I'll focus on getting the battle system up and running next.
Though things will slow down considerably due to RL for the next quarter of the year, so there will probably be only monthly updates at best.
 

somenick

Veteran
Veteran
Joined
Nov 2, 2014
Messages
182
Reaction score
90
First Language
English
Primarily Uses
In the past I played one or other RPG Maker game (dont remember them really). I rarely have time to play. But if I do, I'll probably try Ludus Sophiae :)
 

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses
@somenick Glad you like what you see so far.

No idea how long it will take to finish the game, probably years. Though I hope to get a tech-demo with a tutorial for the battle systems out towards the middle of the year, or sooner if RL plays along.
 

phamtruong1992

Mage Art - Green Dragon
Veteran
Joined
Nov 22, 2015
Messages
178
Reaction score
207
First Language
English
Primarily Uses
RMMV
The plugin for the greenhouse is up and running, I still need to draw a lot of sprites for additional plants, but adding new plants to the database is just a matter of minutes.

Next up is the barn.
Harvest Moon!!!
 

Lihinel

Veteran
Veteran
Joined
Nov 9, 2013
Messages
229
Reaction score
277
First Language
German
Primarily Uses
Basics of the Battle System are done, this includes:
Movement, single target & aoe damage and healing.

Everything still WIP, but don't expect that many changes for now.
The computation of damage and skill (side) effects has not been implemented yet.
Working at a slow pace right now, hope to get more done in april, just wanted to break the radio silence until then.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

My sister is a saint. Specifically Saint Peter. Because shes my best friend until other ppl are around then shes all "nope, dont know him, dont like him."
Making it a rule that I don't do any world building for my new game before the actual gameplay is concrete and working. I have 16 years of lore to work with anyway.
Cheesy power metal makes everything better. No matter what you do, you'll feel heroic doing it.
Starting to really like the first of my madness areas. I think the eyes looking at them really helps to sell the place. :LZSexcite:
Made idle animation for character. It first had only three frames but looked too different from walking animation and I had to draw five more.

Forum statistics

Threads
95,698
Messages
931,106
Members
126,043
Latest member
rpgteck
Top