RMMV Lyfis Chronicles

Artomes

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Lyfis Chronicles
Lyfis.png

SECTION A: SYNOPSIS
This game is planned for both PC and Mobile release (UI ideas appreciated)
  • Hand Crafted battle system. Action Points / Turn-based combat. Perform multiple actions in a single turn. The core of my game. The goal is a deep strategy feel. Yanfly Row formations are in place. (Inspired by XCOM/Divinity Original sin)
  • Adrenaline block feature. This reduces all incoming damage to 0 when your health falls below 20% for the remained of the turn. (this is so enemies that attack 2+ times won't just kill you. It's a balance since they can attack multiple times) I need help explaining this feature to the player. I feel like my tutorial fights are already cluttered with information. Be warned if your health is at 21% and the next hit is critical and drops you to zero the state won't proc.
  • Unique commands for every weapon. (No two weapons are alike). Special weapon traits activate depending on what row the character is in. Very curious to see how the people view this system.

  • Unique Enemies. Every enemy you encounter serves a different purpose on the battlefield. Feedback/ideas/improvements to these enemies would be appreciated greatly!

  • Research Mechanic in place. Use research to get the upper hand in Diplomatic endeavors or on the battlefield! Plan to switch to a day/night cycle for research times. This is currently a proof of concept.

  • No Item access during combat. Instead, a Loadout system (using yanflys equip skill plugin) is in place. The goal is to make a tactical decision on what to take on to the battlefield. (This is a bit of a lie, a certain character has access to items but he is hidden away in a side quest and you might just kill him depending on your choices)
  • Tell your story. From the beginning of the game to the end. Your decisions from the start of making your character can affect the outcome of a quest.
  • Favor system. Instead of a morality bar, you can gain or lose favor between the different Kingdoms (Ishra Pernix, Lucerna). Favor one at the expense of the others
  • The final feature will be permadeath. This feature is on hold because I am not sure how to get a large number of awesome custom sprites without a bottomless pit of money but this will be a core feature. (Hopefully)

IMAGES/SCREENSHOTS
Enemies, sprites, and UI are placeholders
Screenshot1Showcase.png

Screenshot2Showcase.png

Screenshot3Showcase.png

Screenshot6Showcase.png


SECTION B: CHARACTERS
  • Coming soon

SECTION C: STORYLINE/PLOT
  • The world of Lyfis has been in balance since the creation of the world by the Overlord Fis. He created the Gods of the elements. The most dominant being the Lady of Light and Lord of Dark, Lady Lucidas and Lord Tenebris respectively. Many generations have come and gone since then. Fis with all his power is not a benevolent God, no he’s a prisoner of his emotions. Five eras have come and past with Fis toying with his creations. With the rise of the fifth era is where YOU come in. Fis has begun to crumble the very foundations of the world and you’re at the very begging of it. You must discover the intentions of the Overlord and decide how to approach the coming disruption.

    You begin as a Disciple of Light. Lucidas’s elite team of Light bringers, they fight the darkness to keep balance in the world. As a Disciple, you must ensure the survival of the people under Lucidas’s watch. Not all of her children are loyal to her, the kingdoms have their own agendas and seek to achieve their goals by any means. Your duties will range to building alliances, discovering new research and to create a strong discipleship for Lucidas. Fighting the Dark Lord and his army is a given but what is their purpose why do they fight if no progress is made? What has changed in this era that has made them so aggressive?

    As you journey through the world and fight the darkness, things will not be as they seem. The balance has been in place for eras but why now are things changing and could it be possible that this is the best outcome for the world? Many secrets are buried by the dirt of world. Secrets that could change the world. The people you will encounter may be playing you right into the palm of your hand to simply achieve their goals.

    In the end, you must gather the information of the world and decide for yourself the best course of action to take. This is your story and you have the power to change it as you see fit. (two outcomes)

SECTION D: SETTING AND/OR WORLD DEVELOPMENT
  • Coming soon

Known Bugs
  • An issue with tiny's Popup plugin. the gold icon will randomly show up when learning new skills and equipping skills. When equipping/taking off gear, the icon for the item will pop up. I made some adjustments and this should be fixed.
  • Gold icon pops up when buying items or learning new skills - still trying to figure this one out

To do list / upcoming development
  • Tutorial overhaul. While this is being developed, I will remove the game link. When the new tutorial is done I will re-upload the game. Complete
  • Title screen overhaul- Backlogged
  • UI overhaul. With the goal of making the UI mobile-friendly, this includes graphics changes to the UI. - Backlogged
  • More cinematic intro less text (might wait on this for custom main character sprites). - Intro 1 and 2 Complete
  • - Intro 3 (introduces your character) - Current Priority
  • Quest tracker. Probably going to use Yanfly's quest plugin for this. - Backlogged
  • Sprite and enemy graphics. Going to outsource this, when the income is available. The main hurdle is the sprites, I want to implement permadeath so I'm going to need at least 10 - 15 custom sprites or a generator to create custom tall sprites and battlers - Backlogged
  • Finish Main Mission 1 (Story quest)
  • Combat system feedback
  • Story feedback

Tutorial overhaul objectives
Testing Phase:

Objective 1 - 1st combat fight:
- Teach the player row movement.
- Attack range of the Sword equipped.
- Sublimely introduce row icons and how they change in different rows.

Execution: The enemy will push the player back 1 row into the 2nd row. Using a gab window the enemy will state "try to hit me". With the player in the 2nd row, they will not be able to. I will introduce a green aura under the player to indicate the effects of row 2. This will encourage them to check the status of the unit.

Thoughts/Goals: This is a rough outline. I will introduce 2 mechanics at a time with 2 subliminal mechanics (Row icon changes, Row effects). the goal is to not front-load too much information and let the player explore mechanics organically.


Objective 2 - 2nd combat fight:
- Scrap all the text
- Player observes how the enemies utilize the rows instead and learn from their tactics!
- Player notices how they can not attack the enemy in the back with a melee weapon (tanks in the front row).
- Player observes the enemy use the last row to heal up.

Execution: This will be completely based on the AI and how the player approaches the fight. Most likely a ton of testing will be needed to see how the battle plays out.

Thoughts/Goals: What better way to learn than by example! I think I might be on to something here. Not only will the AI seem more intelligent, but they will also teach the player how to be more effective during fights!

FEEDBACK appreciated as always!

DOWNLOAD LINK
 
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Artomes

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Beta Test feedback on core mechanics, battle system and the story would be greatly appreciated! I will playtest your game in return. Message me for details
 
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Gabbypie64

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Alright, I'll take a look but I don't know how much help I'll be.
 

Gabbypie64

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I got a transparent after choosing the lucerian path after the battle with flame familiar
 

Gabbypie64

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I took a screenshot it helps,I will play to see if I find anymore overcites latter ka
 

Gabriel-Chi

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Hi,@Artomes
Just one thing I didn't like, I haven't even tested it yet, but just for this image I already found something strange, you used enemies that I had seen before, I think on the yanfly site, very good, like that animal with two swords of fire and armor, but then I saw the face of RTPM MV RTP, it was kind of weird, but I'll test, maybe there is more to be strange.
 

Artomes

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@Gabriel-Chi all graphics are place holders until the Main game loop is considered "fun" I wont polish a turd in other words. I have to make sure the main mechanics are fun and engaging.

It states that in the game description. But thanks for showing interest :)
 

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