liviticus

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SYNOPSIS

Malifex is the culmination of a story that has been lurking in my mind for many years, it has had a few previous iterations in RPG Maker VX Ace. However with the birth of my Son I decided to start again in earnest, so that he could enjoy the game some day.

I have used RPG Maker MV for this project and utilised some custom graphics and with the aid of the wonderful community resources managed to compile an hour of game play so far.
I envision the project will contain around ten hours of gameplay at completion.

Malifex is story driven RPG, focusing on character interactions and relationships. The overarching story will have the characters travelling far and wide in a world filled with lore, history and secrets.

Malifex takes place in a world known as Estoria, created by a benevolent deity known as Ophia. The singular land mass has been shattered apart during an event known as the “Cataclysm”. It’s populous struggled to reconcile the event and as a result fought bitterly in the belief they knew how best to serve Ophia.

Only two great civilisations remain, the strong and proud Kingdom of Helivigar in the East and the Republic of Krovikia in the West.

The Republic of Krovikia triumphed in the “War of Faith” leaving the Kingdom of Helvigar a broken puppet state of the Republic. It’s people now struggle to rebuild and try to come to terms with their new way of life, under the constant watchful eye of the Republic.

In the Kingdom of Helivigar, in the small town of Oakheart, with a young man named Jack, this is where the story begins. A victim of the long war, Jack now lives with his Uncle. He could never imagine what is in store for him.

FEATURES
  • Four main character party focusing on character development and interactions.
  • A world rich in history, lore, myth and secrets.
  • Combat features include: Weapon and armour augmentation. Weapon Unleash skills. Overkill mechanics. Custom skill types.
  • Help rebuild Helivigar: Town improvement and trading mechanics.
  • Discover the truth: The History of Estoria is told to the player in many differing recollections and passed down stories. Discovering the true history and secrets will directly affect the games final outcome.
  • Meet the creditors: As a thank to the people on the forums that provide such amazing resources. I will add named NPCs’ in various locations within world as an extra thanks for their great work.


IMAGES/SCREENSHOTS
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SCREENSHOT: Title screen.

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SCREENSHOT: Breakfast at the Hunters Lodge.

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SCREENSHOT: Emissary's speech in the town of Oakheart.
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SCREENSHOT: Deep within the Temple of Trials.
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SCREENSHOT: Custom witch Battler.

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CHARACTER ART: Agent Victoria of the Krovikian Republic.
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CHARACTER ART: Lilith, Queen of the Sunken Tower of Malifex, Arch demon, Harbinger of Destruction.


CHARACTERS
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Name: Jack of Oarkheart.
Class: Ebon hand
Personality: Impulsive, loyal, mischievous, unforgiving.
Biography: Jack lost his parents to the "War of Faith". He spent most of his childhood within an orphanage until his Uncle came to claim him. Now he serves as an apprentice in the secretive Brotherhood of the Ebon Hand.

vZ5m9UO.png

Name: Senga of Darkhallow.
Class: Witch.
Personality: Bright, quick, insecure, prudish.
Biography: Senga spent her youth in the same orphanage as Jack. However no one came to claim her. Her road to adulthood was far harsher, until fate intervened and she joined the Coven of Darkhallow.

mtYp9ar.png

Name: Reesa (Little leaf in the wind).
Class: Huntress.
Personality: Proud, brave, naive, shallow.
Biography: Reesa was born into the Frost Peak Clan, heir to the title of Grand Chieftain of the Clan. However the small fact of her grandmother having only sons and her mother dying in childbirth, in a matriarchal society may have caused some complications.

dFGbnQD.png

Name: Bowagrias
Class: Templar.
Personality: Humble, laconic, hero complex, zealot.
Biography: Bowagrias was born into a great and noble House of the Krovikian Republic. However a death in his immediate family during his youth affected him greatly. Thus he relinquished all claims of titles and wealth and chose to join the Serphim Knights.

PLOT
The game begins in time after the "War of Faith", the Republic of Krovikia have subjugated the Kingdom of Helivigar. Krovikia has brung with it a watchful eye and the teachings, known as the new Tenants of Ophia. All magical arts and use of magical artefacts are prohibited and strictly restricted use is reserved for the worthy.

Our main protagonist Jack of Oakheart is an apprentice of the Order of the Ebon Hand, a organisation forced into secrecy by the new Tenants of Ophia. An ancient and noble order which fought alongside King Ragnar of Helivigar during the "War of Faith" and latterly helped protect the populace against the ever increasing threat of monsters caused by the corruption during the event known as the "Cataclysm".

The restriction of magic use and artefacts have made the noble orders search for power elsewhere, thus the Order of the Ebon hand now strike deadly contacts with Demons in return for crystallised "Soul Gems". The Demons power is bound to the wearers gauntlet.

A series of events unfold that leads our protagonist to have a far more powerful Demon than he could ever imagined bound to his gauntlet. However she has no wish for "Soul Gems", her demand will lead him to the farthest parts of Estoria and he will discover the truth between the myth, legend, history and even the truth behind the event known as the "Cataclysm".

FACTIONS
The Kingdom of Helivigar.

A once strong and proud kingdom, now a puppet state of the Republic of Krovikia. The Kingdom followed the Old Tenants of Ophia, which taught that the event known as the "Cataclysm" was a result of greed within the populace. Thus magic use had been limited and solely used for the greater good. Its populous grew into a culture where any decadence would be severely disdained. As such its people wear sombre colours and regard hard work and devotion to Ophia as there highest aspiration.


The Republic of Krovikia.

Krovikia is a rich merchant Republic which has thrived on magic use ever since "Ophia's Revelation". It is led by seven noble houses of Krovikia known as the "Enclave". Ever since the "Cataclysm" the Republic has struggled to maintain its supply of magical artefacts. A large amount of the Republics landmass is desert and only habitable through the use of magic. Its people live in a merchant caste system where gathering wealth is their highest aspiration. As such its populous wear garish clothing and cover themselves gaudy colours and trinkets.


The Order of the Ebon Hand.

The noble order of the Ebon Hand gained its name by its members using the darkened magical stones, which fell to the earth after the eruption of the of the mountain known as "Ophia's Lance" during the "Cataclysm". The magical stones were sometimes tainted by corruption and would poison the user, thus they used to gauntlets to harness their powers. After the "War of Faith" the members of the order now look elsewhere for their power.


The Coven of Darkhallow.

The coven has been active since "Ophias Revelation" using magic to help the local populace in their day to day lives. Since the "War of Faith" many other covens have been persecuted for heresy and disbanded. However the Darkhallow Coven remains strong and works hand in hand with the Order of the Ebon Hand to hold back the tide of corruption.


The Frost Peak Clan.

The people of the Frost Peak Clan once lived at the foot of the mountain known as "Ophia's Lance". Unknowing to them they lived next to and drank waters that ran through the highest concentration of magical stones in existence. As a result the populous enjoyed benefits to health and longevity. However they were forced to flee from their homes during the "Cataclysm" and settled in northern Helivigar. The clan leadership shifted in the fallout, the females blamed the males for the loss of their homeland. The clan now disregard the Ophain faith and worship the mountains sea and sky in a strict matriarchal society.


The Order of the Seraphim Knights.

Is a Ophian military order with the mission of maintaining and protecting sites of religious significance. The fortress of the Seraphim Knights is sited on a Island in the south, far away from the Warring states of Krovikia and Helivigar. Now the war is over, the Order has moved in to protect the sites of interest. Most of the populace believe that the Seraphim Knights were a myth and legend and not a living breathing order.

DEMO

The following demo comprises of approximately three hours of game play. It is designed to be played by people who have knowledge of RPG Maker format and as such does not have tutorial segments. The scope of the demo is to introduce the world of Malifex prior to the main story enfolding. I hope you enjoy it and would love to hear your thoughts.

https://www.dropbox.com/sh/w394s7kiroj58a1/AACjKADeAWfFqZt_kCJwEhQfa?dl=0
 
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Hero_Claive

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That character art is giving off some serious Disney vibes. Not sure if that's a good or bad thing.

Anyways, I like the story. Parts of it are a little hackneyed, such as the humdrum of forbidden magic and ever-increasing monsters (some of which I honestly employ in my own story), but overall it looks like you've put a lot of thought into the finer details of the world. I can tell this has been influenced a lot by Western RPGs. Beware of typos also, there's quite a few in the post and in screenshots.

Good luck with the project! It will be awesome when your son can grow up to play it. :)
 

liviticus

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Thanks Hero_Claive for taking the time to look at my project :)

That character art is giving off some serious Disney vibes. Not sure if that's a good or bad thing.

Haha, that it is a great observation. I had not seen that till today. Either way I am happy with them as my character artist spent a good bit of time trying emulate RTP.

Anyways, I like the story. Parts of it are a little hackneyed, such as the humdrum of forbidden magic and ever-increasing monsters (some of which I honestly employ in my own story), but overall it looks like you've put a lot of thought into the finer details of the world. I can tell this has been influenced a lot by Western RPGs. Beware of typos also, there's quite a few in the post and in screenshots.

I realised early on that I had fallen into using some well trodden RPG tropes, however instead of removing them I have tried to give good reasons within the game lore for them. I felt that if they could be portrayed that way, it will hopefully remove of the jarring effect of seeing them again :).

As for the typos in the post I have no excuse and hopefully I have rectified that. There may a good few present within the game which I can blame on "Event Savanting" ( A matrix like state the one enters when trying to make actual progress :) ).
However prior to my demo launch, I will spend a lot of time and conduct a war on typos and hopefully purge them from my project.

Thanks again for your thoughts :)
 

liviticus

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26/8/18 Update

The demo is now live, thanks everyone for your interest so far. Let me know if you give the demo a try. As always I would love to hear your thoughts.
 

Benku

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Wow, that was enjoyable i can't wait till the full release.
 

JGreene

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So, I played through the demo this afternoon. The game has a lot of potential, and the direction you're taking the story in is interesting. I'll just make a list of the pros/cons based on my opinion. :p

  • Good story progression despite RPG tropes, has a lot of potential for growth and even story arcs
  • Amazing custom character artwork
  • Title screen music and art seem fitting (nice drawing :) )
  • Good character backstories so far; interested to see where you take them moving forward
  • Combat isn't too difficult aside from the black wolf who hits like a train at times
  • Great mix of skills, despite some overpowered combos

  • Title screen font can be confusing as to which item you have selected; Also, certain letters are getting cropped (minor issue)
  • Typos! But it seems you're aware and are in the process of eliminating them :p
  • Coffee tooltip and/or effect is misleading. It only restores 50% of your current EP. But the Tea works fine.
  • The small bushes by the river's end are set to star tiles; not sure if this was intentional, but it looks strange
  • No indication of lootable objects; Just a personal preference, but after figuring that out I just ended up clicking everything I thought might have loot.
  • Immolation doesn't appear to hit all targets (dunno if I was using it wrong or what)
  • No animation at all for the Lava Spirit's Volcano attack

Anyway, I really like what you're doing here and can't wait to see more :)
 

liviticus

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@Benku, @JGreene

Thank you so much for taking the time to play my demo!

Good story progression despite RPG tropes, has a lot of potential for growth and even story arcs
Thanks, I have spent a lot of time refining and pacing the main story so any RPG tropes are logical explanations for a series of events. Hopefully this makes them less jarring and allows the player to enjoy the story instead.

Amazing custom character artwork
Title screen music and art seem fitting (nice drawing :) )
All credit goes to my amazing character artist Hla, she spent a lot of time working with me to emulate RTP. All of custom characters have battler images and matching face sets. Since I am using a lot of RTP, I really did not want the artwork to clash visually :).

Good character backstories so far; interested to see where you take them moving forward.
Each of the main characters have fully developed back stories and character arcs. They each have their own motivations and flaws which will be apparent during game play. I had great fun working on Reesa's story who will joining the party next, her dialogue and world view point will make for some great scenes.

Combat isn't too difficult aside from the black wolf who hits like a train at times.
Great mix of skills, despite some overpowered combos.
I will be doing a full combat pass before the next version of the demo is released. Savage strikes in particular is quite overpowered, however I left it as is at present to gauge player response. ( For my own sake I kept the combat less difficult in play testing, nothing like getting killed in your own playthroughs :p)

Title screen font can be confusing as to which item you have selected; Also, certain letters are getting cropped (minor issue)
I have seen this issue and am actively looking for a work around. ( I would hate to have to change the font but it will easier to do early in project than deal with more text cropping later.)

Typos! But it seems you're aware and are in the process of eliminating them :p
Hopefully there is less then there was, but the war on typos is still in progress. Looking forward, everything is now copied from word documents.

Coffee tooltip and/or effect is misleading. It only restores 50% of your current EP. But the Tea works fine.
The small bushes by the river's end are set to star tiles; not sure if this was intentional, but it looks strange
Both bugs are noted and I will rectify them before next update :).

No indication of lootable objects; Just a personal preference, but after figuring that out I just ended up clicking everything I thought might have loot.
At the moment only items that are pertinent to the story or quest line are highlighted, hopefully allowing the player to explore the environment for themselves. ( There is even a hidden variable in Halfdans underwear drawer which rewards exploration :))

Immolation doesn't appear to hit all targets (dunno if I was using it wrong or what)
No animation at all for the Lava Spirit's Volcano attack
Your right Immolation appears to have a target/whole action mix up which I will fix.
Looks like I did not save the changes on the Lava Spirit's Volcano attack.

Thanks again for taking the time to play the demo and your words of encouragement will make the next section of development much easier. It will be a few months before the next update will be ready but I will keep you up to date with the games progress.

Yours Livi.
 

hiddenone

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I was asked to give this a try and leave some feedback, so here it is. :rwink: Overall, it's a good start but could use a bit of tweaking to make battles more enjoyable.
The story works pretty well, it does rely on common tropes but there's quite a bit of room for interesting twists. I'm not a big fan of Jack so far, but I do tend to dislike impulsive characters since they tend to cause extra trouble (like Jack's reaction during the Iron Haven bridge cutscene instead of listening to Halfdan). It'll be great if he keeps growing as the game progresses.

Having a quest log is quite useful, and the few sidequests available had useful rewards for the start of a game. A minor problem I had was that quest items couldn't be sold even after the quest is finished, which meant I had a bunch of Sticky Sap that just hung out in my inventory after I went slime-hunting to level.

I enjoyed the fact there were puzzles in the trial, though I do wish they were a bit more in-depth. I know they were just introducing the concepts, but since they were so simple I ended using them as a way to get experience instead of trying to solve them right away. There was a bit of an issue with the sun puzzle though, I stuck the details of that in the bug section below. It was a little disappointed the final challenge was just a battle, as I was hoping that the sun and moon puzzles would be combined a bit to reach the end.

Battles
I spent more of my playtime in battles, and found them to be pretty simple at the moment. The slimes and rats in River's End were weak enough that they could be taken out with just normal attacks pretty easily, though using Dirty Tactic and Savage Strikes (when available) sure shortened battle lengths. I never actually used Jack's Bandage skill since I could afford to buy a lot of Salted Meat from the store to heal with instead, and Empower didn't seem useful enough to warrant using on anyone but a boss.

Senga I didn't get to spend as much time with, but I did notice myself using one skill more than the others. Lesser Hex was just the best option, as Fireball actually did less damage even though it cost more EP... I'm unsure if it was just due to elemental resistances or what, but at this point I just never would choose Fireball. I never used Dark Gift either, since I had stocked up on healing items (seriously, I bought 50 Salted Meats and 50 Teas, and never worried about healing during battles) so I don't know how useful Dark Gift actually was. Maybe add in other reasons to use healing skills, like minor buffs that make them more useful than just an item in the middle of a battle.

Most of the battles I didn't worry about, the only ones I really disliked were the ones that had enemies that drained EP. Probably due to my bad luck, they would drain EP more than they actually hit Jack, so I ended up just wandering around with 0 EP since restoring it was a waste. If they had a condition on those skills so that they were only used it if they needed it (like less than 75% EP), then maybe it wouldn't have been so troubling.

Enemies were all pretty easy to one-hit after leveling a bit, the only reason I used skills was to get the Overkill reward. Double experience was too good to pass up, but since it made leveling up easy I ended up too powerful and rich quickly, though for some reason I didn't notice a real increase in items. Balancing that will definitely be a challenge, but you may want to spend some time tweaking the bonuses so that you don't gain quite as much experience and money, but maybe up item drops.

I'd love to see more skills that let the characters play off each other more, like if Senga's Fireball gave a state that made Jack's Dirty Tactic more effective against that enemy (and the other characters adding in more possible teamwork). While I'm sure there'd still be moves that are clearly better than others, having effects like that could lead to deeper battles instead of just 'spam attack or best skill until there's enough TP for a strong skill'.

Since you're already working on fixing the spelling and grammar errors I won't spend time pointing them out, just make sure to check your intro and book pictures, and keep an eye out for 'your' vs. 'you're' while your fixing things, since that was a common mistake I noticed.

Bugs
  • Jack can use the skill Dirty Tactic from the menu, which means losing EP for no reward
  • Sidequests don't always seem to remove the requested items, I still had River Weeds and Sticky Sap after finishing their respective quests
  • The note from Halfdan is still on the wall and Jack repeats his dialogue even though that quest has been finished for a while
  • Players can find the pot for Krovikian Relish & talk to Anna to get it made , all without ever actually talking to the Emissary
  • The Small Armor Gem doesn't seem to actually add any Def
  • Can break the game during the sun puzzle! If the player pushes a boulder into a wall then the game softlocks, if you check the 'skip if cannot move' option in the boulder's move route then this won't happen
Graphical issues
  • There's an autotile table in the A2 sheet if you wanted to have a long table in Halfdan's house, instead of having three small tables put next to each other
  • Having the tint change before fading the screen out looks a bit odd (especially when going into the basement or the shed), if you're using the 'Fade out' and 'Fade in' commands, put the change tint after the 'Fade out' so the played doesn't see it happen
  • Sleeping Halfdan turns to face Jack if interacted with, needs 'direction fix' turned on
  • Emily & her mom are both called 'Emily' in the conversation after the cave, even though the mom is actually Edith
  • The messagebox's space isn't currently used well in most messages. There's always a lot of space on the right side, while you don't have to go the whole way to the edge there's no reason to end it so early. You could either edit the dialogue to use the space better or use Yanfly's messagebox plugin to make the whole messagebox smaller (since you're already using it)
  • Odd issue with the font's kerning, a lot of the letters overlap which can make it a bit tough to read after a while. Not sure of an easy fix for it, but something to keep in mind
messagebox ex.png
  • Descriptions are cut off on the second row for items
cut off description.png
  • Smoke from chimneys is set a tile too high, so it ends up making it look like the ground is smoldering
floating smoke.png
  • Already mentioned by JGreene, but the leafy bushes by the river's end is set to star passability I just enjoy this screenshot, Jack's a master of disguise!
jack becomes a bush!.png
  • Missing a tree trunk near the eastern exit of Oakheart, so player can climb into the treetops
tree-climbing.png
  • Neat idea to use a bridge tile as a little porch/overhang thing, but it's set to 'O' passability so the player can stand on it
porch-sittin.png
Okay, I think that's pretty much all I've got in my notes. Definitely a good start, but there's still a lot of things that you can tweak and improve to make the game even better. Keep it up, and good luck! :rwink:
 

liviticus

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@hiddenone

Thank you, for taking the time to review my demo. I am grateful for the critique and the bug highlights but also for giving me great ideas on how to improve my project :D.

The story works pretty well, it does rely on common tropes but there's quite a bit of room for interesting twists. I'm not a big fan of Jack so far, but I do tend to dislike impulsive characters since they tend to cause extra trouble (like Jack's reaction during the Iron Haven bridge cutscene instead of listening to Halfdan). It'll be great if he keeps growing as the game progresses.

I wanted to try and make a believable main protagonist, complete with flaws and traits. As such he holds onto a lot of childlike traits which will allow for him to develop during the game. But at the same time it will help make more dynamic and interesting interactions between the main cast.

Having a quest log is quite useful, and the few sidequests available had useful rewards for the start of a game. A minor problem I had was that quest items couldn't be sold even after the quest is finished, which meant I had a bunch of Sticky Sap that just hung out in my inventory after I went slime-hunting to level.

I will rectify the forest slime quest to allow the player to sell any extra after the quest. ( I originally left that in, as a precursor to a NPC suggesting Jack should take a bath, based on a variable. Then completely forgot about it :p)

I enjoyed the fact there were puzzles in the trial, though I do wish they were a bit more in-depth. I know they were just introducing the concepts, but since they were so simple I ended using them as a way to get experience instead of trying to solve them right away. There was a bit of an issue with the sun puzzle though, I stuck the details of that in the bug section below. It was a little disappointed the final challenge was just a battle, as I was hoping that the sun and moon puzzles would be combined a bit to reach the end.

The original concept for the Star trial was 5 switch puzzle where the player must illuminate all the lights before the battle. However I removed it due to complications. i.e. It was either too easy or difficult. (I never found a middle ground for it, however it may return later if and when I figure it out. :))

I spent more of my playtime in battles, and found them to be pretty simple at the moment. The slimes and rats in River's End were weak enough that they could be taken out with just normal attacks pretty easily, though using Dirty Tactic and Savage Strikes (when available) sure shortened battle lengths. I never actually used Jack's Bandage skill since I could afford to buy a lot of Salted Meat from the store to heal with instead, and Empower didn't seem useful enough to warrant using on anyone but a boss.

I have aired on the side of caution with battle difficulty since the start of the project. I plan to do many combat passes throughout the game development. Jack's Bandage was initially a level 1 skill and provided a basic heal for him during his solo adventure. (It may become redundant in the future and therby removed.)

Senga I didn't get to spend as much time with, but I did notice myself using one skill more than the others. Lesser Hex was just the best option, as Fireball actually did less damage even though it cost more EP... I'm unsure if it was just due to elemental resistances or what, but at this point I just never would choose Fireball. I never used Dark Gift either, since I had stocked up on healing items (seriously, I bought 50 Salted Meats and 50 Teas, and never worried about healing during battles) so I don't know how useful Dark Gift actually was. Maybe add in other reasons to use healing skills, like minor buffs that make them more useful than just an item in the middle of a battle.

Elemental resistance was the most likely culprit on Senga's Fireball, however I will have to look at food items as a whole and potentially change them from percentage heals, to static numbers. ( Food for thought :p)
Buffs along with healing is a great idea and I will look to implement that going forward and retrospectively.

Most of the battles I didn't worry about, the only ones I really disliked were the ones that had enemies that drained EP. Probably due to my bad luck, they would drain EP more than they actually hit Jack, so I ended up just wandering around with 0 EP since restoring it was a waste. If they had a condition on those skills so that they were only used it if they needed it (like less than 75% EP), then maybe it wouldn't have been so troubling.

Forest and Temple sprites have the ability to steal EP when they do not have enough EP to cast their primary attack. However it must not be functioning correctly and I will investigate. (I could imagine constant EP robbing would get old fast :/)

Enemies were all pretty easy to one-hit after leveling a bit, the only reason I used skills was to get the Overkill reward. Double experience was too good to pass up, but since it made leveling up easy I ended up too powerful and rich quickly, though for some reason I didn't notice a real increase in items. Balancing that will definitely be a challenge, but you may want to spend some time tweaking the bonuses so that you don't gain quite as much experience and money, but maybe up item drops.

I will admit that I am completely guilty of not playing with the overkill settings. I will update the bonuses to allow for more item drops and reduce the others.

I'd love to see more skills that let the characters play off each other more, like if Senga's Fireball gave a state that made Jack's Dirty Tactic more effective against that enemy (and the other characters adding in more possible teamwork). While I'm sure there'd still be moves that are clearly better than others, having effects like that could lead to deeper battles instead of just 'spam attack or best skill until there's enough TP for a strong skill'.

Thanks for the advice, I had not thought of how I could incorporate synergy outwith the standard "Debuff and Attack" cycle. I will look into how to incorporate that into the game :D.

All bugs and graphical issues will be resolved prior to my next update. Thanks for highlighting them, there were some I don't think I would have ever noticed myself.

Having the tint change before fading the screen out looks a bit odd (especially when going into the basement or the shed), if you're using the 'Fade out' and 'Fade in' commands, put the change tint after the 'Fade out' so the played doesn't see it happen.

If I remember correctly I did that by mistake and then like the way it looked. As in light flooding into darkened areas when opening a door. However I will change if it looks strange.

  • Already mentioned by JGreene, but the leafy bushes by the river's end is set to star passability I just enjoy this screenshot, Jack's a master of disguise!
index.php


This made me laugh so hard when I saw it! The Ninja bush effect is almost too funny to change. I will definitely be working them into a hiding scene later in the game :D.

Thanks again for looking at my project, I really value your observations and recommendations :D.

Yours Livi.
 

liviticus

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20/9/18 Update



Thanks again for those that took the time to play my demo. It amazed me how many things I had managed to miss with my own eyes and I have looked deeper to discover more bugs on my own.


This last period of development has been slower, as the next segment of the game will allow the player access to the world map, as I have been swamped with mapping. However I am glad to report that I have once again started making head way in the main story.


I will notify you all when the next version of the demo is available for download. Until then here are my current bug fixes and progress report. Also I have a shiny new piece of character art to wet the appetite.


Yours Livi.

q050E8M.jpg

Character Art: Agent Magnus of the Krovikian Republic.

Accessory equipment type

Item effect overhaul ( Food types now give static rewards)

Immolation fix ( Now targets all enemies)

Multiple NPC switch improvements

Lava Sprite Volcano attack animation added

Overkill overhaul ( slight nerf and added more item drops)

Forrest slime quest item fix

Emissary quest fix

Quest item removal fix

Item description cull started

Dirty tactic fix

Multiple graphical bug fixes ( Ninja bushes are still present :p)

Ongoing war on typos

New Items, Armour and weapons

World map in progress

Iron Haven map completed

New Dungeon

Three new secret interactions

5 New enemies complete with action sequences
 

liviticus

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22/03/19 Update - New Demo -

Hello everyone,

I have been pretty quiet on here but I have been really busy with work and looking after my little minions :). However I have managed to maintain good progress with this project.

I am happy to say that I am able to update the demo for Malifex. The new demo showcases the first three hours of gameplay and exposes the player to the main storyline and allows access to the over world map.

This has been a lengthy process filling the new towns with interactions and blending in history and lore into the environments. Hopefully this will show within the gameplay.

The demo has been play tested a number of times and there should be no game breaking bugs lurking within. I hope you enjoy it and as always I would love to hear your thoughts.

Yours Livi.

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The party strike forth into the world!


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Iron Haven the Capital of Helivigar.


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Decisions need to be made at West Cliff Light House.


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The women of the Frost Peak Clan have little time for "Low Lander" men.
 

liviticus

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Hey everyone,

I have been busy designing and mapping areas for project Malifex. However I'm still hoping for some feedback on the last installment. I would love to hear your thoughts and critiques.

Please get in touch if you have any questions and the demo is available on the link at the top of the page :)

Yours Livi.
 

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Juice FX is great lol... this is like 3 different 5 frame animations put together through various frames of each of the the 3 poses. I use to animate almost all of my idle animations like this since I'm definitely NOT an animator... just someone who can kinda draw somewhat decently.
The little Windows widget icon for searching today is an axolotl!

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it continues in baby steps xD
want to optimize the new cover completely, before I rework the rest of the game^^
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Any guess as to this brave knight's name?

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