RMMV MOTM - Moons of True Magic NEW UPDATE!! - (06/22/2020 - Ep 0 Teaser!!)

Zaabos

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.










Keith

In the tale of the Moons of True Magic there are many characters we will follow, Traveler, but let us begin with one of the most unremitting ones.

Keith, a relentless force of will that drives our story. He’s a naïve kid, with nothing but love and admiration for his family and friends. Not so much for others, though, since he’s been training to, let’s say, borrow things without asking.

He’s stubborn, quick with a dagger and effective with the sword. His combat style is wild, undisciplined, and highly physical.

A rogue with a heart of gold, Keith’s goal is to help his family live a better life, and well, what could be better than taking a bunch of treasure from a long-forgotten shrine, right?
Bree
After seeing Bree leaving his clan and the Great Desert altogether, I was surprised to see him bond with anyone else, let alone the son of a baker.

Perhaps I should have expected as much since the reason he left was the fact that he wouldn’t accept his heritage as an assassin, and apparently, he was just waiting to receive enough training that would allow him to escape.

That is why our little rebel ran North all the way to Duralla, where he became friends with Keith and acquaintances with his brother, Gall. He also managed to join a militia that fights the Empire… for some reason.

Thanks to his training, Bree is capable to pierce through the hardest armor, be it manmade or natural. This together with his ability to hasten his movements, makes him an excellent assassin. That’s why he also studies the Ways of the Kufra, Shamans of the desert well versed in protection and healing spells.

Bree’s intuition serves him well, although he sometimes falls victim to his highly developed sense of justice, which makes him easy to deceive. Maybe he will find truth during the events to come.
Teotl
Ah! The so-called Chosen One. The self-proclaimed Savior of the Five Peoples. Never before had I seen a human ego so vast, Traveler.

Teotl is a visitor to the Empire of Kalina. Born on the other side of the Soul Eater Maelstrom, –Once my home away from home- he betrayed the traditions of his tribe and decided he would become King. This he knew would impossible unless he became more powerful than those who ruled over the Five Peoples.

So he braved the sea, crossed the maelstrom and landed on the northern shores of the continent. From there his quest for power led him ever south, conquering Sacred Beasts which, by the teachings of his people, he now summons to aid him in battle.

More than friendship or brotherhood, Teotl respects strength and bravery. He has little patience for thinkers, like politicians and strategists, and will stop at nothing to prove he is the Apex of humanity.

Still, though he may command other creatures to do his bidding, you would do well not to underestimate his physical strength, for the conquering of Sacred Beasts is not an easy undertaking.

A formidable warrior with a terrible ego, Teotl will always give it all in every fight, and will only get stronger if surrounded by strong companions… Male companions that is.
Kieran
This boy, well… This boy holds a secret. It’s a secret that fills him with rage and makes his blood boil. At times quite literally.

Kieran is an incomplete soul who was betrayed at the very beginning of his life and now holds a deep, terrible grudge. He seeks revenge from those who wronged him, and he will get it in time, but it may not be all that he imagines.

It is well known that the path of retribution is lonely, but Kieran chose to distance himself from even the Aeari by taking on the arts of the Warlocks. Perhaps he did it out of spite, unable to understand how they could allow him to be abandoned.

Or maybe he just did it because he enjoys inflicting pain in creative and bloody ways, being the sadistic creature that he is.

In any case, his unyielding vendetta makes him a fearsome foe and an unstable ally, for he will follow whichever road leads him to his goals. So beware, Traveler, should you cross paths with the Warlock, Kieran.

There are five chapters to the story of our young heroes, the first of which is titled Kids from Duralla.
Here, Keith and his brother, Gall, discover the map to an amazing treasure hidden south of town, within the walls of the Red Pit, a bandit and monster-ridden system of hills and caves.

Rinna, their best friend, decides to join the party, and together they set to find riches beyond their wildest dreams. Things won’t be as easy as planned, though, and soon they’ll find themselves involved in events far greater than they could have foreseen.

Luth & Lunn: The impulse of magic.
The Laws of Impulse refer to the drive behind the magic applied. Is the power used to destroy or to create? Is it protection you seek, or to vanquish your enemies?

If your objective is destruction, then you’re acting under a Luth Impulse, whereas a desire to create is considered a Lunn Impulse.


Whether you’re a simple peasant or a member of royalty, your actions set you on a path, even if you’re not familiar with these laws.

Ignorance is not an escape from accountability.

Also, deeds can be classified as good or evil, but what really matters is how things are accomplished. That is what changes each human’s tendency from Luth to Lunn, and vice versa.


At this point, you may wonder if balance is possible. The answer is yes. There are, however, very few who can attain it, and doing so allows them to reap the benefits of both impulses.

On the Forbidden Impulse.
Ah, the Impulses! The rules! Creation and Destruction!

If only it were so simple.

Lucius here did not want me to tell you about the third Impulse, Traveler, arguing it is taboo… Which it is, of course, but I find it that ignorance is no excuse for breaking tradition. Don’t you agree?

So I decided to explain to you the Blood Impulse, both created by and creator of Warlocks –whom we will study in the future, fret not. For now, let us focus on the matter at hand.

The Blood Impulse is a third way of doing things, one that my brethren would consider sinful. This may be understood in many ways such as draining the life force of your own friends to strengthen yourself, killing one of Ox-Varan’s sacred beasts, or even solving ordinary, everyday issues by means deemed contrary to Aeari traditions.


It is a choice, Traveler; your choice. Just as you can choose Lunn or Luth as your Impulse, you may also follow the Trail of Blood. You need to be aware, however, that this is a path of derision of all things divine.

Should you choose to walk the way of the Warlock, you will do so without the protection of the Moons.

Building the Bonds of Battle
What good is an adventure without a fight, Traveler?

And how entertaining is a fight, really, without friends to share it?

While you wander the territories of the Empire you will come across many foes with whom to measure yourself, but most importantly, you’ll find friends who will fight by your side unconditionally.

This is important, Traveler, for not only will you be able to improve individually. The bonds of friendship –or convenience, in some cases- will become stronger with every encounter.

These Battle Bonds, if you will, will grow to reach certain distinct levels of companionship which will manifest differently, depending on who interacts with whom. This, for example, means that someone will toss someone else a restoring tonic at one level, and may even cover them from one attack at later levels.


You can even learn coordinated attacks with devastating results. Is that not the definition of fun, Traveler?

But Zaabos, you may ask, how are we strengthen these bonds to take advantage of the system? Well it’s quite simple. There are three ways to improve your bond with your party: Every time you perform an action that helps another in your group, your bond with them will grow stronger. The same will happen with those who stand next to you at the end of every battle and also if you wear an item given as a token of friendship, the bond will be nourished.


It’s like they say: Keep your friends close…

Yeah.

So there you have it, Traveler. Now you know a bit more about the inner workings of this world. Please never hesitate to ask me if you have any questions.

Well met, Traveler, please step closer.

Tell me, Traveler, did you just stumble through the window or are you looking for something specific?

Is it Adventure? Emotion? Maybe some insight into the inner workings of the world? How about a story that involves all of that? Yes, that’s it.

Well, you’ve come to the right place. Let me show you the world of ‘Rukia, home to many humans very much like yourself, who were given the gift of Magic. Not True Magic, no. That would be blasphemous. Just your usual, run-of-the-mill practical Magic, the type that allows for small fires, summoning of spirits, and warmongering.




(What? Not now, Lucius. Can’t you see I’m entertaining our guest?)
(No, I… All right, calm down, Lucius. You’re right. It’s not the time.)

Err… Sorry about that.

Now, please come with me to the outskirts of Duralla.



A small town just north of the Great Desert of R’ssa. This is where our journey begins. It is a story about two brothers, their friends, and their adventures at the end of the Age of Innocence.

This, dear Traveler, is the tale of the Moons of True Magic.


(What is it, Lucius? Is that it, you ask? Yes, that’s it.)

(What do you mean it’s not enough? I even gave it a dramatic ending and everything!)

(Three hundred and fifty words? Why?)

(Ugh. You mortals and your love of rules… All right, here goes.)



So, Traveler, you want to know more about the Moons of True Magic, don’t you?
Of course, you do! Who wouldn’t?

There are five chapters to the story of our young heroes, the first of which is titled Kids from Duralla.


Here, Keith and his brother, Gall, discover the map to an amazing treasure hidden south of town, within the walls of the Red Pit, a bandit and monster-ridden system of hills and caves.

Rinna, their best friend, decides to join the party, and together they set to find riches beyond their wildest dreams. Things won’t be as easy as planned, though, and soon they’ll find themselves involved in events far greater than they could have foreseen.

Keith, Gall, Rinna. They are all outstanding in their own way. Would you like to know more about them?
 
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Zaabos

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[Character]


In the tale of the Moons of True Magic there are many characters we will follow, Traveler, but let us begin with one of the most unremitting ones.

Keith, a relentless force of will that drives our story. He’s a naïve kid, with nothing but love and admiration for his family and friends. Not so much for others, though, since he’s been training to, let’s say, borrow things without asking.

He’s stubborn, quick with a dagger and effective with the sword. His combat style is wild, undisciplined, and highly physical.

A rogue with a heart of gold, Keith’s goal is to help his family live a better life, and well, what could be better than taking a bunch of treasure from a long-forgotten shrine, right?

What do you think about this character, Traveler?
Also, just for fun, can you guess what is his favorite food?
 
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Wavelength

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Don't get me wrong - your game looks very cool and in particular I love the way you are involving the reader into the thread as "Traveler" - very smart hook! - but oh my God what happened to Keith's face in the bust?! You badly need to fix the location and perspective of his mouth! It looks like it's emerging out of his left cheek.
 

Zaabos

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Oh, my. I would never take it the wrong way, Traveler @Wavelength , given that I asked for your opinion. Humans tend to be a bit crude on their remarks, but that is exactly what I´m looking for. Thankfully, The Relentless was not my creation, but I´ll be sure to pass the message to my siblings. Again, the comment is very well appreciated and I expect you to keep speaking your mind regarding this post.

Please let me know if you have anymore feedback, and don't forget to share this window to our world with your peers.
 

Zaabos

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[Mechanic]


Luth & Lunn: The impulse of magic.

I said before that humans were blessed with the gift of magic. Remember, Traveler? I also stated it was not True Magic, but a simplified version of it, much less harmful in the hands of such fleeting, whimsical beings.

The Laws of Impulse refer to the drive behind the magic applied. Is the power used to destroy or to create? Is it protection you seek, or to vanquish your enemies?

If your objective is destruction, then you’re acting under a Luth Impulse, whereas a desire to create is considered a Lunn Impulse.


Whether you’re a simple peasant or a member of royalty, your actions set you on a path, even if you’re not familiar with these laws.

Ignorance is not an escape from accountability.

Also, deeds can be classified as good or evil, but what really matters is how things are accomplished. That is what changes each human’s tendency from Luth to Lunn, and vice versa.


At this point, you may wonder if balance is possible. The answer is yes. There are, however, very few who can attain it, and doing so allows them to reap the benefits of both impulses.

 
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BlueMage

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Nice, i love your game unique UI
 

Zaabos

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Hello @BlueMage Traveler! Glad you liked it. I was going to leave it as it is but one of you humans told me he can make it a bit better. That is what I love about your race, you have it hard but you always strive to do better.
 

Zaabos

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[Character]


After seeing Bree leaving his clan and the Great Desert altogether, I was surprised to see him bond with anyone else, let alone the son of a baker.

Perhaps I should have expected as much since the reason he left was the fact that he wouldn’t accept his heritage as an assassin, and apparently, he was just waiting to receive enough training that would allow him to escape.

That is why our little rebel ran North all the way to Duralla, where he became friends with Keith and acquaintances with his brother, Gall. He also managed to join a militia that fights the Empire… for some reason.

Thanks to his training, Bree is capable to pierce through the hardest armor, be it manmade or natural. This together with his ability to hasten his movements, makes him an excellent assassin. That’s why he also studies the Ways of the Kufra, Shamans of the desert well versed in protection and healing spells.

Bree’s intuition serves him well, although he sometimes falls victim to his highly developed sense of justice, which makes him easy to deceive. Maybe he will find truth during the events to come.
 
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Wavelength

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So, while it isn't nearly as bad on Bree as it was on the first draft of Keith, I still think Bree's got a bit of the "cheek-mouth" thing going on. If you trace the curvature of the center of his face down, it intersects with the far edge of his mouth, making it look like his mouth starts at the center of his head and ends very far up his left cheek (to the right on our screen because we are facing him). This works if you're intending to have him smirking, but otherwise, I'd recommend moving the mouth a little (to the left on our screen) and at least consider changing the shape a bit at the "small" end of it (left end on our screen).

The Luth and Lunn impulses sound extremely cool from a worldbuilding perspective. As far as gameplay, it sounds like it has potential but it's possible that your current submechanics aren't recognizing that potential. I'm making a lot of assumptions from a few seconds of gameplay footage, but it looks like you can "Shift" your Impulse at will at the beginning of a turn, and still use an action that turn. That would mean you essentially have access to your entire skill library on any given turn - if the Impulse doesn't include the skill you want to use, you can just shift to the other type and then use the skill you wanted. That seems to really damper the benefit for achieving "Balanced" Impluse - and it doesn't appear difficult to achieve Balance anyhow. That leaves me wondering what this system would bring to the combat experience in its current form.

I'm coming up blank for easy fixes at the moment, but perhaps you could find inspiration in other games that used similar "two sides of a gauge" mechanics. One that comes to mind immediately is Unraveled, which unfortunately seems to have become vaporware a few years ago. The page I linked explains a little of how its "Rage/Fear" meter worked - you could only use skills from the side you were currently on, but the moves on one side of the meter would push you back toward the other side. Additionally, I think that enemies would have weaknesses to either Rage or Fear skills, and you might even have had the same weaknesses to enemies based on which side you were currently on, so it created a very interesting dynamic of trying to push the meter one way or the other, keep it there, and then flip it back at tactical times. The key takeaways are that your actions (rather than simply choosing to Shift) were how you managed your meter, timing was crucial, and the two sides of the meter brought benefits/drawbacks beyond just what skills are available.
  • Feel free to create a topic in Game Mechanics Design if you'd like some general ideas and examples from the community about using this kind of back-and-forth meter mechanic in RPG combat... or create a topic in Game Ideas and Prototypes if you'd like to fully spell out how MOTM's specific Impulses mechanic will work and want some more nitty-gritty feedback on it.
This whole post probably sounds pretty critical, but ultimately it is nitpicking at what looks like a pretty good start to making a cool game with an incredibly well-done setting.
 

Zaabos

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!!! Traveler @Wavelength !!!
That is really an in-depth critique, I for once, cant thank you enough.

It is true that Balance may seem redundant if you can have access to your whole tree (Luth/Lunn) via Shifting. I didn´t want to burden you humans with much information (as right now there is a lot of wording as to describe the mechanic) but it seems I misjudged you yet again. Every creature, friend or foe has access to both impulses (even if they dont know it) and since both are opposed, both are weak to one another. So shifting not only gives you access to skills, it gives you advantage when performing an attack or resistance if receiving one. (Looks similar as the game you described, Unraveled).

About Balance, in the example above it is achieved really fast and simple, but it was only to demonstrate it but is not easy to achieve. For one creature to obtain Balance, its "Tendency" (we will explain Tendency in the future) needs to be not Luth nor Lunn. Let just say that outside of battle, every creature has a "·Tendency" for Luth or Lunn. Now (in combat) every time you stay on an impulse and every time you use magic of certain impulse, you will align more to that "Tendency" so what you do in combat and outside of it will influence in which side of the Tendency you align, that is why Balance is not as easy as you may think.

Balance will not only give you access to both impulses, it will also give you boons in stats and some other perks.

Also, I passed your previous observation to my sister regarding the faces (specifically the mouths) of our creations, she will look upon that.

Of course, the world me and my siblings created need a tweak here and there, maybe we need to revise the wording so it may not confuse anyone.

Again, I am really thankful for all this input, please keep it coming and speak freely, like if you were on of us, an Aeari.
 

Zaabos

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[Mechanic]


Ah, the Impulses! The rules! Creation and Destruction!

If only it were so simple.

Lucius here did not want me to tell you about the third Impulse, Traveler, arguing it is taboo… Which it is, of course, but I find it that ignorance is no excuse for breaking tradition. Don’t you agree?

So I decided to explain to you the Blood Impulse, both created by and creator of Warlocks –whom we will study in the future, fret not. For now, let us focus on the matter at hand.

The Blood Impulse is a third way of doing things, one that my brethren would consider sinful. This may be understood in many ways such as draining the life force of your own friends to strengthen yourself, killing one of Ox-Varan’s sacred beasts, or even solving ordinary, everyday issues by means deemed contrary to Aeari traditions.

It is a choice, Traveler; your choice. Just as you can choose Lunn or Luth as your Impulse, you may also follow the Trail of Blood. You need to be aware, however, that this is a path of derision of all things divine.

Should you choose to walk the way of the Warlock, you will do so without the protection of the Moons.

 
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Boonty

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I will keep an eye on this project.

Are your heroes designed by Aekashics with a commission ?
 

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Greetings Traveler @Boonty .

Well, our heroes were design by my siblings. But we needed an artist to draw them so I could tell our story and in that regard you are correct, the human known as "Aekashics" was willing to help us.

You can join the discord server so you can keep a close eye to my story, I wont be able to attend to you personally, but good old Lucius will be there. Ask him if you have any questions.
 
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[Lore]



(What is it, Lucius?)

(murmurs)


(What? I didn’t? Really?)

(murmurs)

(Why would you allow me such discourtesy to our guest, Lucius?)

(Well? Don’t just stand there trembling, human. Answer me!)





(Ha-ha! Got you, Lucius. You should have seen your face. You thought I was about to erase you. Didn’t you? Of course, you did.)


(Anyway.)

Traveler! Please come close. I was just advised by my fainthearted apprentice about the fact that I forgot to introduce myself.

So please, I beg of you, let me rectify this terrible oversight right now.

I am Zaabos, The Destroyer; Master of Entropy, Knowledge, and Secrets. Keeper of History. First of the Aeari, and Guardian of the Gates.

I’m also a music enthusiast and collector of souls.

My work is simple, Traveler: I observe and record. I gather the essence of those who die. I delete from existence whatever and whenever I see fit.

I was the first one to cross the Gates of Chaos into this realm and will be the one to close them behind me, come the end of time.

Remember this, Traveler, for I am the only certainty on the road ahead.
 

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What good is an adventure without a fight, Traveler?

And how entertaining is a fight, really, without friends to share it?

While you wander the territories of the Empire you will come across many foes with whom to measure yourself, but most importantly, you’ll find friends who will fight by your side unconditionally.

This is important, Traveler, for not only will you be able to improve individually. The bonds of friendship –or convenience, in some cases- will become stronger with every encounter.

These Battle Bonds, if you will, will grow to reach certain distinct levels of companionship which will manifest differently, depending on who interacts with whom. This, for example, means that someone will toss someone else a restoring tonic at one level, and may even cover them from one attack at later levels.


You can even learn coordinated attacks with devastating results. Is that not the definition of fun, Traveler?

But Zaabos, you may ask, how are we strengthen these bonds to take advantage of the system? Well it’s quite simple. There are three ways to improve your bond with your party: Every time you perform an action that helps another in your group, your bond with them will grow stronger. The same will happen with those who stand next to you at the end of every battle and also if you wear an item given as a token of friendship, the bond will be nourished.


It’s like they say: Keep your friends close…

Yeah.

So there you have it, Traveler. Now you know a bit more about the inner workings of this world. Please never hesitate to ask me if you have any questions.
 

Zaabos

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[Character]

Ah! The so-called Chosen One. The self-proclaimed Savior of the Five Peoples. Never before had I seen a human ego so vast, Traveler.

Teotl is a visitor to the Empire of Kalina. Born on the other side of the Soul Eater Maelstrom, –Once my home away from home- he betrayed the traditions of his tribe and decided he would become King. This he knew would impossible unless he became more powerful than those who ruled over the Five Peoples.

So he braved the sea, crossed the maelstrom and landed on the northern shores of the continent. From there his quest for power led him ever south, conquering Sacred Beasts which, by the teachings of his people, he now summons to aid him in battle.

More than friendship or brotherhood, Teotl respects strength and bravery. He has little patience for thinkers, like politicians and strategists, and will stop at nothing to prove he is the Apex of humanity.

Still, though he may command other creatures to do his bidding, you would do well not to underestimate his physical strength, for the conquering of Sacred Beasts is not an easy undertaking.

A formidable warrior with a terrible ego, Teotl will always give it all in every fight, and will only get stronger if surrounded by strong companions… Male companions that is.

Can you guess what is his favorite food?
 

Zaabos

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Yes, yes Traveler. I admit I have been slacking a bit in these past months. I have been busy with Creation and Destruction, you know, the usual.

But I´m back with some updates of sorts. I hope you found them....enjoyable.
 
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The battle animations do have a very satisfying feel. I also like the logo, shows good design.
 

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