RMMV Nameless project (With Demo)

AxelNinjaGamer

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Quick note most maps and features of gameplay are not final as I focus on the story first. Most maps will be bigger and features will be adjusted as time goes on. Also demo is available please check it out. Also the demo ends kinda suddenly so when the hidden cave opens up the demo is finished.
I have also decided to name the project Pirates as a place holder in the future...now read/play to your hearts content

You play as Duncan the "apprentice" to an alchemist. Duncan was exiled from his home kingdom for reasons unexplained to him. The main characters past is reviled through flashbacks and dreams that Duncan has over the course of the story. The main goal is to find Treasure Island and retrieve an artifact to help him discover the truth of his exile. There will be unexpected truths reviled and it will be up to Duncan and his friends to pass judgement.

Similar to Final Fantasy you will acquire skills through the use of job points that are gained through battle.
You will start off with one ally at the beginning of the game, you will gain others as the plot progresses
You will have more than 4 party members that you can swap out to better suit your play style or gain advantages in battle
You will have the chance to interact with you crew, although this is optional and not necessary to complete the game.
You will have decisions that will affect you ending, meaning your choices will branch off and bring about different outcomes.

Duncan
Age 23
Ex-apprentice to an Alchemist
Duncan was exiled from his home kingdom and searches for answers
As the main character his personality will be yours

Cheryl
Age 23
Ex-apprentice to an Alchemist
Cheryl is in the same boat as Duncan,however she shares a type of sibling bond with Duncan despite not being related.
She is a very calm and collected person, very tolerant of mischief to an extent.

Hugo
Age 56
Veteran Sailor
Hugo was once a great sailor in his day, until his ship was destroyed in a storm, he became cold and monotone wanting only to sail once more, but was unable to find anything or anyone worthy to sail with.
Hugo has a rough exterior, but he is very loyal and is always ready to sail.

Igna
Age 22
I don't feel like spoiling this one :>

Cole
Age 43
Same as Igna :>
https://drive.google.com/open?id=0B9OrQMgfKUgJdS12eWlzdkYydTA
 

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hiddenone

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I gave your demo a try, it's a shame that the demo ended when it did since I was curious about the alchemist backstory. However, I think there're quite a few bits of the game that need more work.
First thing I want to mention is the size of the download. It's currently over 600mb, and that just seems really high (I actually ended up having to try to download it a few times since my internet is iffy at the moment and I was gonna give up if the last time didn't work). I know that there are other people who want to play demos but have poor connections or download limits, so if you want more people to give your demo a go then it would be a good idea to take some time to go through the folders and remove everything you're not using.

There were quite a few times that I wasn't sure what I should be doing, even right away. Cheryl told me to go to our hideout, but never told me where our hideout was. I found the hideout after trying to interact with everything I could find, but when I entered nothing happened. I almost stopped there, since I assumed there was a bug that was preventing progression, but luckily I tried interacting with everything in the room and finally found that I was supposed to interact with the table. If the event had been autorun when I entered, or if either character had mentioned sitting at the table I would've been fine, but as it was I pretty much had to read your mind to know what to do.

Battles weren't difficult and having a skill for each character right away was nice, though I thought the encounter rate may have been a tad high. I do hope that later fights will take some more thought when fighting though, currently I didn't notice any elemental weaknesses really so I mostly stuck to normal attacks until Duncan got Dual Attack. Now that's a skill that needs some work, Dual Attack doesn't require any MP or TP to use which meant that it was so much better than ever using the normal attack and made fighting bosses a walk in the park. It would make a lot more sense for there to be a TP cost for using it.

I didn't use healing items ever, since I wasn't getting much gold from defeating enemies so I found the prices too high to be worth buying anything. I did end up buying some weapons in the lava area town, but that was mostly because Cheryl didn't have any weapons until then. There were two swords and shields in my inventory from the beginning of the game, but neither Cheryl or Duncan could use them...

The idea of the island having two opposing elemental areas was a nice one, but it was a shame that there wasn't more too it. I had gone to the lava area first but turned back as soon as I got to the floor that hurt me, since I assumed that there must be an item in the ice area that would help me. However, that didn't seem to be the case, so instead I just ended up doing the ice area first and then running through the damage tiles to continue on. I understand that this is just a demo, but it'd be great to spend some time thinking of interesting ways to have dungeons interact, especially with two like these ones.

The demo ending where it did was a bit of a shame, since I did just collect both spheres. Leaving it at a point like that is okay, but have an in-game message saying that that's the end of the demo (as some people may miss where you mention it in your post and think something went wrong).
There are a few kinks that need worked out with the main menu. Right now it's not showing most background windows (ones that Yanfly's plugins seem to still appear), which can make the words hard to read. In a lot of the submenus the actor's job name ended up going behind the JP amount and made both unreadable. That will take either shortening the job's name or adjusting the JP placement (I'm not sure which would be easier for you).

Maps need a lot more love. I understand having just the basics while working on making the story and gameplay great, but large empty maps make it hard for the player to enjoy looking at the game. You mention making the maps bigger in the future, but I'd suggest shrinking a lot of them for now, so that there's less emptiness. Sandsea Town seemed completely deserted since all of the houses were so spread out and there was just sand to look at. There were also some errors when it came to events and tiles, nothing game-breaking (and some were just amusing) but it'd be for the best to take care of them. Here are a few I noticed:

The grass on top of cliffs can be used to 'jump' elevations and get me to places you probably don't want me going. It has to do with how the engine reads passability, I think there's a plugin that can fix this issue but short-term you can just remove any grass from cliff edges.
A similar issue to the one above, I could use the cracks on the floor to jump elevations and skip a part of the ice area.
Duncan can walk on top of the skull pillars and the bookshelves.
Igna talks in Cole's tent, which is quite impressive considering that I hadn't met her yet.
After Igna joins the team, Cole's event stays visible, which means that he suddenly has a long-lost twin!

You need to find a spell-checker. The amount of spelling and grammar errors was staggering (though quite a few were the same words being misspelled) and it took me out of the story every time I saw one. Realizing what you're misspelling early will definitely help in the long run, so either enlist a friend to help you double-check your dialogue or open up a word document and copy all of your dialogue into it to have it point out issues. I had been making notes of things I noticed, but I gave up rather quickly... Here are the ones I wrote down:
Opening Post
- "There will be unexpected truths reviled and it will be up to Duncan and his friends to pass judgement." 'reviled should be 'revealed'
- "She is a very clam and collect person, very tolerant to mischief to an extent." 'clam' should be 'calm', unless Cheryl is actually a mollusk in disguise
Map - ????
- Cheryl: "I cannot beleive you just did that!!" 'beleive' should be 'believe', drop an explanation point
- Cheryl: "How are we suposed to get by if you keep burying everything we find!?" 'suposed' should be 'supposed'
- Cheryl: "I'll need my books back at the hideout" is missing a period
- Duncan: "Lets go then." 'lets' should be 'let's' (since he means "let us go", not "something letting go")
Map - Hideout
- Duncan: "Lets take a look at this thing" 'lets' should be 'let's', missing a period
- Cheryl: "Treasure Island is where the king of theives hid all of his treasures." 'theives' should be 'thieves' (also in the previous message she called it 'treasure island' without capitalizing it) & it should be capitalized as "King of Thieves" since its his title
- Duncan: "We only have one half" missing a period
- Cheryl: "the king of theives hid the map, and they all lead to each other." 'theives' should be 'thieves'
- Cheryl: "Remember that fight tournament in Spruce village" 'fight' probably should be 'fighting', 'Spruce village' should be 'Spruce Village', & missing a question mark at the end
Map - Sandsea Town
- Tom: "Well now your both fully registered all I need is your names, I'm the judge after all", first 'your' should be 'you're', missing a period
- Tom: "Quickly lets go it will start soon." 'lets' should be 'let's'
Map - Spruce Village
- Duncan (when trying to leave before tournament starts): "I shouldn't wonder off to far." 'wonder' should be 'wander', 'to' should be 'too'
Map - Ship
- Tom: "... a breige for the castaways..." if you mean jail, then 'breige' should be 'brig'

Overall, there is a lot of room for improvement, but I think if you take the time to polish your work you'll end up making a game you're really proud of. Keep on game making! :rwink:
 
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AxelNinjaGamer

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I gave your demo a try, it's a shame that the demo ended when it did since I was curious about the alchemist backstory. However, I think there're quite a few bits of the game that need more work.
First thing I want to mention is the size of the download. It's currently over 600mb, and that just seems really high (I actually ended up having to try to download it a few times since my internet is iffy at the moment and I was gonna give up if the last time didn't work). I know that there are other people who want to play demos but have poor connections or download limits, so if you want more people to give your demo a go then it would be a good idea to take some time to go through the folders and remove everything you're not using.

There were quite a few times that I wasn't sure what I should be doing, even right away. Cheryl told me to go to our hideout, but never told me where our hideout was. I found the hideout after trying to interact with everything I could find, but when I entered nothing happened. I almost stopped there, since I assumed there was a bug that was preventing progression, but luckily I tried interacting with everything in the room and finally found that I was supposed to interact with the table. If the event had been autorun when I entered, or if either character had mentioned sitting at the table I would've been fine, but as it was I pretty much had to read your mind to know what to do.

Battles weren't difficult and having a skill for each character right away was nice, though I thought the encounter rate may have been a tad high. I do hope that later fights will take some more thought when fighting though, currently I didn't notice any elemental weaknesses really so I mostly stuck to normal attacks until Duncan got Dual Attack. Now that's a skill that needs some work, Dual Attack doesn't require any MP or TP to use which meant that it was so much better than ever using the normal attack and made fighting bosses a walk in the park. It would make a lot more sense for there to be a TP cost for using it.

I didn't use healing items ever, since I wasn't getting much gold from defeating enemies so I found the prices too high to be worth buying anything. I did end up buying some weapons in the lava area town, but that was mostly because Cheryl didn't have any weapons until then. There were two swords and shields in my inventory from the beginning of the game, but neither Cheryl or Duncan could use them...

The idea of the island having two opposing elemental areas was a nice one, but it was a shame that there wasn't more too it. I had gone to the lava area first but turned back as soon as I got to the floor that hurt me, since I assumed that there must be an item in the ice area that would help me. However, that didn't seem to be the case, so instead I just ended up doing the ice area first and then running through the damage tiles to continue on. I understand that this is just a demo, but it'd be great to spend some time thinking of interesting ways to have dungeons interact, especially with two like these ones.

The demo ending where it did was a bit of a shame, since I did just collect both spheres. Leaving it at a point like that is okay, but have an in-game message saying that that's the end of the demo (as some people may miss where you mention it in your post and think something went wrong).
There are a few kinks that need worked out with the main menu. Right now it's not showing most background windows (ones that Yanfly's plugins seem to still appear), which can make the words hard to read. In a lot of the submenus the actor's job name ended up going behind the JP amount and made both unreadable. That will take either shortening the job's name or adjusting the JP placement (I'm not sure which would be easier for you).

Maps need a lot more love. I understand having just the basics while working on making the story and gameplay great, but large empty maps make it hard for the player to enjoy looking at the game. You mention making the maps bigger in the future, but I'd suggest shrinking a lot of them for now, so that there's less emptiness. Sandsea Town seemed completely deserted since all of the houses were so spread out and there was just sand to look at. There were also some errors when it came to events and tiles, nothing game-breaking (and some were just amusing) but it'd be for the best to take care of them. Here are a few I noticed:

The grass on top of cliffs can be used to 'jump' elevations and get me to places you probably don't want me going. It has to do with how the engine reads passability, I think there's a plugin that can fix this issue but short-term you can just remove any grass from cliff edges.
A similar issue to the one above, I could use the cracks on the floor to jump elevations and skip a part of the ice area.
Duncan can walk on top of the skull pillars and the bookshelves.
Igna talks in Cole's tent, which is quite impressive considering that I hadn't met her yet.
After Igna joins the team, Cole's event stays visible, which means that he suddenly has a long-lost twin!

You need to find a spell-checker. The amount of spelling and grammar errors was staggering (though quite a few were the same words being misspelled) and it took me out of the story every time I saw one. Realizing what you're misspelling early will definitely help in the long run, so either enlist a friend to help you double-check your dialogue or open up a word document and copy all of your dialogue into it to have it point out issues. I had been making notes of things I noticed, but I gave up rather quickly... Here are the ones I wrote down:
Opening Post
- "There will be unexpected truths reviled and it will be up to Duncan and his friends to pass judgement." 'reviled should be 'revealed'
- "She is a very clam and collect person, very tolerant to mischief to an extent." 'clam' should be 'calm', unless Cheryl is actually a mollusk in disguise
Map - ????
- Cheryl: "I cannot beleive you just did that!!" 'beleive' should be 'believe', drop an explanation point
- Cheryl: "How are we suposed to get by if you keep burying everything we find!?" 'suposed' should be 'supposed'
- Cheryl: "I'll need my books back at the hideout" is missing a period
- Duncan: "Lets go then." 'lets' should be 'let's' (since he means "let us go", not "something letting go")
Map - Hideout
- Duncan: "Lets take a look at this thing" 'lets' should be 'let's', missing a period
- Cheryl: "Treasure Island is where the king of theives hid all of his treasures." 'theives' should be 'thieves' (also in the previous message she called it 'treasure island' without capitalizing it) & it should be capitalized as "King of Thieves" since its his title
- Duncan: "We only have one half" missing a period
- Cheryl: "the king of theives hid the map, and they all lead to each other." 'theives' should be 'thieves'
- Cheryl: "Remember that fight tournament in Spruce village" 'fight' probably should be 'fighting', 'Spruce village' should be 'Spruce Village', & missing a question mark at the end
Map - Sandsea Town
- Tom: "Well now your both fully registered all I need is your names, I'm the judge after all", first 'your' should be 'you're', missing a period
- Tom: "Quickly lets go it will start soon." 'lets' should be 'let's'
Map - Spruce Village
- Duncan (when trying to leave before tournament starts): "I shouldn't wonder off to far." 'wonder' should be 'wander', 'to' should be 'too'
Map - Ship
- Tom: "... a breige for the castaways..." if you mean jail, then 'breige' should be 'brig'

Overall, there is a lot of room for improvement, but I think if you take the time to polish your work you'll end up making a game you're really proud of. Keep on game making! :rwink:
Well you don't learn anything without a fail on the way, Thank you for playing the demo and informing me of these issues, some of which I thought I already fixed, but It looks as though I have a lot of work to do. Once again Thank you for taking time out of you schedule to give me some feedback.
 

Aoi Ninami

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I just want to add a few further corrections to hiddenone's feedback, since every little helps:

"She is a very clam and collect person, very tolerant to mischief to an extent." -- as well as "clam", "collect" should be "collected" and "tolerant to" should be "tolerant of". Also, "very" and "to an extent" are opposites and don't belong together.

"Well now your both fully registered all I need is your names, I'm the judge after all" -- actually missing quite a lot of punctuation. I would write this as: "Well, now you're both fully registered. All I need is your names; I'm the judge, after all!"

"Quickly lets go it will start soon." -- another run-on (it's all written as one sentence, but it should be two). Better: "Quickly, let's go! It will start soon!" Also, since this is excited speech, "it will" should contract to "it'll".
 

AxelNinjaGamer

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I just want to add a few further corrections to hiddenone's feedback, since every little helps:

"She is a very clam and collect person, very tolerant to mischief to an extent." -- as well as "clam", "collect" should be "collected" and "tolerant to" should be "tolerant of". Also, "very" and "to an extent" are opposites and don't belong together.

"Well now your both fully registered all I need is your names, I'm the judge after all" -- actually missing quite a lot of punctuation. I would write this as: "Well, now you're both fully registered. All I need is your names; I'm the judge, after all!"

"Quickly lets go it will start soon." -- another run-on (it's all written as one sentence, but it should be two). Better: "Quickly, let's go! It will start soon!" Also, since this is excited speech, "it will" should contract to "it'll".
Thanks for the feedback I'll be sure to reread all my work so far and edit it...Maybe I should have paid more attention in English class.
 

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I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
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