goldknight555

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Origins Cover FORUMS.jpg
Demo
Gamejolt= https://gamejolt.com/games/ProjectCureOrigins/255933

Story
This is the story of a man named Kin. The player must take on the role of such character and regain their memory. However this memory haunts Kin without him knowing of his actions. Through this adventure the player will find people who wish to help Kin in his quest. But evil lurks around every corner, as the antagonist, a mysterious hooded figure, chases after Kin to impede his attempt to recover his memory. The player will uncover secrets and learn of the mystery behind the events of the comic/manga of Project C.U.R.E.

Characters
Kin

Kinbust2.png
The main character. Kin has no memory of his past,
so he travels through the world in order to regain
his memory. He is skilled in swordsmanship and
focuses on damage dealt to enemies.


Aimi
Aimibust2.png
A girl that travels around to find answers to what
happened to the world. As she wakes up one day
in her travels, she is surprised by Kin who falls from
the sky. So she decides to help him. She is a skilled
archer and focuses on applying ailments to enemies.


Catherine
Catherinebust3.png
A princess that looks to help Kin in recovering his
memory. However, she dislikes being a princess.
She is shy, but very smart. She focuses in healing
and support techniques.


Commander
Knight Commanderbust2.png
The commanding knight that serves under Catherine's
father, King James. He tends to hide his true feelings, but
is very noble and fateful to his king. He is skilled in
knight arts and focuses on aggravating the enemy and
taking on massive damage as well as a balance of power.


Hooded Figure

This hooded figure seeks to eliminate Kin. For what reason?
He may be connected to Kin's past.


Gameplay and Features
  • The game includes a side view turn based combat with random encounters.
  • The story is very mystery oriented, in the sense that the player will have to link different points together to get what the overall story encompasses.
  • There is also an aspect of suspense in certain parts of the game.
  • Features quite a bit of exploration.
  • Over a dozen of characters to battle with.
  • Complete certain feats to obtain achievements.
  • Over 100 enemies to fight, some sprites done by me.
  • Over 10 optional bosses to find and dare to fight.
  • Depending on the difficulty chosen, the main story will be around 20 to 40 hours.

Screenshots
Game Screenshot New 1.png
New Image of Battle Coming Soon!
gamecutscene1_orig.png
gamevillage_orig.png
New Image of Menu Coming Soon!

Videos
Teaser:

Opening:


Credits
Character Design, Story, Map Layout, Cutscenes and some sprites:
goldknight555

Voices:
Kin: Cammeron L.
Aimi: Kokoro Hane

Battle Engine Script:
Victor Sant

UI Design Script:
Nicke

Battle Hud Script:
MOG

Other Scripts:
Yanfly
MOG
Victor Sant
Galv
RPG Maker Source
Ventwig
NAMKOR
William Couillard
MGC
Zeus81
AuronAD
Vlue
Zerbu
Bloodmorphed
White Mage
Modern Algebra
Napoleon
Tsukihime
Tidloc
Kamesoft
Kread-EX
Hanzo Kimura
Todd
DiamonandPlatinum3
Estriole
Meow Face
Euphoria
dbchest
Blackmorning

Graphics:
Enterbrain
Ayene
Nanokan
MOG
Epic Ancient
Relay point
iceaxe
nicnubill
Avery
Ying/EB
Ails
Mitchi
hojika
Jesse
lord bagardo
aweryn
Matsuo Kaito
macks
Germania
Hanzo
moon6666

Music:
Temporary composers*:
Aaron Krogh
Alexander Ehlers
Gyrowolf
Matthew Pablo
Cynicmusic
Joseph Gilbert
Presence of Music/www.presence-of-music.com
Marcelo Fernandez
Cleyton R. Xavier
CAE Bkr
Trevor Lentz
SHW / http://shw.in/
Enterbrain

*Some music composed by these people is in the game but only as temporary/placeholder tracks.

SFX:
Some of the sounds in this project were created by ViRiX Dreamcore soundcloud.com/virix
Some of the sounds in this project were created by David McKee (ViRiX) soundcloud.com/virix



Thank you for checking my game out :)

https://www.project-cure.com/origins
 
Last edited:

BrotherKnight

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This looks cool. I'll try it out!
 

fdsa4321lbp22

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Do you need someone to compose original music for this?

Me and my friend can help you with that.

Here's a demo of some of the stuff that we've written in the past:
 

goldknight555

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Do you need someone to compose original music for this?

Me and my friend can help you with that.

Here's a demo of some of the stuff that we've written in the past:
Very nice music!! I really like it. Yes :) I would really appreciate your help with this.
 

RocketKnight

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If you put some extra effort on your maps will be cooler. Nice project.
 

Marquise*

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Did you do the ink animation?
 

hiddenone

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I played through your demo, and you've got some interesting ideas here! It's a bit rough around the edges, but with some more work this could be pretty cool.

I loved the comic-style intro you did, but I accidentally ended up skipping it the first time because I hit the spacebar so I needed to restart. That was my fault, but a small message in the corner that said "press space to skip" would've stopped me. I was a little disappointed that the panels didn't position themselves in a pattern (they seemed to be random in where they stopped), it would've been cool to see all the panels laid out like they were from a page of a comic.

The story in the demo seems pretty straightforward, though from the teaser you posted there's clearly more going on. I did question the village chief's decision to remove the bridge's lever without leaving any message behind, I would have expected him to have left a sign saying to come speak with him if needed. Luckily Aimi guessed that the chief would know what happened, otherwise their adventure would've ended before it could really begin.

Battles were spaced well, I never felt annoyed with a random encounter because I always had enough time between them to catch my breath. I found myself not using skills on most of the enemies because they could be beaten pretty easily with just the normal attack, but they came in handy for the boss fight. Upgrading the skills was a nice touch, but I have to question why even bother with having the ability to downgrade them if you don't get the full JP used back?

I think your maps could use a lot more love. Most of the interior ones (especially the tower ones) seemed much bigger and emptier than they really needed to be. I also think playing around with tints could really make the maps pop. You're using tints to show darkness inside some places, but I think you could go even farther with them. For the desert areas a more yellow or red tint would make it feel even hotter, and inside the tower of memories maybe a purple-ish tint would make the whole place more mysterious. These're just some quick ideas I had, but tints can really add to the atmosphere.

The game seemed free of game breaking bugs, so good job! I did notice a minor error with the Revival Potion's pop-up, the description was cut off. I'm not sure if it's just not implemented yet or not, but I bumped the 'A' key and it told me I didn't have a map of the area, which seemed really odd considering that I had a minimap sitting in the corner. Speaking of the minimap, I had a few moments where it ended up hindering my view of the map (like hiding the stairs on the first floor of the tower of memories. I'm not sure if it's possible with your scripts, but I would have appreciated being able to turn the mimimap on and off.
 

goldknight555

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I played through your demo, and you've got some interesting ideas here! It's a bit rough around the edges, but with some more work this could be pretty cool.

I loved the comic-style intro you did, but I accidentally ended up skipping it the first time because I hit the spacebar so I needed to restart. That was my fault, but a small message in the corner that said "press space to skip" would've stopped me. I was a little disappointed that the panels didn't position themselves in a pattern (they seemed to be random in where they stopped), it would've been cool to see all the panels laid out like they were from a page of a comic.

The story in the demo seems pretty straightforward, though from the teaser you posted there's clearly more going on. I did question the village chief's decision to remove the bridge's lever without leaving any message behind, I would have expected him to have left a sign saying to come speak with him if needed. Luckily Aimi guessed that the chief would know what happened, otherwise their adventure would've ended before it could really begin.

Battles were spaced well, I never felt annoyed with a random encounter because I always had enough time between them to catch my breath. I found myself not using skills on most of the enemies because they could be beaten pretty easily with just the normal attack, but they came in handy for the boss fight. Upgrading the skills was a nice touch, but I have to question why even bother with having the ability to downgrade them if you don't get the full JP used back?

I think your maps could use a lot more love. Most of the interior ones (especially the tower ones) seemed much bigger and emptier than they really needed to be. I also think playing around with tints could really make the maps pop. You're using tints to show darkness inside some places, but I think you could go even farther with them. For the desert areas a more yellow or red tint would make it feel even hotter, and inside the tower of memories maybe a purple-ish tint would make the whole place more mysterious. These're just some quick ideas I had, but tints can really add to the atmosphere.

The game seemed free of game breaking bugs, so good job! I did notice a minor error with the Revival Potion's pop-up, the description was cut off. I'm not sure if it's just not implemented yet or not, but I bumped the 'A' key and it told me I didn't have a map of the area, which seemed really odd considering that I had a minimap sitting in the corner. Speaking of the minimap, I had a few moments where it ended up hindering my view of the map (like hiding the stairs on the first floor of the tower of memories. I'm not sure if it's possible with your scripts, but I would have appreciated being able to turn the mimimap on and off.

Thank you so much for your feedback! I appreciate you writing so much to help me :) I am definitely going to work more on those points! On the long run some things such as the skill upgrade will make more sense. I'm still figuring out a way to get rid of that message when you press A, which is actually just meant for the world map to have a bigger view, which you get a map later on through the game.
 

goldknight555

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Wow! It's been 2 years since the last update. I've been meaning to post an update for some time now but never got around to doing it. Lot's of work has been happening behind the scenes. The music being composed for the game has also been progressing very nicely. But today I just want to share little bits of what I've been working on. (Please note that none of the images represent the final product.)

This is the new look for the battle HUD.
BattleHudTest2.webp


Here's an improved look for the Menu.
Menutest.webp



Expect more updates soon! :D
 

ts50

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I use the same menu script for Delta Origins :)
Art looks good. did you make it?
 

Latest Threads

Latest Profile Posts

A video update on the progress I've been making on the cutscenes. :kaosalute:

I wonder if color LUTs is possible for RPG Maker. It would be game changer and can replace the not so good looking tint screen
new mechanic in battle where you can mentally erase enemies when you deplete all their MP instead HP. this gives you a special item of their "memory". it's pretty to do in battle so far.
Apparently MZ lets you preview move routes in the move route editor without having to start up test game. That could save a lot of time during development compared to MV, especially for a long game that uses a lot of event movement for cutscenes.
A repost of an old meme I had made, now with music

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