- Joined
- Mar 2, 2016
- Messages
- 197
- Reaction score
- 28
- First Language
- English
- Primarily Uses
- RMMV

Most Recent Update:
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Preface:
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This game is meant to be a love letter to traditional JRPGs harking to the SNES era of Final Fantasy and Shining Force. The story itself and the gameplay loop isn't meant to revolutionize anything and in fact I hope to instill a sense of nostalgia with age old tropes and the over use of common cliches.
That being said, the standard loop is Cutscene > Town > Upgrade > Dungeon > Boss > Cutscene > Town > etc. and the plot devices thereafter are mainly used to guide the player from Point A to Point B. So don't expect too much straying from standard formula. I also want to mention; however, the depth of character development and customization is what, I hope, entices players to keep playing until the very end.
This is a project I started back in 2016 and eventually released a short demo, which after my PC crashed, lost all my files to, and not having a budget to replace my fried components (Mobo & CPU) led me to put it on hiatus all of 2017 -- from both financial and emotional challenges.
I finally was able to start working on the project again in 2018 when I started collecting new assets from the likes of Finalbossblues/Des/Jason Perry (of Time Fantasy fame) and Tobi (of Kuragamo BGM fame) -- but starting over again meant rebuilding everything again. A good portion of 2018 was spent feature testing and implementation while I saved up money to purchase a lot of licensed assets (and scoured the forums and other places for commercially usable ones too)
By the end of 2018, I was able to create a personal debug demo with most features, I wanted, implemented. I also started rebuilding/modifying a lot of Time Fantasy assets as well as VexedEnigma's Portraits to use and replace a lot of my old placeholders. Just last week, I finally finalized the fonts I wanted to use, so I thought it was a good time to start sharing what a year's worth of work had gotten me.
This is a project I'm solo manning and is a passion project that I intend to pursue in my spare time even it takes upwards of 10 years to finish. It's an ambitious project, you'll see. But over the course of my journey, I hope to get some valuable feedback from dedicated RPGmaker users and veterans alike. Thank you for your consideration and your time!
That being said, the standard loop is Cutscene > Town > Upgrade > Dungeon > Boss > Cutscene > Town > etc. and the plot devices thereafter are mainly used to guide the player from Point A to Point B. So don't expect too much straying from standard formula. I also want to mention; however, the depth of character development and customization is what, I hope, entices players to keep playing until the very end.
This is a project I started back in 2016 and eventually released a short demo, which after my PC crashed, lost all my files to, and not having a budget to replace my fried components (Mobo & CPU) led me to put it on hiatus all of 2017 -- from both financial and emotional challenges.
I finally was able to start working on the project again in 2018 when I started collecting new assets from the likes of Finalbossblues/Des/Jason Perry (of Time Fantasy fame) and Tobi (of Kuragamo BGM fame) -- but starting over again meant rebuilding everything again. A good portion of 2018 was spent feature testing and implementation while I saved up money to purchase a lot of licensed assets (and scoured the forums and other places for commercially usable ones too)
By the end of 2018, I was able to create a personal debug demo with most features, I wanted, implemented. I also started rebuilding/modifying a lot of Time Fantasy assets as well as VexedEnigma's Portraits to use and replace a lot of my old placeholders. Just last week, I finally finalized the fonts I wanted to use, so I thought it was a good time to start sharing what a year's worth of work had gotten me.
This is a project I'm solo manning and is a passion project that I intend to pursue in my spare time even it takes upwards of 10 years to finish. It's an ambitious project, you'll see. But over the course of my journey, I hope to get some valuable feedback from dedicated RPGmaker users and veterans alike. Thank you for your consideration and your time!
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Synopsis:
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Synopsis:
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The worlds of Gaea and Jueno are intertwined and in turmoil. Gaea, being the world above, faces the rage of the elemental deities, causing the elements to be unsuitable for mankind to live peacefully. Jueno, being the world below, faces its own cataclysmic challenges because the four lighthouses that stabilize the underworld have lost power. It becomes a tale about 13 heroes who are called by fate and destiny to calm the gods and reignite the lighthouses to stabilize the two worlds once again; more so, the party must also unravel the conspiracy committed by an ancient race and travel to the moon, Talos, to end their farce.
The game is divided into four chapters; having chapters 1-3 playable in any order. Chapter Remus focuses on two orphans who set out of their village after a fateful bandit attack where thereafter they discover the scope of the world and find out that it is endangered. Chapter Ekko focuses on a pilgrimage of a priestess and her guardian as they travel to the elemental temples to appease the raging gods in hopes of quelling the elements. Chapter Tilden focuses on an exiled knight who reflects upon the meaning of his knighthood as he ventures with the runaway son of the king to relight the lighthouses. Chapter 4, titled Chapter Heinz, focuses on a young knight who enlists the help of Remus, Ekko & Tilden as he follows the trail of a group who seem linked to the worldly disturbances as well as the dramatic changes to the moon.
The game is divided into four chapters; having chapters 1-3 playable in any order. Chapter Remus focuses on two orphans who set out of their village after a fateful bandit attack where thereafter they discover the scope of the world and find out that it is endangered. Chapter Ekko focuses on a pilgrimage of a priestess and her guardian as they travel to the elemental temples to appease the raging gods in hopes of quelling the elements. Chapter Tilden focuses on an exiled knight who reflects upon the meaning of his knighthood as he ventures with the runaway son of the king to relight the lighthouses. Chapter 4, titled Chapter Heinz, focuses on a young knight who enlists the help of Remus, Ekko & Tilden as he follows the trail of a group who seem linked to the worldly disturbances as well as the dramatic changes to the moon.
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Characters:
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Characters:
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Chapter Remus

The Humble Youth
An orphan of earnest demeanor who discovers the world is far greater than his village.

The Troublesome Sister
An energetic girl whose curiosity often leads to trouble.

The Insatiable Princess
A woman who grew bored of her trivial life and yearns for adventure outside of the castle walls.

The Conservative Bodyguard
A knight who wishes only for the safety of his princess.
Chapter Ekko

The Ardent Priestess
A girl devoted to traditions who travels far and wide hoping to quell the elements.

The Devoted Caretaker
A guardian who fell in love with who he is meant to protect.

The Wandering Traveler
A bard who often proclaims himself as the leading man.

The Unmatched Swordsman
A swordsman who is haunted by his past as he searches for his redemption.
Chapter Tilden

The Deceived Knight
A man who begins questioning his place in the world after being unjustly shamed.

The Rebellious Son
The son of the king who fancies himself a treasure hunter of sorts.

The Abandoned Witch
A woman who is in search of the family she never had.

The Exiled Monk
An open-minded monk who left the conservative teachings of his monastery.
Chapter Heinz

The Valiant Grandson
A young boy who wishes to avenge his grandfather.
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Features:
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50+ Dungeons/Locations
15+ Cities/Towns
75+ Classes (Tentative)
350+ Skills (Tentative)
25+ Weapon Types
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Systems:
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Features:
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50+ Dungeons/Locations
15+ Cities/Towns
75+ Classes (Tentative)
350+ Skills (Tentative)
25+ Weapon Types
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Systems:
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Weapon Proficiency
Weapon damage increases depending on a character's preference based only class type and usage. Classes can eventually unlock passive traits that allow the use of certain equipment while not being restricted to using that particular class.
Equipment Durability/Repairing
Weapons and Armor can break over time making repair tools and crafting recipes valuable over the course of the game. There are however, legendary equipment that are "Unique" and unbreakable.
Crafting
Items will be craftable once required recipes are learned/found.
Row Formations
Characters can be placed in the front, middle (Tentative), or back row to receive additional buffs/nerfs to their play-style.
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Drives (aka Overdrive - FFX)
Limit Breaks can be better managed based on what Drive Mode characters choose.
Loadouts (aka Skill Equip - FFT)
Characters will be able to customize their Loudout to convey a particular play-style or in preparation for a particular battle.
Masteries (aka Skill Learn - FFT)
Skills are learned through spending JP in the Masteries menu. Certain skills will only appear under learned Skill Types while others are passive skills that can be equipped in the Loadout menu.
Item Socketing (aka Materia - FF7)
Eventually, characters will be able to equip accessories that can be further customized with gems. These gems can offer a wide variety of different benefits.
Merits (aka Stat Distribution)
Merits function two-fold, they are meant as an opportunity to offset any drawbacks a particular Mentor may have in a stat growth, and they are also a way to further customize a character's linear stat growth in the hopes of granting some attachment to characters via choose driven progression.
Mentors (aka Masters System - BOF)
Mentors are scattered around the world, there are few and far between. Their purpose is to augment a character's stat growth in hopes to raise their effectiveness in a particular class or role.
Horoscopes (aka Galv's Magic Shards)
As a last measure of character customization, I implemented Galv's Magic Shards as a source of extra equip slots (without over encumbering the equipment menu) while also linking this system to Ark Bursts (Yanfly's Party Gauge). With few exceptions, only skills learned from Horoscopes can be used when the Ark Burst gauge is full.
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Weapon Proficiency
Weapon damage increases depending on a character's preference based only class type and usage. Classes can eventually unlock passive traits that allow the use of certain equipment while not being restricted to using that particular class.
(Note: Maximum level is tentative)

Weapons and Armor can break over time making repair tools and crafting recipes valuable over the course of the game. There are however, legendary equipment that are "Unique" and unbreakable.
(Note: Text is not final)

Items will be craftable once required recipes are learned/found.

Characters can be placed in the front, middle (Tentative), or back row to receive additional buffs/nerfs to their play-style.

Drives (aka Overdrive - FFX)
Limit Breaks can be better managed based on what Drive Mode characters choose.

Characters will be able to customize their Loudout to convey a particular play-style or in preparation for a particular battle.

Skills are learned through spending JP in the Masteries menu. Certain skills will only appear under learned Skill Types while others are passive skills that can be equipped in the Loadout menu.

Eventually, characters will be able to equip accessories that can be further customized with gems. These gems can offer a wide variety of different benefits.

Merits function two-fold, they are meant as an opportunity to offset any drawbacks a particular Mentor may have in a stat growth, and they are also a way to further customize a character's linear stat growth in the hopes of granting some attachment to characters via choose driven progression.

Mentors are scattered around the world, there are few and far between. Their purpose is to augment a character's stat growth in hopes to raise their effectiveness in a particular class or role.
(Note: Not all art and stats are final)

As a last measure of character customization, I implemented Galv's Magic Shards as a source of extra equip slots (without over encumbering the equipment menu) while also linking this system to Ark Bursts (Yanfly's Party Gauge). With few exceptions, only skills learned from Horoscopes can be used when the Ark Burst gauge is full.
(Note: Not all art is final)

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Combat:
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Combat:
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Note:
Combat and the Battle Screen has not been readjusted for the new resolution nor is it ready to present.
I will still list the features that are present, implemented, and slightly tested.
Please keep in mind that these features are tentative and subject to change.
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ATB Combat (FF4+)
+Fully Tested/Fully Implemented+
Combat will be ATB driven to keep it fast-paced while still tactical.
QTE Skill Attacks (SRD's Time Attacks)
+Fully Tested/Partially Implemented+
With the exception of the Basic Attacks, Limits (Tentative), & Ark Bursts (Tentative); Skills will require a QTE to maximize formula calculations.
Enmity System (WOW/FFXIV)
+Fully Tested/Partially Implemented+
Actions in combat attribute certain amounts of Enmity (Aggro). Certain classes do well in holding Enmity classifying them as Tanks. Other classes may have skills that off-set Enmity through Damage/Healing or other actions. Player agency is required to juggle the Enmity of party members to mitigate deaths in combat.
Summoning (FFX)
+Partially Tested/Not Implemented+
As a major plot device, I wanted a robust system for using summons. I didn't just want them to be stronger elemental spells, but rather a completely different play-style for players who opt to keep playing the class.
Limit Breaks (FF7)
+Fully Tested/Partially Implemented+
Limit Breaks are paired with the "Drives" and "Mentors" Systems. Much like FFX, I wanted Limit Breaks to be more malleable so players could have some agency when planning around building them up and unleashing them. Furthermore, characters innately only have one Limit Break; however, through mentors they can learn more Limit Breaks, allowing for more versatility and flexibility for characters.
Ark Bursts (Yanfly's Party Gauge)
+Fully Tested/Partially Implemented+
Much like Limit Breaks, Ark Bursts are special skills that function as an ultimate attack dependent on who the active party members are. Based on the Zodiac Signs given in the "Horoscope" system, characters are allowed a specific Ark Burst. However, pairing certain party members together may grant unique Ark Bursts.
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Combat and the Battle Screen has not been readjusted for the new resolution nor is it ready to present.
I will still list the features that are present, implemented, and slightly tested.
Please keep in mind that these features are tentative and subject to change.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATB Combat (FF4+)
+Fully Tested/Fully Implemented+
Combat will be ATB driven to keep it fast-paced while still tactical.
QTE Skill Attacks (SRD's Time Attacks)
+Fully Tested/Partially Implemented+
With the exception of the Basic Attacks, Limits (Tentative), & Ark Bursts (Tentative); Skills will require a QTE to maximize formula calculations.
Enmity System (WOW/FFXIV)
+Fully Tested/Partially Implemented+
Actions in combat attribute certain amounts of Enmity (Aggro). Certain classes do well in holding Enmity classifying them as Tanks. Other classes may have skills that off-set Enmity through Damage/Healing or other actions. Player agency is required to juggle the Enmity of party members to mitigate deaths in combat.
Summoning (FFX)
+Partially Tested/Not Implemented+
As a major plot device, I wanted a robust system for using summons. I didn't just want them to be stronger elemental spells, but rather a completely different play-style for players who opt to keep playing the class.
Limit Breaks (FF7)
+Fully Tested/Partially Implemented+
Limit Breaks are paired with the "Drives" and "Mentors" Systems. Much like FFX, I wanted Limit Breaks to be more malleable so players could have some agency when planning around building them up and unleashing them. Furthermore, characters innately only have one Limit Break; however, through mentors they can learn more Limit Breaks, allowing for more versatility and flexibility for characters.
Ark Bursts (Yanfly's Party Gauge)
+Fully Tested/Partially Implemented+
Much like Limit Breaks, Ark Bursts are special skills that function as an ultimate attack dependent on who the active party members are. Based on the Zodiac Signs given in the "Horoscope" system, characters are allowed a specific Ark Burst. However, pairing certain party members together may grant unique Ark Bursts.
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Screenshots:
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Screenshots:
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Soundtrack:
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Soundtrack:
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Videos:
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Videos:
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Title Screen (Alpha)
Mode7 (Alpha)
Lost Woods (Preview)
Overworld Features (Preview)
Abandoned Cave (Preview)
Wild Prairies, Pebble Beach & New Font (Preview)
Mode7 (Alpha)
Lost Woods (Preview)
Overworld Features (Preview)
Abandoned Cave (Preview)
Wild Prairies, Pebble Beach & New Font (Preview)
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F.A.Q.s:
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F.A.Q.s:
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When will there be a demo?
Not for some time.
Where is development at?
Pre-Production. I'm still working with the database, script writing, code tweaking, and developing assets. There is no game yet. There is just a menu, base code for systems, and a bunch of assets - oh, and a couple of debug maps.
Why is there mostly screenshots of the menu?
Honestly? Nothing else is presentable in my opinion. I don't have maps or events made outside of a couple of debug maps to test stuff. If you know Finalbossblues/Des/Jason Perry and his work, the game uses his graphics. So it will be a Time Fantasy game. I'm still modifying his assets -- and I'm still just focusing on Pre-Production aspects before I get into mapping and eventing. There's even a high chance I will focus on finishing combat implementation before I even get to mapping or eventing. So stay tuned, because you might eventually see some screenshots of combat! (But not in a long while, hahaha)
Can I help?
Help is always a great thing to offer, but I'm not looking at building a dev-team. There are a lot of things I still need to do, but I don't have a budget to offer anyone anything and this is something I spend my time and money on only when I have extra of either.
Unless you want to do bust art, or sprite SFX work (Battle Animations) for free -- I've got nothing else to offer while in Pre-Production. (You can always PM me if you think your work is worth being paid for -- when I get the funds I might hit you up)
I may also look at asking for help when I get to production, as far as mapping goes (I expect about 500 maps). I might also look for help from a coder when I run into some brick walls and errors in combat -- but for the most part I've been able to work out most of my problems. (Again, if you're a stellar coder PM me and when the time comes I might hit you up)
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