Project Oscine - Build the Perfect Team!

Arkecia

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Do you have what it takes to lead your group and create the perfect fighting force?
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The Mission:

You are a soldier integrated into a research team that is using its expertise to create super-soldiers. At the top of your class, you are picked to lead a small team to undergo test runs, determining which of the jobs and abilities researched will be the best to mass produce.

The tests you run will decide what humanity will use against the various monsters appearing all over the war-torn post-apocalyptic world. The mission is of vital importance, and the sooner the legions of Neohomen are dealt with, the sooner our planet can be rebuilt.

The Team:
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Amber - The Lead Researcher: She has been entrusted with overseeing the various test runs and is in charge of activating the realistic simulations. Amber speaks in a flat, snarky tone; desiring results more than companionship. However, she has been known to crack a few jokes here and there, possibly showing her true face in the process.

MC - The Team Leader: This blank slate of a character is the one who always excelled at war and tactics, and is given permission to choose the class and skills of him/herself and the rest of the team. The name and gender of this character is chosen by the player.

Kairos - The Jolly Dreamer: Leaving behind a large family in order to gain the means to protect them, he gladly learns from the MC in order to protect his children's future. Kairos is normally all smiles and once he begins talking about his wife or daughters, stopping him from speaking too much is a task in itself.

Laiera - The Determined Soldier: Her goals in life have always been to prove that she is not weak and do the job as good as any other. With an extremely focused mindset, it's a wonder Laiera is also able to kick back and have fun when the situation calls for it.

Zelkas - The Quiet Enigma: He rarely speaks, and joined the military without any prior background checks to determine his past. To add more to it, Zelkas never speaks unless spoken to, and unless you break his shell, it'll be a wonder if he even speaks at all.

The Classes:
Before I get into classes, I put in spoilers the elements and their respective states to give a better idea their skillsets.  Each elemental attack has a chance to inflict their attached state.​
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Elements & States:

Element Chart:

Fire (Good against Ice)
Burn - Lose 25% HP a turn. (The game's defacto poison)

Ice (Good against Fire)
Freeze - Lose 10% HP a turn and all attacks hit 100% of the time.

Lightning (Good against Water)

Shock - Lose 10% HP a turn with max agility halved.

Water (Good against Lightning)

Douse - Enemies likely to target you with max defense halved. (Drown skill will kill a doused enemy)

Earth (Good against Air)

Plague - Healing items/skills have no effect.

Air (Good against Earth)

Tear - Max attack and magic are halved.

Celestial (Good against Secular; is the game's "light" element)

Silence - Skills become unusable.

Secular (Good against Celestial; is the game's "dark" element)

Decay - Max defense and resistance halved.


Classes:

Berserker:
Main Weapon: Axe
Element: Ice

Starting Stats:

Max HP: 2500

Max SP: 10

ATK: 500

DEF: 400

MAG: 300

RES: 200

AGI: 300

LUK: 200

Skillset:

Glacier: Deals Magic based damage to one foe.

Ice element which may cause Freeze.

 

ATK Plus: Increases Attack by 400.

This passive skill takes effect automatically.

 

Cold Slice: Ice Physical attack that is used with an Axe.

Axes are required for use; may cause Freeze.

 

Heavy Smash:Always lands a critical hit, but only has a 60% hit rate.

Normal Physical attack.

 

Sharpen: Raises the critical hit rate of a character by 30%.

Tendon Slice: A physical attack that may lower the agility of an enemy.

Counter: Blocks and counters direct physical damage 100% 

of the time for three turns.

 

Steal: Steals one item in the enemy's possession while

dealing normal physical damage.

 

Berserk: Doubles ATK, raises critical hit rate of the user by 30%, and

halves defense. Lasts for three turns. Can't be controlled.

 

Defend: Negates all physical damage while healing/preventing

elemental effects for one turn.

 

Ice Weakness: If afflicted the enemy takes 2x damage to all

Ice element attacks. Targets all enemies.

 

Freeze Touch: Causes Freeze to one enemy.

Doesn't use up a turn when used.

 

Warcry: Halves the current attack of one enemy.

Doesn't use up a turn when used.

 

Cover: Take damage in the place of an ally for one turn.

Does not activate counterattack.

 

Recklessness: Doubles Attack, but halves defenses for 1-2 turns.

Activates automatically at the start of each battle.

 

Aqua Slice: Water Physical attack that is used with an Axe.

Axes are required for use; may cause Douse.

 

Wide Slash: A physical attack that deals 1/2 the normal damage 

to all enemies with a 70% of causing AGI Down.

 

Survival: Regenerates some HP per turn for four turns.

Only works on the user.

 

Stasis Transfer: Transfers negative status effects to one enemy.

Does not use up a turn when used. (Berserk can also be transferred)

 

Torrent: Deals Magic based damage to one foe.

Water element which may cause Douse.




Assassin:

Main Weapon: Claw
Element: Lightning

Starting Stats:

Max HP: 2400

Max SP: 10

ATK: 400

DEF: 200

MAG: 300

RES: 200

AGI: 500

LUK: 300

Skillset:

Steal: Steals one item in the enemy's possession while

dealing normal physical damage.

 

Stasis Steal: Steals the beneficial status changes of one enemy.

Does not use up a turn when used.

 

Stasis Transfer: Transfers negative status effects to one enemy.

Does not use up a turn when used.

 

Deathblow: Normal Physical attack that may cause instant death

to one enemy.

 

AGI Plus: Increases Agility by 400.

This passive skill takes effect automatically.

 

Disorder Strike: Normal Physical attack that may cause many different

negative status effects.

 

Shock Claw: Lightning Physical attack that is used with a Claw.

Claws are required for use; may cause Shock.

 

Lightning Weakness: If afflicted the enemy takes 2x damage to all

Lightning element attacks. Targets all enemies.

 

Dodge: Completely dodges physical attacks for three turns.

 

Flame Claw: Fire Physical attack that is used with a Claw.

Claws are required for use; may cause Burn.

 

Viper Strike: For one turn, allows the player to absorb damage done.

Doesn't use up a turn when used.

 

Sharpen: Raises the critical hit rate of a character by 30%.

 

Cocktail: A syringe that grants one random status effect to the

user regardless of being a good or bad effect.

 

Tempest: Deals Magic based damage to one foe.

Lightning element which may cause Shock.

 

Nuke: Deals Magic based damage to one foe.

Fire element which may cause Burn.

 

Lucky Strike: Deals damage based on max Luck to random foes.

Guaranteed to hit three times.

 

Gambler: Triples an ally's luck.

 

Mimic: Copies the last action an ally used before this move.

 

Quick Slash: Speedy attack without fail.

Raises the critical hit rate for this skill by 30%.

 

Counter: Blocks and counters direct physical damage 100% 

of the time for three turns.



Paladin:

Main Weapon: Spear
Element: Celestial

Starting Stats:

Max HP: 2800

Max SP: 11

ATK: 400

DEF: 300

MAG: 300

RES: 500

AGI: 200

LUK: 200

Skillset:

Radiance: Deals Magic based damage to one foe.

Celestial element which may cause Silence.

Whirlwind: Deals Magic based damage to one foe.

Air element which may cause Tear.

Focus Shield: Doubles Resistance for one ally.

Has a chance of raising party resistance instead.

Greater Guard: Protects user and reduces damage taken while

healing a medium amount of HP. (1200)

Wind of Sleep: Put an ally to sleep for one turn to completely restore HP and SP.

Once asleep both defenses are halved and will wake up if attacked.

Sacrifice: Kills the user to heal all allies to full HP.

Vital Shield: Doubles Defense for one ally.

Has a chance of raising party defenses instead.

Light Spear: Celestial Physical attack that is used with a Spear.

Spears are required for use; may cause Silence.

Wind Spear: Air Physical attack that is used with a Spear.

Spears are required for use; may cause Tear.

Prayer: Restores HP to one ally.

The amount is determined by the user's MAG.

Cleanse: Recovers one ally of all negative effects brought

on by an element.

Persecute: Causes Silence to one enemy.

Doesn't use up a turn when used.

Holy Raze: Always deals damage equal to the user's Magic 

regardless of elemental affinity. Does not crit.

Cover: Take damage in the place of an ally for one turn.

Does not activate counterattack.

Sharpen: Raises the critical hit rate of a character by 30%.

RES Plus: Increases Magic Resistance by 400.

This passive skill takes effect automatically.

Resurrect: Revives one ally.

HP recovered based on MAG.

Reflect: Reflects all magic back to the user for two turns.

Celestial Weakness: If afflicted the enemy takes 2x damage to all

Celestial element attacks. Targets all enemies.

Absorption: Allow one ally to absorb elemental attacks 

for two turns.



General:

Main Weapon: Sword
Element: Physical

Starting Stats:

Max HP: 3000

Max SP: 10

ATK: 300

DEF: 500

MAG: 300

RES: 400

AGI: 200

LUK: 200

 



Skillset:

Armor Break: A physical attack that may lower the defense of an enemy.

Rally: Doubles an ally's attack and raises their critical

rate by 50% for two turns.

Strategize: Doubles an ally's magic and raises their critical

rate by 50% for two turns.

Soothsayer: Nullifies critical hit damage on all allies for four turns.

Physical Weakness: If afflicted the enemy takes 2x damage to all

Phsyical attacks. Targets all enemies.

Defender: Normal Physical attack that damages the enemy

based off of the attacker's defense stat.

DEF Plus: Increases Defense by 400.

This passive skill takes effect automatically.

Double Slash: Attacks two random enemies.

Only works with the Sword equipped.

Crystal Wall: Drains 100% of your SP to triple both defense and

magic resistance for four turns.

Stun Blade: A physical attack that may stun the enemy for one turn.

Only works with the Sword equipped.

Heavy Smash: Always lands a critical hit, but only has a 60% hit rate.

Normal Physical attack.

Iron Defense: Halves non-elemental physical damage 

for five turns on self.

Counter: Blocks and counters direct physical damage 100% 

of the time for three turns.

Cover: Take damage in the place of an ally for one turn.

Does not activate counterattack.

Vital Shield: Doubles Defense for one ally.

Has a chance of raising party defenses instead.

Defend: Negates all physical damage while healing/preventing

elemental effects for one turn.

Viper Blade: For one turn, allows the player to absorb damage done.

Doesn't use up a turn when used.

Quick Slash: Speedy attack without fail.

Raises the critical hit rate for this skill by 30%.

Focus Shield: Doubles Resistance for one ally.

Has a chance of raising party resistance instead.

Flash Grenade: Deals Magic based damage to one foe.

Non-elemental attack which might stun.



Reverent:

Main Weapon: Staff
Element: Magic

Starting Stats:

Max HP: 2400

Max SP: 12

ATK: 200

DEF: 300

MAG: 500

RES: 400

AGI: 300

LUK: 200

 



Skillset:

Nuke: Deals Magic based damage to one foe.

Fire element which may cause Burn.

Glacier: Deals Magic based damage to one foe.

Ice element which may cause Freeze.

Whirlwind: Deals Magic based damage to one foe.

Air element which may cause Tear.

Stalagmite: Deals Magic based damage to one foe.

Earth element which may cause Plague.

Tempest: Deals Magic based damage to one foe.

Lightning element which may cause Shock.

Torrent: Deals Magic based damage to one foe.

Water element which may cause Douse.

Radiance: Deals Magic based damage to one foe.

Celestial element which may cause Silence.

Nexus: Deals Magic based damage to one foe.

Secular element which may cause Decay.

Drown: If an enemy is infected with douse this

move will instantly kill the enemy.

Reflect: Reflects all magic back to the user for two turns.

Magic Evasion: Completely dodges magic for three turns.

Focus: Regenerates some SP per turn for four turns.

Only works on the user.

Prayer: Restores HP to one ally.

The amount is determined by the user's MAG.

Cleanse: Recovers one ally of all negative effects brought

on by an element.

Shadow: For four turns, user is less likely to be attacked.

Doesn't use up a turn when used.

Focus Shield: Doubles Resistance for one ally.

Has a chance of raising party resistance instead.

Arcane Roulette: Element attack used is completely randomized

between the eight elements.

MAG Plus: Increases Magic by 400.

This passive skill takes effect automatically.

Secular Weakness: If afflicted the enemy takes 2x damage to all

Secular element attacks. Targets all enemies.

Stupify: Halves the current magic resistance of one enemy.

Doesn't use up a turn when used.



Hunter:

Main Weapon: Bow
Element: Earth

Starting Stats:

Max HP: 2500

Max SP: 10

ATK: 500

DEF: 200

MAG: 300

RES: 300

AGI: 400

LUK: 200

 



Skillset:

Haste: Doubles Agility for one ally.

Has a chance of raising party agility instead.

Gambler: Triples an ally's luck.

Earth Weakness: If afflicted the enemy takes 2x damage to all

Earth element attacks. Targets all enemies.

AGI Plus: Increases Agility by 400.

This passive skill takes effect automatically.

Stasis Steal: Steals the beneficial status changes of one enemy.

Does not use up a turn when used.

Mimic: Copies the last action an ally used before this move.

Physical Weakness: If afflicted the enemy takes 2x damage to all

Phsyical attacks. Targets all enemies.

Gravel Bow: Earth Physical attack that is used with a Bow.

Bows are required for use; may cause Plague.

Bio Bow: Secular Physical attack that is used with a Bow.

Bows are required for use; may cause Decay.

Stalagmite: Deals Magic based damage to one foe.

Earth element which may cause Plague.

Nexus: Deals Magic based damage to one foe.

Secular element which may cause Decay.

Magic Evasion: Completely dodges magic for three turns.

Foothold Trap: Blocks and counters direct physical damage 100% 

of the time while causing the attacker to lose agility.

Bear Trap: Blocks and counters direct physical damage 100% 

of the time while causing the attacker to lose defense.

Swing Trap: Blocks and counters direct physical damage 100% 

of the time while causing the attacker to lose resistance.

Sharpen: Raises the critical hit rate of a character by 30%.

Absorption: Allow one ally to absorb elemental attacks 

for two turns.

Safeguard: Completely blocks the status effects from elemental

attacks for five turns.

Steal: Steals one item in the enemy's possession while

dealing normal physical damage.



Specialist:

Main Weapon: Book
Element: Water

Starting Stats:

Max HP: 2600

Max SP: 12

ATK: 400

DEF: 200

MAG: 500

RES: 300

AGI: 200

LUK: 300

Skillset:

Torrent: Deals Magic based damage to one foe.

Water element which may cause Douse.

Glacier: Deals Magic based damage to one foe.

Ice element which may cause Freeze.

Reflect: Reflects all magic back to the user for two turns.

Magic Evasion: Completely dodges magic for three turns.

Prayer: Restores HP to one ally.

The amount is determined by the user's MAG.

Cleanse: Recovers one ally of all negative effects brought

on by an element.

Resurrect: Revives one ally.

HP recovered based on MAG.

RES Plus: Increases Magic Resistance by 400.

This passive skill takes effect automatically.

Stasis Steal: Steals the beneficial status changes of one enemy.

Does not use up a turn when used.

Stasis Transfer: Transfers negative status effects to one enemy.

Does not use up a turn when used.

Water Weakness: If afflicted the enemy takes 2x damage to all

Water element attacks. Targets all enemies.

Deluge: Causes Douse to one enemy.

Doesn't use up a turn when used.

Drown: If an enemy is infected with douse this

move will instantly kill the enemy.

Inspiration: Skills cost no SP for three turns after this skill is used.

Affects all allies.

Mimic: Copies the last action an ally used before this move.

Greater Guard: Protects user and reduces damage taken while

healing a medium amount of HP. (1200)

Vital Shield: Doubles Defense for one ally.

Has a chance of raising party defenses instead.

Absorption: Allow one ally to absorb elemental attacks 

for two turns.

Lucky Strike: Deals damage based on max Luck to random foes.

Guaranteed to hit three times.

Focus Shield: Doubles Resistance for one ally.

Has a chance of raising party resistance instead.



Reaper:

Main Weapon: Scythe
Element: Secular

Starting Stats:

Max HP: 2700

Max SP: 10

ATK: 500

DEF: 200

MAG: 500

RES: 200

AGI: 300

LUK: 300

 



Skillset:

MAG Plus: Increases Magic by 400.

This passive skill takes effect automatically.

ATK Plus: Increases Attack by 400.

This passive skill takes effect automatically.

Double Slice: Hits the same enemy two times, unless the 

first hit kills it. Works with either Scythe or Sword.

Secular Weakness: If afflicted the enemy takes 2x damage to all

Secular element attacks. Targets all enemies.

Death Call: Doubles Attack for one ally.

Has a chance of raising party attacks instead.

Reaper Scythe: Secular Physical attack that is used with a Scythe.

Scythes are required for use; may cause Decay.

Plague Scythe: Earth Physical attack that is used with a Scythe.

Scythes are required for use; may cause Plague.

Sharpen: Raises the critical hit rate of a character by 30%.

Stasis Transfer: Transfers negative status effects to one enemy.

Does not use up a turn when used.

Deathblow: Normal Physical attack that may cause instant death

to one enemy.

Stalagmite: Deals Magic based damage to one foe.

Earth element which may cause Plague.

Nexus: Deals Magic based damage to one foe.

Secular element which may cause Decay.

Borrowed Power: Triples Attack and Magic on self in return for losing 50% HP

per turn for three turns. Doesn't use up a turn when used.

Reflect: Reflects all magic back to the user for two turns.

Viper Blade: For one turn, allows the player to absorb damage done.

Doesn't use up a turn when used.

Wide Slash: A physical attack that deals 1/2 the normal damage 

to all enemies with a 70% of causing AGI Down.

Absorption: Allow one ally to absorb elemental attacks 

for two turns.

Lucky Strike: Deals damage based on max Luck to random foes.

Guaranteed to hit three times.

Quick Slash: Speedy attack without fail.

Raises the critical hit rate for this skill by 30%.



Monk:

Main Weapon: Gloves
Element: Air

Starting Stats:

Max HP: 2800

Max SP: 10

ATK: 300

DEF: 300

MAG: 300

RES: 300

AGI: 400

LUK: 500

 



Skillset:

Meditation: Doubles Magic for one ally.

Has a chance of raising party magic instead.

Air Weakness: If afflicted the enemy takes 2x damage to all

Air element attacks. Targets all enemies.

AGI Plus: Increases Agility by 400.

This passive skill takes effect automatically.

Whirlwind: Deals Magic based damage to one foe.

Air element which may cause Tear.

Radiance: Deals Magic based damage to one foe.

Celestial element which may cause Silence.

Prayer: Restores HP to one ally.

The amount is determined by the user's MAG.

Cleanse: Recovers one ally of all negative effects brought

on by an element.

Wind of Sleep: Put an ally to sleep for one turn to completely restore HP and SP.

Once asleep both defenses are halved and will wake up if attacked.

Light Fist: Celestial Physical attack that is used with a Glove.

Gloves are required for use; may cause Silence.

Air Fist: Air Physical attack that is used with a Glove.

Gloves are required for use; may cause Tear.

Potency: Healing items that heal HP or SP have their effects

doubled on the party for five turns.

Bluster: Causes Tear to one enemy.

Doesn't use up a turn when used.

Counter: Blocks and counters direct physical damage 100% 

of the time for three turns.

Stasis Transfer: Transfers negative status effects to one enemy.

Does not use up a turn when used.

Lucky Strike: Deals damage based on max Luck to random foes.

Guaranteed to hit three times.

Focus: Regenerates some SP per turn for four turns.

Only works on the user.

Armor Break: A physical attack that may lower the defense of an enemy.

Survival: Regenerates some HP per turn for four turns.

Only works on the user.

Dodge: Completely dodges physical attacks for three turns.

Defend: Negates all physical damage while healing/preventing

elemental effects for one turn.



Gunner:



Main Weapon: Gun
Element: Fire

Starting Stats:

Max HP: 2600

Max SP: 10

ATK: 400

DEF: 200

MAG: 400

RES: 200

AGI: 500

LUK: 300

 



Skillset:

Repeater Carbine: Attacks three random enemies with the gun.

Only works with the Gun equipped.

Tempest: Deals Magic based damage to one foe.

Lightning element which may cause Shock.

Nuke: Deals Magic based damage to one foe.

Fire element which may cause Burn.

Shadow: For four turns, user is less likely to be attacked.

Doesn't use up a turn when used.

AGI Plus: Increases Agility by 400.

This passive skill takes effect automatically.

MAG Plus: Increases Magic by 400.

This passive skill takes effect automatically.

ATK Plus: Increases Attack by 400.

This passive skill takes effect automatically.

Haste: Doubles Agility for one ally.

Has a chance of raising party agility instead.

Flare Shot: Fire Physical attack that is used with a Gun.

Guns are required for use; may cause Burn.

Static Shot: Lightning Physical attack that is used with a Gun.

Guns are required for use; may cause Shock.

Wide Shot: A physical attack that deals 1/2 the normal damage 

to all enemies with a 70% of causing AGI Down.

Flares: Causes Burn to one enemy.

Doesn't use up a turn when used.

Reload: Raises Critical Hit rate by 60% for this turn only.

Doesn't use up a turn when used.

Flash Grenade: Deals Magic based damage to one foe.

Non-elemental attack which might stun.

Douser: Causes Douse to one ally.

Doesn't use up a turn when used.

Safeguard: Completely blocks the status effects from elemental

attacks for five turns.

Pepper Spray: Halves the current magic of one enemy.

Doesn't use up a turn when used.

Reflect: Reflects all magic back to the user for two turns.

Fire Weakness: If afflicted the enemy takes 2x damage to all

Fire element attacks. Targets all enemies.

Magic Evasion: Completely dodges magic for three turns.



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Screenshots:



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Features:
~ 10 different classes each with 20 skills of their own to choose from with an 8 skill limit​
~ A fast paced (is that even possible?) turn-based battle system that relies on strategy to win​
~ A main character you get to name and personalize yourself​
~ Over 200 enemies to find within the dungeons that await you​
~ Areas (Safe Zones) in between dungeons that autosave the game and act as heal points​
~ Four different difficulty modes that change the dynamic of the game itself​
~ Optional bosses known as Anomalies to test the player after gaining enough ranks​
~ Absolutely no need to grind​
~ A few other things that will be kept as a surprise!​

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Download:
The download is 113.7MB and doesn't require the RTP to play
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Support the Game!
If you really enjoyed the game and are into showing games you support, feel free to copy/paste this code into your signature:​
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This is my first completed game, so I hope you all will enjoy it! Basically it is a dungeon crawler consisting of quick dungeons all to see if the characters you molded are able to handle whatever difficulty arises. It'll be to test my ability to create interesting gameplay. Story is light, but not non-existent and characters are fleshed out by speaking to them during each safe zone.

PS: And again, there are difficulty settings.
 
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Arkecia

Database Queen
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So I have quite a few people off-site who won't have much time to beta test my coming game on account of it being a major holiday  and it made me realize I was working towards a release date that probably wouldn't be best for a first timer in the sea of new systems/games coming to a (possibly) majority of players via presents.

So I've decided to push the release date back a bit into the middle of January, but my beta testers will most likely get the game in the beginning of Jan.

If you're interested in helping me test out my game as a beta tester yourself let me know either through PM or this thread.

I will be updating the post above this to reflect these changes.  :)
 

Bonkers

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Restaff
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I'm eager to try that demo and give you some feedback.  

In the mean time I've re-evaluated what team I'd like to take, and I can't find a dedicated healer outside of the monk for his party effect of "Potency".  Is there going to be a medic on the team or some skills that focus on non lethal healing?  

Will Anomalies be completely random in spawn or set at various points in the dungeon?

Will having recklessness and then beserking cause 0 defenses for the duration of the two, be cumulative and defenses at 25%?

How will upgrades be handled?  Will there be an armory for characters to choose from or is all equipment based off dungeon exploration and boss killing?
 

Arkecia

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Hey thanks for the interest paladinthug; to answer your questions:

There are a few others who have heal based abilities outside of the monk, but basically what I listed are abilities that only that particular class can learn.  The monk, paladin, reverant, and specialist have access to Prayer which is a move that heals based on their max magic, which is increased based on the equipment you use on them.  Just like Potency would imply, there are also a lot of healing items available both in dungeons and shops in the safe zones.

Anomalies are in special rooms, some are a lot more obvious than others and they are set to that particular dungeon, so you'll only find one of the anomalies in their particular dungeon.

Recklessness and Berserk's abilities stack up based on percentages, so defense would lower to 25% rather than 0.

As for armor, they can be purchased by the time you get past the first dungeon, but armor and weapons are available in dungeons to be stolen and later the enemies have a small chance to drop them normally.  These weapons and armors found in dungeons are the next set of equipment not found until the next few safe houses selling previous equipment.  So just for explanations sake let's say equipment have ranks.  Just before the second and third dungeons rank 2 equipment is bought from the Safe Zones.  During the second and third dungeons, the dungeons themselves have drops for rank 3 equipment.

If you're thinking of what to pick out now for your team since no demo is available yet, I could give you the list of skills each class has to choose from, or update the main post to show them in their entirety to give something for people to look at.
 

Bonkers

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Restaff
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Definitely update the main post.  I would like to see what everyone brings to the table for planning purposes.
 

Arkecia

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Okay; I just updated the main post to show all of the class skills each class can choose from + added an element chart and their states.

Knowing the element and what states they cause is pretty much essential to understanding what a few of the skills do.
 

Arkecia

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Just updating my thread since I now have a definitive date for the completed game's beta download which will be available to testers by January 6th.

I have been pretty busy lately getting hit with some odd news this Christmas, but the full game is still scheduled for a Jan. release. To anyone who might be interested, I am still taking PMs and forums posts for those asking to beta test this game.

To those with a morbid curiosity, here is what still needs to be done:

- 22 more boss monsters need to be made. (this includes the 10 optional anomaly bosses.)
- Finish up the puzzles in dungeons 2, 3, 4, and 5.
- Finish up the final dungeon. (rest of the maps are made)
- Dialogue between the main character and party members in Safe Zones.
Things getting in the way :p  :

- Tales of Xillia

- The Last of us

- The Pretender (TV Series)
 

Bonkers

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Restaff
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Just updating my thread since I now have a definitive date for the completed game's beta download which will be available to testers by January 6th.

I have been pretty busy lately getting hit with some odd news this Christmas, but the full game is still scheduled for a Jan. release. To anyone who might be interested, I am still taking PMs and forums posts for those asking to beta test this game.

To those with a morbid curiosity, here is what still needs to be done:

- 22 more boss monsters need to be made. (this includes the 10 optional anomaly bosses.)

- Finish up the puzzles in dungeons 2, 3, 4, and 5.

- Finish up the final dungeon. (rest of the maps are made)

- Dialogue between the main character and party members in Safe Zones.
Things getting in the way :p  :

- Tales of Xillia

- The Last of us

- The Pretender (TV Series)
Wow that is an immense workload for one game.  I thought I was busy with the intro and other elements like custom icons for game files.  I'm looking forwards to trying the content out and testing for you, right now I am trying to prepare a team in advance.

Will each zone be element specific or will they be random with how enemies use skills, as in 3 or more different elements that can happen with the same trash or boss?  When we defeat anomaly will we get bonus content in safe zones?  Can equipment add elemental status or buffs like skills?  Will elemental buffs and debuffs decrease in rounds and tick off after battle, or can they be used out of battle to go into a fight with them on?  Do certain skills or armor prevent status or lock an element?
 

Arkecia

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I totally underestimated my own workload thinking I'd be done by now, but I didn't account for all the monsters I decided to make so that the game has replay value beyond optional bosses and continued dialogue. I kinda hit a mindblock trying to make each one unique, so I finally had to take a break from them by the time I got halfway through the boss enemies.

Anyway you always seem to ask just the right questions!  As for the answers:

Each dungeon has a visual theme and the enemies themselves go with that theme.  Their elements are fairly balanced to two elements per dungeon, so each dungeon has two fire elemental enemies and so on.  These enemies usually have attacks that go with their perspective element, but some of them are more physical or status effect based.  In the first dungeon there is a high HP, but very low defense enemy that raises defenses and heals other enemies, so they don't have skills to their respective elements. There are also quite a few enemies that use their neighboring skills alongside their primary element, so an Ice enemy will sometimes use Water skills too.

Defeating an Anomaly will give you the Augments they drop which are used to either teach the player their best skills, or increase stats by a certain amount depending on which anomaly you face.  You can also steal their best augment which will give you two of them if you add in the normal drop as well. Defeating all of them also gives you access to one of the game's secrets which will net another set of dialogue after completing a run (beating every dungeon once) and allow access to another secret found in one of the dungeons.

I think that little block of text also answers the next question, which is that equipment can add skills, specifically the Augs.  Weapons and Armors each add a skill too, but they are accessed differently.  Weapon skills replace normal attack with an added bonus or a different skill altogether, while armor skills replace the guard command.  One such example is the first armor giving the default Guard command, but a later armor will also add a defense boost stat or heal a bit of HP; stuff like that.

None of the elemental buffs/debuffs last forever, there will be documentation in game that lists how long effects last if the player chooses to read up on them.  They normally last between 4 to 8 turns, and all status effects including death are removed after battle. (This does not include passive skills like ATK Plus which never go away)

There is a set of armor that will get rid of status effects on defense, and certain skills will prevent status effects altogether like Safeguard and Defend.  There's also Augments later in the game that will let you prevent an enemy's effects from continuing.
 

Neverward

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Wow this looks like a really fun game, the characters are interesting and have good depth! Plus that elements system, and your detailed class system is rather impressive! I especially like the graphics. I don't own any resource packs or know who made them (and it's not in your credits) so would you mind helping a curious person out and let me know who did that awesome tile-set, and the sprites? ^^ Are they DS?

I'm keeping an eye on this one, I can't wait to play the demo! I'm a huge fan of Sci-Fi RPGmaker games. Especially one that looks this cool, as well as it being your first game!
 

Arkecia

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Thanks for the interest Neverward!

The credits will probably be posted tomorrow as I have the finished credits file at home in its entirety for the in game credit reel. The resources are infact DS from the DS+ Resource set made for VX and ACE thanks to Archeia and crew.  I made the most out of them and pretty much use the whole set's graphics for the various dungeons.

The game is indeed Sci-Fi; the setting outside the research center isn't seen outside of the test simulations, but the 9th dungeon most represents how the outside world looks in its current state thanks to the monsters created by a virus. Their leader Neohomen is actually its creator who had been completely consumed and mutated by the first strain of the virus, something touched upon in the game's intro sequence.

I'm also glad you like the character snippets; there will be many chances in between the dungeons to really get to know them. I'm hoping I can get the feeling of camaraderie across, so they'll slowly open up to the main character the more you speak to them. That includes the non talkative Zelkas.
 

veraeve1

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Seems very interesting thus far with character info and the classes, The anomalies feature seems neat. Sci-fi theme is a + for me =)
I'd like to give the Demo a whirl once its available
 

Arkecia

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Thank you, and I'll make sure to pm you a demo of the beta if you're interested.

As for the game itself, I am done everything except the events between the player and his/her companions. I am spending a day on each since there are about 50 chances for new dialogue for each one. It gets pretty time consuming, but I'm determined to release it for testing on the planned date.

In the meantime I have made a quick video showcasing a boss battle just as a teaser to pump up/scare potential players:



Sorry ahead of time about the quality, don't really have much in the form of video editing.
 

Bonkers

Get ready to be Wowed!
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Looks like battle will be really involved.  There are a ton of inventory items.  Are we going to see that much off in starting play, or are those just for us to test out as much as possible?  

EDIT: Ah they look like junk synth items from trash mobs.
 
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Arkecia

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Man, people who play RPGs are really mean with the terminology, but yeah 13 of the items in that vid's menu are really just there for the player to sell as the monster's loot since even in a simulated world (where it would actually make sense for once) I didn't want all these different types of enemies dropping the equivalent of gold. There are 25 items in all that's purpose is to sell them, and 20 items that are used in battle. (most of those are status healers/boosters)

There won't be any synthesis; I'd get too ambitious and never finish the project.

Speaking of the project, I have an update and an apology to make.  My home needs a new boiler for my basement, so I have no heating. In order to heat my home I put two space heaters on the bottom and top floors, well the power to my top floor went out due to it being a really old house with crap wiring, and I bet you can guess what I was doing when the power went out?  I completely lost the day's work since I make manual backups, and the corrupted data erased the character events I did for both Kairos and Laiera. I could totally take another day and power through their events again, but I really don't have it in me for now.

I'm a spur of the moment type of person, so I don't have their dialogue anywhere to copy/paste, leaving me with having to make something completely different under the same general idea. I also lost the Anomaly boss data, but that I can easily remember for the time being.  The game however, is on a definite hiatus until I feel mentally prepared to redo something I am really burned out from doing.

The game will still be released this month, but will be in open beta since I'll end up releasing the game during the time I had planned a worldwide release anyway.  I won't be bumping this project with info until I am able to post the completed game, but it's far from dead. I will complete it; even if I really don't feel like it; it helps that I grew attached to the characters which is odd since it's not a particularly story based game.

Once again I apologize for yet another delay, but hey at least I'm not going to give up!
 
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Arkecia

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So it took a month longer than I had originally planned, but the important part for a one person developer is to actually finish. It's taught me quite a bit about what to expect, even had a couple wrenches thrown into the cogs that weren't game bug related, so that's cool.

I'm finally bumping up this post to tell everyone that the game is in fact completed now! I played through it four different times in order to make sure everything works, so going through multiple playthroughs in the same file is now possible without anything impeding progress.

I hope everyone who plays my game enjoys it, and I'd love to hear the class builds you choose for a dungeon run. It was interesting playing through my OWN game and not knowing what the enemy is going to do to me. That's the perk? of making over 200 unique enemies for 10 dungeons and then leaving them be for a month.

The download link will be left on this post here:

http://rpgmaker.net/games/5943/downloads/

as well as on the main post.
 

MagicMagor

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Yay and found the first bug. "Can't find graphic: animations\gun1" encountered in the first battle. Seems there was something going wrong when encrypting that game.
 

Arkecia

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So I was missing one of the animations; just checked them and it's fine now; uploaded the newest version and there shouldn't be anymore problems like that.  Thanks for pointing it out MagicMagor!  I almost went to sleep and it'd be uncool not to have the quick fix for it. 

I've updated the download, sorry for the inconveniences; can't believe I missed a file.
 

ChaoticLapras

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Woo! Congratulations for completing your game! I wish I could finish mine. I'm downloading it now, I'll probably leave some feedback tomorrow when I've played with it a bit!

It looks really good so far, I can't wait to play!
 

EDIT: Totally in love with the assassin and reaper classes after reading all the class stuff. Looks like I'll overuse them, and probably use hunter and specialist a little too.

EDIT 2: Just selected my last class and stuff for people. Noticed a spelling error when selecting classes (first time remember) it says equipmet instead of equipment or something.

EDIT 3: Retiring for the night. I just got to the first safezone inside of the place. I was rank six afterwards, getting all the treasure and stuff.

Really, really good game so far! I don't have time to leave detailed feedback right now, but I'll give you some tomorrow!
 
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