- Joined
- Jun 9, 2015
- Messages
- 155
- Reaction score
- 82
- First Language
- English
- Primarily Uses
LATEST UPDATES
- Checkpoints added, lose all money on death.
- Enemies patrol the maps and respawn after killed.
- Each class/weapon combo has seperate sprites (system in place - no gfx yet)
- Pet is now an automated battler who learns new abilities from enemies!
- Bestiary added
LATEST SCREENSHOT
About
This is my first time both making a game and using the RPG Maker engine. As an artist, I've found that this is a great (yet time consuming!) way to make art, compose music etc. all under one project. I'm a hobbyist but it would be nice to make something good! I plan on using scripts provided by the RPG maker community (I'm not a scripter unfortunately) but all of the visual and audio content will be completely original and made by me.
Synopsis
Living in the towering city of Qualis, a futuristic city populated by robots, you wake up from an update - not really remembering much from before. As a citizen of Qualis, you are led to believe that farming Liquid Consciousness is the most convenient way to exist as it provides you with both progression in your skills and a reason to 'work'. Liquid Consciousness powers the town and therefore your own well-being. Unfortunately, this also comes at the cost of destroying the remaining living creatures in the area and removing their consciousnesses from them. Along the way, you befriend a non-hostile popup who takes such a liking to you that he spends most of the game fighting alongside you.
Gameplay
You collect consciousness from exterminating the wildlife in turn-based RPG combat. Using two modules (classes) at any one time - you use the synergy between each module to strengthen your fighting style. The main hub of the game is set within the city of Qualis, with 5-6 larger zones surrounding, this is where you will be doing your hunting. The idea is to keep it fairly linear, set on a relatively 2D plane, as you travel through each, progressively more difficult zone, defeating the boss at the end of each. I'm keeping it straight forward in it's design as it is my first game and I want to focus on the story and combat.
Proposed Features
- Original artwork and soundtrack
- Eight classes to mix
- Turn-based RPG combat, animated side-view
- Four elements (Physical, Shock, Water & Voodoo)
- 14 skills per class, 10 regular, 4 instant modifiers
- One main character
- One pet character
- Seven weapon types
- Weapon Upgrades (add states / stats)
- City hub (Upgrades / Home / Bestiary)
- Simple Quest system
- A Segway
Soundtrack
[All songs are currently ongoing development and will change before release.]
First sample track - https://soundcloud.com/leeoccleshaw/qualis-ost-work-in-progress
I will be adding more information about the game as I make more progress but for now, have a few screenshots!
Visuals
[i'll include a few updated screenshots each time whenever I have something new to show.]
Credits
[i am using a variety of scripts to create this game - a full list of credits will be made as soon as I'm certain of what will be used.]
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