- Joined
- Sep 24, 2015
- Messages
- 1,502
- Reaction score
- 655
- First Language
- Italian
- Primarily Uses
- RMVXA

"Sometimes we wonder how different life would have been, had we found ourselves stranded and forced to walk a certain path. What, cut off from our standards of normalcy for long enough, would the new normal become? Cultures that started as one and the same, through parallel evolution, become nigh unrecognizable."
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A mysterious island, after disappearing for over half a century, has strangely resurfaced in plain sight. Because of such an odd phenomenon, the queen has sent her most trustworthy friend, Alma, to the island to investigate.
Our heroine will find herself immersed in an unknown landscape, where time froze for fifty years. Dungeons have weirdly started to appear all over the island, filled with monsters and dangers, and, after the so-called "Cataclysm", islanders had to learn how to survive, how to lead a relatively normal life, in a harsh environment, where even the slightest mistake might spell doom.
Will the brave young knight be able to unveil the mystery, or will she succumb to the corruption polluting everything in that remote land, on the border of erasure?
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Features
Records in Blue is a hybrid between DRPGs and side-scroll exploration games inspired by plenty of JRPGs, as well as our real life experiences.
- Side-scroll Exploration
When visiting towns, shops, and interacting with NPCs, the player is going to experience a third person point of view combined with a side-scroll movement system.
- First Person Dungeon Crawler
In contrast to that, dungeon explorations will feature an immersive, grid-based, first person standpoint.
- Combat
The combat system in our game is going to be turn-based, with a turn prediction window to show the current turn order. In addition to that, the turn prediction window is going to react to the player's choices in real time, to make the whole system easier to read and more intuitive.
- Equipment
Each character can equip up to three different items. Each normal item can be equipped by any actor and, depending on who is the one wielding it, the final effect is going to be different. Other than normal items, there are Limited Use Items, that have the same powerful effect regardless of who is wielding them, but limited uses (as the name implies). Picking the best combination among those items is going to be the key to overcome challenges.
- Meaningful Interactions with NPCs
We want everything in our game to be meaningful, even NPCs; we don't want them to be just part of the background. For this reason, interactions with NPCs are something rewarding, other than (hopefully) memorable experiences. The kind of reward granted by those interactions can be either knowledge or items, both equally important in the planning phase before starting to explore a dungeon.
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Credits
- Art
@JosephSeraph is the one making the art for this game. We are using 3D rendered backgrounds together with pixel art to give out a unique vibe and allow us to easily modify things in the future, should we deem it necessary.
- Coding
Our first person dungeon exploration is possible thanks to MCG's FPLE, while every other script involved so far (from the side-scroll movement system to the battle system) is made specifically for this project by @Heirukichi (me).
Credits and Special Thanks go to Enterbrain, Inc. / Yoji Ojima for the amazing engine.
Even if I am the one posting this, the whole project was originally an idea of @JosephSeraph and, even if now we are working together on this, I think he deserves some praise and special thanks because of that.
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We sincerely hope that you can all come to like our game. We will definitely add more information as we develop this further. Stay tuned for more updates and/or check our other medias to learn more about the game and, of course, feel free to voice your opinion and give us your feedback.
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Check our other pages and follow us if you are interested:
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