Scion - An RPG Maker MV Project - [Early][Fantasy][RPG]

CaptainSharkFin

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What is Scion?


Scion is slowly becoming a bit of a passion project of mine, considering that I've spent more time working on this game than I have doing anything else. It originally started out as a test-bed for me to get acclimated with RPG Maker MV and had gradually become the sole project I wanted to develop. What you're going to be seeing here is its gradual evolution from being just a simple MV project using its default RTP assets to, what I'm hoping will be, a completely original game with a design-style hearkening back to classic games, mainly Suikoden II.


As I go further into this project I've got a pretty good idea of how I want it to look -- a combination of fantasy-steampunk and western, in very much the same way the original Wild Arms was (even though 2nd Ignition holds more significance for me as my very first JRPG). My "vision" so to speak is also a tad bit inspired by both Suikoden II and Wild Arms.


What is it About?


The world of Ertios is in the midst of a revolution -- not through conflict, but of knowledge.


It is the Advent of Industry, an age through which the rise of technology has provided people the world over with steam-powered contraptions to provide for a life of convenience.


This could not have been possible for centuries were it not for the discovery of the Aetherstones, ancient artifacts buried in ruins for several thousands of years; over the course of the last century, the study and application of magical Aether had provided scholars and practitioners the ability to use their power -- to cast spells with nothing more than a simple thought, or serious concentration. These enigmatic stones had provided civilization the tool it required to shape its world, and to overcome its prior bounds to achieve great innovation.


However, what had otherwise been a peaceful era has had its visage shattered. The Kalterian Empire, once a proud and powerful nation, has been thrust into the hands of a power-hungry despot, with their eyes set northward to the neighboring Regency of Casillion. Its armies march for conquest, with annexation the prime objective, while the smaller nation prepares to send its people to war. In the midst of these growing political machinations, a lone adventurer sets out to make the discovery of a lifetime, and change the course of history forever.


How about some Screenshots?


Well, okay...If you insist.
















So what can I expect from the demo?


I did my absolute best to play-test the game every time I made a significant change. I did one final play-through of what I had available before I'd exported the first version of the demo, so I think all of the big issues had been taken care of. As the demo continues development, each major iteration aims to include expanded story pieces and major gameplay changes, while smaller "patches" will also be made to improve the overall experience. Current plan is to limit the demo to the end of the 1st Act, which in the future may end up becoming an introductory chapter to get players introduced acclimated to the story.


What do you need?


I do need a lot of things, but the most important thing I need at this moment is criticism. I can't fix anything, or change anything, if I don't know what's wrong. Some dialog feel out of place? Battle mechanics need fixing? Something wrong with the map? I'm using too much ellipses? Feel free to post here!


That said, and while I have you here already viewing this thread, I would like to double this as a sort-of Project Recruitment page as well. I'm looking for artists to help me design the game's visual style. I would like to stress, first and foremost, that it will not be a paid project even if I have every intention of releasing this game commercially. I would like to bring someone on board who can work on this with me as a hobby.


Where can I get the Demo?


For right now, all versions of my demo will be uploaded onto Google Drive until I can figure out a good service on which to host my files. I'll also need to know how to adequately export and pack up my files reliably.


AT LAST AN UPDATE!
 


The next iteration of the demo has a few new things added to it that I’ll go over here.
 



 


Here we see the demo portion of the game getting a little bit closer to completion. This one features quite a few more changes than past iterations.
 


So what’s changed?

  • New musical cues, one of which is a replacement of the battle theme. Credit goes to the author of the Action Battle Themes on sale here.

  • The forests between the opening cave and the first town of Casillion have been added! Here you’ll meet a new, recurring character who won’t permanently join your party, but can help out every now and then throughout the story. Or, you can skip the forests entirely to continue on with the story.

  • Some parallax mapping! The first cave scene and Namric’s home in Casillion were both made to be parallaxes. Still a bit rough around the edges, but Rome wasn’t built in a day!

  • The caves have had a shadow overlay applied in all rooms and passages before the last chamber.

  • Ogev’s name has been changed to Koan, as it seems a bit more fitting.

  • New System skins.

  • Battle System change! I’m playing around with Yanfly’s CTB system which I think will work well for this game moving forward.

  • I’m now fully using Yanfly’s message plugin and extensions. The dialog box width has been adjusted.



Some known issues

  • As a result of using Yanfly’s message system extension, some dialog might be cut off.

  • The campfire scene before going into Galadios is too dark due to the parallax. Some soft lighting around the campfire will be added in the future.



What’s to be expected with the next demo

  • Here is where there will most likely be a lack of updates. To continue the story as it is now, I require a few original assets. At that point, I may as well commit to the visual update to phase out the RTP and start using custom assets. So, the next few demos will likely have bug fixes applied. The first post will be kept updated.



PREVIOUS VERSIONS


SCION Demo v0.41

GAME UPDATED


Moving forward, I'd decided to go by weekly updates as this project is taking up a ludicrous amount of time, and I want to work better on scheduling myself to be able to focus on my actual work, while also having enough time to play games on my own. With the amount of time I'd spent on this, it's starting to feel like a full-time job -- but that doesn't mean I'm not having fun with it!


I've worked a lot on the game since Friday, and play-tested it as much as I could on my own time. A lot of things have also been changed around, so please do me a huge favor and start a new save file (because I know ArcherBanish has been running off of save states) in order to play the demo from the very beginning. This version is coming close to the end of Act I of the story, and I've plans to encorporate up to 12 Acts in total of varying lengths.


My Road Map past this point is the following:

  • Trade RTP for original assets. I'd already started on this by swapping out musical cues for BGMs I'd purchased, but my plan is to have a completely original art style for sprites, characters, animations, side-view battlers; so on, and so forth.

So here it is, Demo v0.41!


SCION Demo v0.41


 


So what's changed?

Spoiler


  • All RTP Music Cues have been replaced, except for the main theme which is still being deliberated on.
  • The story has been expanded past the Forest boss battle, bringing it closer to the end of Act I.
  • Battle System changed slightly as I'm now using Yanfly's Battle Core



Some known issues

Spoiler


  • Because I'm lazy and need to get to bed, this demo version starts the main player character off with the class that gives them the Mend ability, which makes the tutorial battle meaningless unless you didn't originally notice the ability.
  • Possible scene bugs in certain areas.

Other than that, I don't think there's a whole lot wrong with the demo.



What's to be expected with the next demo?

Spoiler


  • Completion of Act I of the storyline. 
  • Possible battle system change.



SCION Demo v0.33

So what's been changed?



Spoiler




  • Casilion has been remapped! The new map reflects how the village looks on the world map. There are now two entryways/exits into the town corresponding to the space they
  • occupy on the world map.
  • Although he isn't named, the Mayor of Casilion has had some dialog adjusted when the player first approaches him.
  • There was a massive error in the last demo version where finishing the first "dungeon" dropped the player in the mountain tiles, unable to move. The player was correctly placed next to the dungeon's entrance on the world map.
  • World Map events were set to Player Touch.
  • The door to Namric's house in Casilion has been slightly fixed, though it might still be a bit jittery.
  • Hopefully all of the major game-stopping errors have been fixed.
  • Casilion soldiers all now have original graphics (from the character generator) as the one I'd been using for them are going to be used for Kalterians.
  • Several new music pieces from the Cinematic Soundtrack audio pack.
  • Major stat squish. As I'm getting more comfortable with stat and ability formulas I've made it so that all stats across the board have made the game a bit more balanced for the first few levels.
  • Healing abilities, in general, have been slightly nerfed as a result of this.
  • On that note, so has damage magic.



Some Known Issues

Playing through the demo, I corrected whatever errors I came across...or at least, tried to. If I missed anything, please let me know.



What to expect in the next demo

  • Expanded story.
  • New areas on the world map to explore in between the first dungeon, Casilion, and Galadios.
  • Further expository scenes before entering Galadios.
  • Any fixes to bugs I might have overlooked.




SCION Demo v0.31

So what's been changed?



Spoiler




  • Slightly redone World Map. Forests are no longer passable. Some groundwork has also been laid down for a possible additional area after leaving the ruins.
  • Some better direction as a result of the world map change.
  • Extended story -- Find out who was responsible for that explosion!
  • Minister Ogev added as a main party character.
  • Some maps were reworked, others were added to.
  • New musical cues! Four pieces of music were added. These were created as part of RPG Maker VX Ace's 'Cinematic Soundtrack' DLC. They were purchased.



Some known issues

  • As of writing this post, it's way too late for me to go back and re-test the demo in its entirety. If there are any major issues, please point them out to me in this thread.
  • The door to Namric's house might still not be fixed.
  • You will not be able to progress properly in Galadios if you don't speak with the guard to the right of the Inn door when first entering the town. I'm using that as an eventual test for condition branches.
  • Some Casilion soldiers might still have the older sprites as I hadn't actually taken the time to go through each individual event to make the proper adjustments. That will have to wait until after I get home, tonight.



What will be added in the next demo?

  • Extra Forest area after leaving the starting ruins.
  • The last area in the demo will be expanded, as the area for the most part was rushed tonight in an effort to get the demo released before bed.
  • More abilities through leveling.
  • Redone maps.





All rights reserved. All art and design assets including graphics and music were provided for fred use vIA purchase. As the project is still in development all art assets are used as placeholders.
 
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ArcherBanish

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Ok I am always looking to help so here is my review of you demo. So shall we begin?
 

 
First the Bad (Cause you always start with the bad news):

  • In the starting zone it is not clear that you need to go straight down. Maybe put the ground light on Tile B on the ground. It's not too important though.
  • You overuse the message pauses way too much and, while they do help in many of the conversations I believe that using them everywhere starts to become anoying. In anything just refrain from using them in the conversations with the town npcs too much.
  • In the area where you fight the orc you have to walk right next to the Stone Wall? for the event to activate but then you are teleported back to the middle of the room in the cutscene. It would be better if you just made the event activate when on the middle of the room.
  • Doors. please put doors on the houses. I get that you only picked up the map from the presets but please add doors to the town. You can create door events easily by right clicking and going to Quick Event > Door. And for the doors you dont want people to enter just place an even with a door that does nothing. A town without doors just looks a little bit wierd and since you can walk into the black square I was walking arround into the black squares to see if I could enter so it looked goofy.
  • The starting zone is a bit too easy since you have both a heal that you can use... 18 times since you have no other skills to use and 3 health potions. But I guess the starting zone should be easy. I would however give Garret an attack skill since you do say he is decent with a sword, I don't know if he gets one since I just took him to level 3.
  • Another problem not with the game itself but with your destribution. Please delete the files you are not using. Your .exe is 600 mb and you only use 3 monsters, 1 battler, like 5 facesets and about 3 or 4 character sheets. There are arround 3 or 4 tracks that are played in the entire demo. Since this RPG Maker just puts all the images and sounds on the folder you need to manualy remove allot but its important you do so.
Then the Good:

  • The starting zone and in fact most of the maps you made look preaty nice. The only problem you could have is that the church isn't that great and a bit empty.
  • The character introductions were a fun idea and you did a good job with them. Maybe put a bordered window so the portraits dont just float above the text and put an abstact background of some sort so its not just black.
  • The story, short as it was was preaty interesting, at the point the prototype ends I did want to know what the stone was and mostly why she had followed me, ...the creepy stalker.
  • The characters are not bad at all. I liked them and I wouldn't mind being a bit more with them. I even liked the researcher who was kind of a d**k.
I look forward to what you do next and keep it up!
 

CaptainSharkFin

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Ok I am always looking to help so here is my review of you demo. So shall we begin?



First the Bad (Cause you always start with the bad news):

  • In the starting zone it is not clear that you need to go straight down. Maybe put the ground light on Tile B on the ground. It's not too important though.
  • You overuse the message pauses way too much and, while they do help in many of the conversations I believe that using them everywhere starts to become anoying. In anything just refrain from using them in the conversations with the town npcs too much.
  • In the area where you fight the orc you have to walk right next to the Stone Wall? for the event to activate but then you are teleported back to the middle of the room in the cutscene. It would be better if you just made the event activate when on the middle of the room.
  • Doors. please put doors on the houses. I get that you only picked up the map from the presets but please add doors to the town. You can create door events easily by right clicking and going to Quick Event > Door. And for the doors you dont want people to enter just place an even with a door that does nothing. A town without doors just looks a little bit wierd and since you can walk into the black square I was walking arround into the black squares to see if I could enter so it looked goofy.
  • The starting zone is a bit too easy since you have both a heal that you can use... 18 times since you have no other skills to use and 3 health potions. But I guess the starting zone should be easy. I would however give Garret an attack skill since you do say he is decent with a sword, I don't know if he gets one since I just took him to level 3.
  • Another problem not with the game itself but with your destribution. Please delete the files you are not using. Your .exe is 600 mb and you only use 3 monsters, 1 battler, like 5 facesets and about 3 or 4 character sheets. There are arround 3 or 4 tracks that are played in the entire demo. Since this RPG Maker just puts all the images and sounds on the folder you need to manualy remove allot but its important you do so.
Then the Good:
  • The starting zone and in fact most of the maps you made look preaty nice. The only problem you could have is that the church isn't that great and a bit empty.
  • The character introductions were a fun idea and you did a good job with them. Maybe put a bordered window so the portraits dont just float above the text and put an abstact background of some sort so its not just black.
  • The story, short as it was was preaty interesting, at the point the prototype ends I did want to know what the stone was and mostly why she had followed me, ...the creepy stalker.
  • The characters are not bad at all. I liked them and I wouldn't mind being a bit more with them. I even liked the researcher who was kind of a d**k.
I look forward to what you do next and keep it up!
You're in luck, then! In the time since the topic was posted I'd made considerable changes to the whole game -- most of what you'd pointed out have already been fixed or changed.

I "improved" most of the maps. (The church still needs a lot of work, I'm probably going to take that out for the next demo while I work on it.) I expanded the story a bit, as well, and I've taken your suggestion into consideration when it comes to the character intro scenes, adding a bordered window. Also with the message pauses. I feel that they add a bit of flow to a lot of the conversations, but I do understand it gets annoying. For standard NPC dialog in towns, and such, I took those out. Important NPCs will still have them, though, especially in cutscenes.

I'm also going through the files and pulling out what I know I won't need when it comes time to package another demo. Speaking of which, did you find using Google Drive to download the file easy?

Thanks for the very constructive criticism, I really do appreciate it!
 
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ArcherBanish

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Great to hear about the changes.

As for the Google Drive I didn't have any issue with it. It's a preaty simple process.

[Click Link > Transfer >Transfer Anyway]
 

CaptainSharkFin

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Thanks very much for the critique, Archer. I'd taken into account everything you'd pointed out, so hopefully this version fixes a lot of the issues you saw.

SCION Demo v0.51

What's Changed?

  • Introduction maps changed.
  • "Tutorial" battle added.
  • Somewhat clearer direction throughout.
  • Extended story -- adds about twenty more minutes, give or take!
  • Slightly adjusted dialog -- Not as many pauses during NPC conversations
  • Lower-tuned battle stats across the board (Stat Squish! Sort of...)
  • Introduced a third main character! Not yet battle ready, though.
  • MORE EXPOSITION!
  • Hopefully bug-free!
If there are any crippling bugs please notify me ASAP. I have work tomorrow during the day so I won't be able to make any adjustments until after I get back home.

EDIT: COMPLETELY forgot to adjust an event to continue the story. Re-uploading right now.

EDIT EDIT: File (hopefully) fixed.
 
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ArcherBanish

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Ok have to say loving the changes up until the part I played before.

The starting are is actualy a bit more dificult with the stat changes but not too much I think its fine.

Another thing I found is that Garret gets a "Limit Break" skill at level 2 but I cannot access it.

I also like the woods idea (not sure that there are any monsters there though) however... you deleted Night.ogg soo I can't get past that part because when you try to enter the castle it crashes.
 

CaptainSharkFin

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There is supposed to be an extra monster in the forests but I'm trying to work out how to adjust encounter rates and walking speed when moving through forests on the world map.

The demo's been updated with the fixes. Hopefully this should fix it.
 

SCION Demo v0.51

What's fixed?

  • The main character's new ability (renamed Drive, so that it wouldn't be confused with a Limit Break) will now show up in the Special menu while in battle. This is just a special sword ability with higher ATK power, with chance to cause Confusion.
  • Camp scene will now run properly as the BGS has been put back into the game's files.
Issue(s) I Know About with this Release
  • There's some inconsistency with enemy attack power. As soon as the player hits level 2 just about every monster hits way, way less than intended. I'm trying to work out the class stats to make it fairly balanced on all sides - both to provide challenge and to make fights quicker.
  • Drive doesn't cost TP when used.
  • The only two doors that work in Casilion are both player-touch events. The doors in the new town, Galadios, are action-button events.
  • Trying to work out a way where walking in forests on the world map slows the player down.
EDIT: Playtesting it again, the group of bats is way too damn strong. I made adjustments to their Attack stat.

EDIT EDIT: Huge bug when going into the next town. Uploading file now with quick fixes, which also includes some continuity fixes for certain dialogs and exposition.

EDIT EDIT EDIT: Last update before going to work! Link above has been fixed with the new, updated version of the demo.
 
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ArcherBanish

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Ok I need to leave preaty soon but I just wanted to leave this here.



This script might help you to do the slow walking on forest. I am not sure but if you make an even that calls the Set Move Route... and select player and lower his move speed I believe it works. you would have to have a region to increase their movespeed at the exits of the forest too.

I'll give you some more feedback on the game when I get home from college.(1 hour class = time to play RPG Maker Games!)

After Playing:

So I just had time to play the intro sequence again and finish the story so far.

I think that  the only thing that you didn't mention in your know issues might be the fact that, since you get Drive at Level 3 you most likely wont get it before the boss fight because you don't get eneugh exp from the starting area to reach level 3. My sugestion is or give the player Drive at level 2 or increasse the amount of exp enemies give. This depends on how you end up balancing the stats like you said. Then again its almost impossible to lose to anything but the boss so far and you only lose to the boss if you just dont heal yourself.

Another bug I found is that the event that stats up the cutscene in the second town where the guards are talking to the old man is not being errased properly so if the player walks over the lower square of the event it starts up again with no characters present and eventualy just stops breaking the game.

I must say I am impressed with your cutscenes they are very well done. Keep up the good work.
 
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CaptainSharkFin

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Taking all of your advice and critique up to this point, new build with some fixes has been uploaded!

SCION Demo v0.25

So what's been changed?

  • Finally started using Yanfly's Engine Plugins! The only way I'm making use of them so far is through the message system.
  • Name Windows are now associated with every major, plot-relevant character.
  • Main character has been given the ability Drive at Level 2.
  • Some dialog tweaks to fix continuity, consistency, and coherence. Not particularly in that order.
  • The doors have been properly fixed in Casilion!
Some Known Issues

At this point, I think I might have taken care of the big, major issues that might otherwise break the game.

  • Enemy Attack Power is still really inconsistent (read: abysmally weak) as characters level up. As I get further along the game's plot, I will work more on battle mechanics.
  • Even using Yanfly's Region Conditions plugin, I get problems. For one, using the common event completely disables random encounters.
What will be expected in the next demo?

  • Story continuation. Who caused that explosion?
  • More abilities for characters throughout leveling.
  • Redone maps. Time to move out of my comfort zone and into personal mapmaking! No more samples!
  • Possible graphics overhaul...? (Probably not; but, to dream!)
Let me know what you folks think!

 
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ArcherBanish

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Ok I found a few problems in the nameboxes:

On Garrett's introduction the second box loses his last name.

There was also a problem with Olavs name being nina before the explosion.

Big issue. You acidentaly removed the door to the house in the first town where you deliver the stone.
 

CaptainSharkFin

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Ok I found a few problems in the nameboxes:

On Garrett's introduction the second box loses his last name.

There was also a problem with Olavs name being nina before the explosion.

Big issue. You acidentaly removed the door to the house in the first town where you deliver the stone.
I updated the link with a new version of the game.

I couldn't replicate Ogev's name being replaced with Nina during that scene, though, and it worked as it should when I went back to test it earlier.

I'm changing around the version numbering, as having it be "0.5x" implied that I was halfway finished with the demo, which I'm clearly not. The new version numbering will be reflecting this moving forward. Every significant change will be moving up a tenth, bug fixes and "patches" will be every hundredth.
 
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ArcherBanish

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The door to the stone professor's home is still missing in the new vesion.
 

CaptainSharkFin

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It's not actually missing, the event just won't move like a door when I'm trying to call it from another event. I'm still trying to work that out. I don't know if I'd managed to fix it in this version, but now I'm releasing v0.3 -- and with this version, a relatively huge amount of changes and additions.

SCION Demo v0.31
 ​
So what's been changed?

  • Slightly redone World Map. Forests are no longer passable. Some groundwork has also been laid down for a possible additional area after leaving the ruins.
  • Some better direction as a result of the world map change.
  • Extended story -- Find out who was responsible for that explosion!
  • Minister Ogev added as a main party character.
  • Some maps were reworked, others were added to.
  • New musical cues! Four pieces of music were added. These were created as part of RPG Maker VX Ace's 'Cinematic Soundtrack' DLC. They were purchased.
Some known issues

As of writing this post, it's way too late for me to go back and re-test the demo in its entirety. If there are any major issues, please point them out to me in this thread.

  • The door to Namric's house might still not be fixed.
  • You will not be able to progress properly in Galadios if you don't speak with the guard to the right of the Inn door when first entering the town. I'm using that as an eventual test for condition branches.
  • Some Casilion soldiers might still have the older sprites as I hadn't actually taken the time to go through each individual event to make the proper adjustments. That will have to wait until after I get home, tonight.
What will be added in the next demo?

  • Extra Forest area after leaving the starting ruins.
  • The last area in the demo will be expanded, as the area for the most part was rushed tonight in an effort to get the demo released before bed.
  • More abilities through leveling.
  • Redone maps.
EDIT: Link has been updated with a new build.
 
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ArcherBanish

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Ok, aparently the door thing was my mistake, I was atempting to skip talking to the mayor guy before going to deliver the stone so there wasn't a door. You needed to talk to him before the door showed up, you should have at least the door closed or something instead of nothing. In the new version you are missing a CasSoldier09.png.

I have to say the world map looks nice at least for what I have seen so far.
 

CaptainSharkFin

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Ok, aparently the door thing was my mistake, I was atempting to skip talking to the mayor guy before going to deliver the stone so there wasn't a door. You needed to talk to him before the door showed up, you should have at least the door closed or something instead of nothing. In the new version you are missing a CasSoldier09.png.

I have to say the world map looks nice at least for what I have seen so far.
Bleh. I'm at work right now so I can't actually fix that, but thanks for letting me know!
 
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ArcherBanish

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Bleh. I'm at work right now so I can't actually fix that, but thanks for letting me know!
No problem. I just made it so that my breaks from finish up my final project are testing your game and roaming arround the forums.

I must say I am surprised ther aren't more people saying stuff about your project.

Just a quick question how long do you plan to make this game?
 

CaptainSharkFin

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No problem. I just made it so that my breaks from finish up my final project are testing your game and roaming arround the forums.

I must say I am surprised ther aren't more people saying stuff about your project.

Just a quick question how long do you plan to make this game?
I have huge plans for the project, as a whole. When I get decently settled in I plan on looking for a few folks to redo the graphics, work on some advanced scripting, and compose new music for the game. For right now I'm developing it using the RTP resources as a framework for the game, as a whole, which I'll then replace with original graphics and a custom interface.

In the meantime, I went to work on fixing all of the major issues with the last demo (as, playing through it, there was a LOT). I've uploaded Demo v0.32. This is basically just a bug fix "patch" and I've also added in some new music from the Cinematic Soundtrack audio pack I'd bought off of Steam for RMVXAce.

SCION Demo v0.32
 ​
So what's been changed?

  • There was a massive error in the last demo version where finishing the first "dungeon" dropped the player in the mountain tiles, unable to move. The player was correctly placed next to the dungeon's entrance on the world map.
  • World Map events were set to Player Touch.
  • The door to Namric's house in Casilion has been slightly fixed, though it might still be a bit jittery.
  • Hopefully all of the major game-stopping errors have been fixed.
  • Casilion soldiers all now have original graphics (from the character generator) as the one I'd been using for them are going to be used for Kalterians.
  • Several new music pieces from the Cinematic Soundtrack audio pack.
  • Major stat squish. As I'm getting more comfortable with stat and ability formulas I've made it so that all stats across the board have made the game a bit more balanced for the first few levels.
  • Healing abilities, in general, have been slightly nerfed as a result of this.
  • On that note, so has damage magic.
Some known Issues

Playing through the demo, I corrected whatever errors I came across...or at least, tried to. If I missed anything, please let me know.
What will be expected in the next demo?

  • Expanded story.
  • New areas on the world map to explore in between the first dungeon, Casilion, and Galadios.
  • Further expository scenes before entering Galadios.
  • Any fixes to bugs I might have overlooked.
 
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ArcherBanish

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So far I have run into the folowing bugs:

missing: .ogg in the sanctuary cutscene.

Fallied to load: img/characters/CasSoldier02.png

Failed to load: audio/bgm/Town_-_Nice_Place-LOOP.ogg
 

CaptainSharkFin

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So far I have run into the folowing bugs:

missing: .ogg in the sanctuary cutscene.

Fallied to load: img/characters/CasSoldier02.png

Failed to load: audio/bgm/Town_-_Nice_Place-LOOP.ogg
And I think I know what the problem is.

I've re-uploaded it. Please test it and let me know if it's fixed.

SCION Demo v0.32
 
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MorteTorment

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The game crashes as soon as I try to enter the first town. Is this all you have so far? it's fine if you do, I just really wanna know.
 

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