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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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