RMMV The Azure Isle | IGMC 2017

Discussion in 'Games In Development' started by IAmJakeSauvage, Oct 30, 2017.

  1. IAmJakeSauvage

    IAmJakeSauvage Veteran Veteran

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    Shipwrecked - you end up stranded on a deserted (and probably cursed) island! Find your way home!

    TAI is a character-focused/exploration driven RPG. Follow our heroes as they search for the answers to questions like: "Why does it never stop rainin' on this island?", "Did that corpse just crawl out of it's grave...?" and "If I burn this whole forest down will that save us some time?"​

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    Elphin, the thief who found himself shipwrecked after one of biggest heists of his theivin' career.

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    Adara, the witch who found herself stranded after a routine research expedition went awry.

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    • No levels or equipment
    • A Riviera-inspired exploration system.
    • Fast-paced, meaningful battles
    • A skeletal alchemist with unlockable items
    • A game world that reacts to what's happened
    • THE GAUNTLET OF DEATH!

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    ART
    --------------------
    ErieGrass (Character Portraits)

    GRAPHICS
    --------------------

    Time Fantasy/Time Fantasy Add-Ons
    [Copyright](C) Degica, Co. LTD
    Resource creators: Jason Perry
    http://timefantasy.net/
    https://www.patreon.com/finalbossblues

    KADOKAWA - RPG Maker 2003
    (Battle Animations)

    7Soul - @7SoulDesign
    http://7soul1.deviantart.com/
    (Icons)

    SCRIPTING
    --------------------
    Victor Sant
    https://victorenginescripts.wordpress.com/

    Moghunter
    https://atelierrgss.wordpress.com/

    Yanfly Engine
    http://yanfly.moe/

    Galv
    https://galvs-scripts.com/

    Mr. Trivel
    https://mrtrivelrpg.wordpress.com/

    SumRndmDde
    http://sumrndm.site/

    Himeworks
    http://himeworks.com/

    Hudell
    http://hudell.com/blog/

    Kamesoft
    http://ytomy.sakura.ne.jp/index.html

    Tor Damian Design
    http://mvplugins.tordamian.com/

    Soulpour777
    https://soulxregalia.wordpress.com/

    Ossra

    Bobstah

    Moogle_X

    Masked

    Tyruswoo


    SOUND
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    Dignified Fantasy Music Pack
    [Copyright](C) Bitter Sweet Entertainment, Inc.
    Published by: Degica Co., LTD
    Resource creators: Bitter Sweet Entertainment, Inc.

    Magnificent Quest Music Pack
    [Copyright](C) 2014 DEGICA, LTD
    Musician: Joel Steudler

    (C) RPG Maker - 2015 KADOKAWA CORPORATION./YOJI OJIMA
    (C) Hiroki Kikuta’s Music Pack: The Fury -2017 Hiroki Kikuta.

    (C) RPG Maker - 2015 KADOKAWA CORPORATION./YOJI OJIMA
    (C) Hiroki Kikuta’s Music Pack: The Calm -2017 Hiroki Kikuta.

    YouFulca
    https://wingless-seraph.net/

    UI Sounds - KillaMaaki
    https://opengameart.org/users/killamaaki

    Sound Effects- ArtisticDude
    https://opengameart.org/users/artisticdude

    FONT
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    Andrew McClusky
    http://nal.so

    Update (11-04-17): Streamlined dialogue, changed messaging style in game to be more compact/fluid, revised some dialogue/cutscenes for better immersion (this will be the 'final' IGMC version)!
     
    Last edited: Nov 6, 2017
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  2. IAmJakeSauvage

    IAmJakeSauvage Veteran Veteran

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    Update
    • Demos have been uploaded for Window/MAC users (I don't own a MAC so let me know how it goes)!
    • Updated screenshots/general topic cleanup
     
    #2
  3. Ihavenoskin

    Ihavenoskin Veteran Veteran

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    The graphics are beautiful! I loved lost in blue on the DS years ago, kinda reminds me of this but more RPG :)
     
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  4. Tetsune

    Tetsune Professional Procrastinator™ Veteran

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    I haven't played a lot (because it keeps crashing for some reason. Probably just my system), but I love it so far!
    Not a big fan of the *character does action* part of the dialouge, though... It's kind of iritating and takes a little bit away from the dialogue in general, but overall I really love the game so far.
     
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  5. IAmJakeSauvage

    IAmJakeSauvage Veteran Veteran

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    Thanks for playing! I was thinking about how I want to improve/build upon the game going forward and dialogue/encounters are a big part of that - I think I'll continue working on sprite poses/behaviours and completely eliminate the action text altogether!

    EDIT: Have you had issues running MV games before - or is there anything that pops up?

    EDIT 2: @Tetsune - I've decided to clean up the dialogue for the contest, this is what it's going to look like going forward... BustExample.png
     
    Last edited: Nov 4, 2017
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  6. Tetsune

    Tetsune Professional Procrastinator™ Veteran

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    @IAmJakeSauvage
    I haven't really played many MV games, so I can't say for sure.

    I didn't expect you to change all the dialogue, but I'm glad to see the change! Maybe have a separate dialogue box for motions, but using regular narrative like you'd find in a book? That's if you still want to keep it in, but it's honestly not something you see often with games.

    Keep up the great work!
     
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  7. RaymontP

    RaymontP Villager Member

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    Tried the thing but not making into it too deep :

    Enjoyable and not too long while trying to be strategic, the 2/3 battles I encountered gave me a nice glimpse of a nice premise
    The art and maping were pleasant, I must say I don't saw that much Time Fantasy Tileset so it still seem new to me. Only thing that seem odd (on a very personal matter) was the faceset being a bit too good and clean to the rest : the game capture a 16 bit era that the faceset don't (Am I really clear on my synthax here ?).
    The bit of humour were a nice addition, I'm not really into too serious, dramatic atmosphere.

    It's a really good and interesting start for what I tested...and I really tested a few.
     
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  8. IAmJakeSauvage

    IAmJakeSauvage Veteran Veteran

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    Hey Raymont - thanks for your feedback! I think it's because the facesets are 1PX deep and the tiles are 3PX deep - I've thought about this too - but when they're 3PX deep it looks really bizarre so it's probably not going to change. I'm really glad you enjoyed what you played though!
     
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  9. SwiftIllusion

    SwiftIllusion Veteran Veteran

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    I've tried this out and so far I quite like it. The characters and interactions are nice, and the combat while feeling pretty predictable is nice and light inbetween the rest of the game. I also like the sort of point and click adventure game-esque map navigation.

    However I've ended up stuck from multiple directions in the game because of an ability enemies started using them practically making themselves invincible. I'll write more in the spoiler tag below.
    First thing I want to say is, you shouldn't be allowed to reach the Boss battle before the gauntlet of death-which I might not even have known to be the gauntlet of death unless I'd chosen the risky sounding option at the graves. I was actually here to comment about the Boss Battle being impossible, then I ended up discovering the gauntlet of death which looked to be required to beat the boss anyway.
    However I got stuck again because the battle with the 2 slimes, the healer and the knight, is impossible to win too because of the same ability, that recovery ability.
    Supposedly Elphin learnt a technique to cancel the restoration ability, however either it doesn't actually work or the healer slime immediately recasts it. This makes it literally impossible to win the fight, so I'm guessing the same would happen again even if I attempted the boss battle another time after my already failed multiple attempts.

    Still I've enjoyed the light casual adventure tone of the experience so far, but ended up stuck because of the above. If I'm missing something please let me know.
     
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  10. IAmJakeSauvage

    IAmJakeSauvage Veteran Veteran

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    Thanks so much for leaving such detailed feedback! First, I'll cover how you're supposed to go about things in the current version:
    • Pilfer is key - the main enemies to worry about are mimics, and all the enemies in the gauntlet; their materials help unlock stat boosts/skills in the shop.
    I will say that difficulty has been a consistent piece of feedback I've been hearing though, so I'm going to make a few changes to the next version (and I'd like everyone's feedback)!

    Plans
    • Introduce 'random' encounters - so the goal here is to create a bar that fills up as you transition from map to map; allowing you to farm for certain materials and 'insight orbs' (more on these below).
    • Introduce point allocation - this is a big one for me! Certain story events give point boosts to the player already - but I want the player to have more control over how their character is built (and for them to be able to farm). That being said, in conjunction with the first point - insight orbs will be a rare drop from enemies (you'll want the Scavenger passive for sure) but will give you a point to allocate how you wish!
    • Skills - right now you learn skills from scrolls - but I'm trying to figure out if there's a way to have it so players learn new skills from using their current ones. I'm also looking at implementing a 'combo' system so that the battles don't feel so static.
    • Aesthetic changes - I have general plans for the aftermath window, and to allow players to turn certain effects off so they can run the game better.
    I'd love to know what you guys think - or if you have any other suggestions!
     
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  11. SwiftIllusion

    SwiftIllusion Veteran Veteran

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    @IAmJakeSauvage
    No worries at all, glad it helped you consider more things moving forward :).

    Personally I'm against farming for the sake of farming, and I think if you're going to make it so integral to the growth required for future battles you shouldn't have 'no leveling/equipment' as a feature, as you're essentially implementing the same experience in a roundabout way.
    And it sounds like you've got plans to diversify combat, and I strongly recommend working on that if you do want to make farming necessary, as currently the battles are essentially:
    Elphin- Guardian Stance>Provoke>Armor break until no SP left then attack, occasional Pilfer attempt if I'm not in danger of losing.
    Adara- Rain of fire>Incinerate until no MP>Cleric Stance>attack/Incinerate when available MP, with a Ydora's touch somewhere in there if necessary.
    While that works for a brisk battle between an engaging story, I think having to spend more time battling requires a more diverse/engaging system, and really I think that would work against the casual adventure-ish tone the game currently has, but of course that depends on the experience you want to deliver-just sharing my opinion.
     
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  12. IAmJakeSauvage

    IAmJakeSauvage Veteran Veteran

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    Oh, battling isn't meant to be integral to progression but one of the other large feedbacks is that people want to farm. Ahaha!
     
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  13. SwiftIllusion

    SwiftIllusion Veteran Veteran

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    @IAmJakeSauvage Oh haha, well if I might suggest making it closer to something like the Disgaea series, and have the gauntlet of death as a fun optional challenge/quest/farm loop. Because I did really love the tone of it and some encounters were hilarious. But sounds like others wanted more of it, so at the end of the day it just needs to be whatever experience you want to deliver/target audience you'd like to engage :).
    Thanks for considering my feedback, hope it helps shape the game you want it to be in the end ^^
     
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