the Door of Zosha [UPD:05-29-2014]

Ossra

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< DEMONSTRATION DOWNLOAD - UPD:052914 >


• SYNOPSIS

After nearly three millennia, the ascension of Urdu is finally upon the world of His creation; the Master returning to the cosmos to resume His eternal task of designing the universe. Relationships between once amicable races, factions and empires steadily degrade as the guiding and calming presence of the One-God dwindles.
The numerous deific delegates appointed by the world spirit Himself to oversee the realms now struggle against one another; the fragile balance so effortlessly upheld by Urdu now in jeopardy. For mortal and deity alike, conflict looms beyond the horizon.


However, within the turbulent chaos, an unusual tale is about to begin within the cursed corridors of the ancient deific capital of Rakar. The terrible arcane blight which emanates from the ruins does not deter adventurous daredevils from attempting to claim the sacred raiments of deities long since felled by the disaster.


The chain of events to come will be set into motion by one lone Archivist of Lon, should the sealed letter carried by the hexebus wielding individual be believed ...
• SETTING

• the ORIGIN
Eons ago, existence emerged from nihility through a quirk of creation; an elegant but undeniable fluke which manifested within the fabric of reality. The result became an empty and infinite canvas, simply awaiting an artisan.
As an emissary of the Nascency – the realm of creation – Urdu assumed that role. Gradually, the once vacant expanse became the universe, containing galaxies, spectacular phenomena and on occasion, sentience.


On such an occurrence, the Creator descends onto a newly formed world and constructs a cradle; an island of abundance whereupon sentient creatures are contrived. Size, shape and race separate the fledgling communities, but all are unified under the watchful and patient Urdu.


Eventually, once He determines the societies to be capable, the island becomes connected to the vast, surrounding wilderness. Although some chose to continue to exist within the cradle, the majority stream out into the unknown; the instinct to explore too strong to ignore.
• DEIFIC DELEGATION

However, wielding supreme authority and requiring worship are not desires of Urdu, although He receives the latter despite His wishes. To create, to observe, and when necessary, instruct; these alone are the objectives of the One-God. Once each task is complete, He will eventually ascend and repeat the process anew elsewhere.
But by so distancing Himself, the guiding presence and aura of cooperation which so united each culture steadily erodes. Conflict and strife, once unheard of, become commonplace in the absence of the voice of the world spirit. Not apathetic to the consequence of his departure, Urdu imparts fractional amounts of his essence to select individuals of the mortal realm, therein granting autonomy and establishing balance.


Each deific delegate embodies an aspect of society or life, gaining strength and importance depending upon popularity; therefore representing the collective will of the people. 'War', 'Hate', 'Love' and 'Hope' reign as examples of major deities whilst minor and obscure deities include 'Misplaced Objects' and 'Forgotten Words'.


The essentia from which each deity ultimately derives power resides within a sacred raiment. Although typically appearing as clothing worn by the delegate, the fragment of the One-God may also appear as a sword, or a bracelet, and so on. Once donned, a raiment cannot be removed or passed to another. However, a mortal may physically oust a minor delegate, who are not granted immortality. Minor delegates may also enter into a formalized challenge with a major delegates to increase standing. No one person may possess more than one raiment or deific title.
• DEIFIC GOVERNANCE

To further stabilize what might be seen as an uncertain future without the wisdom of Urdu, the world spirit appoints several deities to an over-watch council charged with governing over all. Provided also is an incarnation of Providence, a divine plan given physical form to subtly weave fate when absolutely necessary.
• SCREEN SHOTS











• UPDATE LOG

Development Update (082913) - After receiving feedback concerning the vagueness of the storyline, I have begun adding more niblets of information to both the introduction and NPCs of the starting area. Hopefully the additions should offer just enough clarity to pique the curiosity of the player instead of being overly frustrating.
The graphics for the initial area are now complete, so I am sharing time between writing dialog, play testing new skills for the battle system and creating the first dungeon area. The progress of one style of combat, 'Miqovahr', is moving along rather nicely.


Miqovahr is an arcane combat style wherein the user channels raw energy into a specialized flintlock pistol called a Miquebus. The weapon is used as a focus, further heightening the potency and increasing the accuracy of the attack. The style has two siblings -- Hakavahr and Tehonahr -- which not only use different weapons, but different outlooks on combat, as well. Of the three styles, Miqovhar has the greatest speed, survivability and toolset for confounding an enemy. However, the style deals the least amount of base damage, generates the least base TP and is greatly dependent on landing regular attacks in order to perform follow-up skills.


Upon receiving damage from a regular attack, the foe is marked with an invisible arcane symbol, unlocking an array of options. The user receives a bonus to magic attack and TP generation should they simply continue to attack the marked foe, but the best usage for a mark is through the Rune and Sigil system. Miqovhar runes were created to be performed instantaneously, therefore as long as the user has TP, Runes can be cast. However, Runes are only useful when a foe is marked, and Runes remove a mark to inflict an effect or deal damage. Sigils are slower but more powerful, often dealing damage or applying an effect regardless of if a mark is present; although the presence of a mark increases the potency of the attack.


Arcane Mark I


Once marked, a foe remains marked for three rounds or until attacked again by a Miqovhar user. Magic Attack and TP generation are increased for regular attacks.


Arcane Mark II


Overwrites 'Arcane Mark I' and remains until the end of the round before wearing off. Magic Attack and TP generation are greatly enhanced for regular attacks.


Rune : Sting


[TP-10 | Single Target]


Arcane Mark I - Overwrites the mark with 'Arcane Mark II' and deals minor damage to the target.


Rune : Corrupt


[TP-5 | Single Target]


Arcane Mark I - Lowers the magic defense of the target as well as dealing minor damage.


Arcane Mark II - Lowers the magic defense and agility of the target as well as dealing moderate damage.


Rune : Gouge


[TP-5 | Single Target]


Arcane Mark I - Inflicts a blindness upon the target as well as dealing minor damage.


Arcane Mark II - Inflicts a blindness as well as steadily sapping the health of the target on top of dealing moderate damage.


Rune : Rejuvenation


[TP-0 | Single Target]


Arcane Mark I - Removes the mark and returns 10TP to the user, dealing no damage nor inflicting any status effect.


Arcane Mark II - Removes the mark and returns 25TP to the user, dealing no damage nor inflicting any status effect.


Rune : Revivification


[TP-5 | Single Target]


Arcane Mark I - Removes the mark and heals a moderate amount of HP to the user, dealing no damage nor inflicting any status effect. Amount healed modified by magic attack.


Arcane Mark II - Removes the mark and heals a significant amount of HP to the user, dealing no damage nor inflicting any status effect. Amount healed modified by magic attack.


Sigil : Break


[TP-20 | All Targets]


No Mark - Marks the target with Arcane Mark I.


Arcane Mark I - Overwrites the mark with 'Arcane Mark II' and briefly stuns affected targets.


Arcane Mark II - Removes the mark, deals moderate damage and paralyses affected targets.


Sigil : Wrath


[TP-15 | All Targets]


No Mark - Deals minor damage.


Arcane Mark I - Deals moderate damage and removes the mark.


Arcane Mark II - Deals significant damage and removes the mark.


Development Update (082013) - So far, everything is progressing at my typical pace: slow and steady. The task of adding and implementing features as well as polishing graphics, wrangling code and writing dialog have delayed but not halted forward progress of the story-line. New skills, new armor, new weapons, items and animations, all needing to be completed before moving on to the dungeon where the battle system will be used extensively.


Although the list is small at the moment, here are some of the new or improved features since last update :


< Animated Faces - All Characters >


< New NPCs & Expanded Dialog - System >


< Improved/Polished Mapping - All Areas >





< Action/Emotion Balloons - System >
• CREDIT

  • Script(s) - Modern Algebra
    Hover Alerts
  • Fix Picture to Map
  • Map Transfer Common Event
  • ATS | Message Options
  • ATS | Special Message Codes
  • ATS | Formatting
  • ATS | Face Options
  • ATS | Choice Options
  • Script(s) - Yanfly
    YEA | Debug Extension
    [*]YEA | Stop All Movement
    [*]YEA | Adjust Limits
    [*]YEA | Move Restrict Region
    [*]YEA | Battle Command List
    [*]YEA | Ace Battle Engine
    [*]YEA | Follow-Up Skill
    [*]YEA | Extra Drops
    [*]YEA | Victory Aftermath
  • Script(s) - Tsukihime
    Event Followers
    [*]Troop Battle BGM
  • Script(s) - Killo Zapit
    Party Switch
    [*]Note Field Hash
  • Script(s) - PK8
    New Character Properties
    [*]New Picture Properties
  • Script(s) - Woratana
    Extra Move Speed
  • Script(s) - Shaz
    Remember Event Position
  • Script(s) - Galv
    Camera Control
  • Script(s) - Kread-EX
    Autobackup
  • Script(s) - self.Exhydra
    (Various Scriptlets)
  • Graphics - Enterbrain
    (RTP Graphic Set)
  • Graphics - Celianna
    (Various Tilesets)
  • Music - Hiroyuki Yanada
    (Sound Track)

 
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Traveling Bard

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I really like your mapping. It gives off an otherworldly vibe. Originally I thought your main character was Urdu the god of creation due to the screenshots of the character in those otherworldly looking maps. I will say that it was alittle difficult to grasp what it was the game was actually about. I might be wrong, but it seems like your main character stumbles upon a raiment of a deity and earns a minor title. He is then thrust into the conflict between the other more powerful deities who are vying for supremacy. My question is, since no one can become Urdu or attain more than one raiment of a deity and most of the more powerful deities are immortal...is there a way for them to actually be supreme? A way to lock them away or steal their raiment? If they steal the raiment it doesn't mean that they have to USE it, just seal it away or destroy it(if that's possible). Also, where does the main character fit in? Is he just being swayed by their conflict or does he have a purpose or goal that he wants to achieve with his new found power? Does he want to throw his hat in against all these power deities for supremacy? Or does he have someone that he wants to back? What might be interesting is to have one that he wants to back at first, have that guy fall or betray his trust, and have the main realize that if he wants to have his dream/goal met(saving the life of a terminally ill loved one, end some major war that has ravaged his homeland, etc) he will have to take things upon himself and rise up to be the god that he and his people believe that he can be. Idk. Basically what I need from you is the purpose of the game and descriptions of some of the characters(pc and npc) that we will see in this game. It is a very interesting idea and I'd like to see where it goes :)
 
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Ossra

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I really like your mapping. It gives off an otherworldly vibe. Originally I thought your main character was Urdu the god of creation due to the screenshots of the character in those otherworldly looking maps. I will say that it was alittle difficult to grasp what it was the game was actually about. I might be wrong, but it seems like your main character stumbles upon a raiment of a deity and earns a minor title. He is then thrust into the conflict between the other more powerful deities who are vying for supremacy. My question is, since no one can become Urdu or attain more than one raiment of a deity and most of the more powerful deities are immortal...is there a way for them to actually be supreme? A way to lock them away or steal their raiment? If they steal the raiment it doesn't mean that they have to USE it, just seal it away or destroy it(if that's possible). Also, where does the main character fit in? Is he just being swayed by their conflict or does he have a purpose or goal that he wants to achieve with his new found power? Does he want to throw his hat in against all these power deities for supremacy? Or does he have someone that he wants to back? What might be interesting is to have one that he wants to back at first, have that guy fall or betray his trust, and have the main realize that if he wants to have his dream/goal met(saving the life of a terminally ill loved one, end some major war that has ravaged his homeland, etc) he will have to take things upon himself and rise up to be the god that he and his people believe that he can be. Idk. Basically what I need from you is the purpose of the game and descriptions of some of the characters(pc and npc) that we will see in this game. It is a very interesting idea and I'd like to see where it goes :)
Unfortunately, going into detail about any of the characters shown in the introduction will spoil the reveal. I can say that the player will learn the true identity of the current character relatively quickly. But, as to her intentions, those will be gradually discovered as the game progresses. The purpose of the introduction is not to provide answers, but to provide the player with questions to be answered. Speaking with NPCs, reading tomes (which will eventually be available within the library, as well as other places) and even reading the description of certain items will offer hints, or even new questions.


So, as you can see, reading dialog, interpreting actions and being inquisitive are rather large parts of gaining an understanding within the game. As such, the player will be given rewards of a celestial currency for speaking to others, exploring known and hidden areas and of course, winning battles (the currency is in addition to the standard gold piece, which can be used to purchase more 'mundane' things). This currency will allow the characters to purchase skills (both offensive and defensive) in any way they wish to build the character. The characters will also have a skill set they gain naturally as a part of leveling up. All of this information is rather vague at the moment, as I am simply not far enough into the creation of the game to list them as features.


Also, the current character is not the only character, as the story will switch between two other separate groups to offer different perspectives on the plot and of the world itself. The setting is not particularly fleshed out at the moment, as I am busy swinging between creating graphics and finalizing code. But, eventually I will get around to writing more.


Basically, this will be a game about gods and intrigue where the plot is revealed gradually. Every character played will be at least a minor deity, or a servant to a deity. Knowing that in itself is somewhat of a spoiler, but ah well.


Thank you for trying out the game and asking questions! As I know everything that is about to happen, sometimes I get too vague and leave out information that might be best to show the player. I suppose I could inform the player who the Archivists of Lon are, as well as a few of the deities mentioned by the NPCs of the initial area. I might also add an icon beside bolded (read: important) names to indicate a deity, a group or otherwise. In that way, the player will know at least the basics about an individual or collective.
 

Traveling Bard

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Actually, I was just going off what I read on your thread. I tried your demo out just now. That sir, is a significant amount of polish you have there for a demo, haha. Animated intro, very nice otherworldly original music, original tilesets, original busts(except for the main character)...I am very impressed. Originally I was alittle turned off by the descriptive text along with the conversational text. Made it feel like I was reading a book. It grew on me after awhile but I will admit that I didn't quite understand what was been said between the main character and the blue/white avian prior to the main exiting the room. I would also like to say that have animated busts is a pretty nice touch too. Looks like it's timed to when the words being said come up which is really nice. I still have the same complaint though about not quite understanding what's going on or why I need to go to this commander to get his permission to cross a gate when it seems that I can teleport. I look forward to your future updates and ultimate release! By the way, is this your first title?
 

Ossra

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Originally I was alittle turned off by the descriptive text along with the conversational text. Made it feel like I was reading a book.
Mm, yes. I have received similar comments in regards to the mingling of descriptive and conversational text. But, it seems as though most come to enjoy or at least tolerate the mixture. I suppose using both can distract the player from the intricacies of a cut scene (especially if there are subtle turns or movements), but I believe the added description is helpful for showing something that might not be easily displayed by a tiny sprite or simple balloon.

It grew on me after awhile but I will admit that I didn't quite understand what was been said between the main character and the blue/white avian prior to the main exiting the room. I would also like to say that have animated busts is a pretty nice touch too. Looks like it's timed to when the words being said come up which is really nice. I still have the same complaint though about not quite understanding what's going on or why I need to go to this commander to get his permission to cross a gate when it seems that I can teleport.
Aah, yes, I suppose I am being overly vague in some areas. I am really trying to walk a very thin line, keeping the veil over the eyes of the player just enough not to be annoying. Once I finish polishing the graphics of the initial area, I will be going over the introduction and NPC dialog. Hopefully I can patch up areas that are too vague.


Basically, the reason the current character cannot simply knock others aside is that she is attempting to pass off as mortal. For what reason? Well, that comes later. But, at the moment, she must keep her use of power as subtle as possible. Also, she is not teleporting, she is gliding between one dimension to another; leaving her physical form elsewhere while she enters her own personal realm. I realize the animation really does not convey that very well at all. I will also be working on that, as well.


I really do appreciate the feedback! Another pair of eyes does help tremendously. After debugging and staring at a project for so long, one gradually becomes blind to story or graphical issues.

By the way, is this your first title?
Technically, no.


I started on RPG Maker VX, and created two demonstrations ('Somnolence' and 'Yume Quikki') which were based heavily on the game 'Yume Nikki'. Unfortunately, lack of a cohesive story and personal interest killed both fairly early on. Last year, I created an entry for the Halloween edition of the 'Game in a Week' contest ('Dyssomnia') which went on to receive third place.


If you are at all curious about glancing over the other three games, they are available for download. Be warned that except for the latest game, the rest are bug-ridden. However, each game offers something unique to the player. Also, the 'otherworldly' theme is ... rather high in all three. I simply really, really enjoy creating weird and supernatural settings.


I am tinkering with a science-fantasy detective game that borrows the style and select characters of Dyssomnia. But, right now the Door of Zosha is receiving my full attention.

[*]2012 - Dyssomnia (VXA)
 
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Dalph

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This looks so awesome, the mapping is great and the custom inventory looks fantastic...

The only thing that bothers me is that dark area, which is a bit too dark for my tastes (couldn't see a damn).

Overall, this short demo looks very nice and promising (I also loved the originality and the animated facesets during the dialogues).

Good work, I'm keeping an eye on this one. :)
 
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Traveling Bard

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The character is passing as a mortal, eh? Have you thought about perhaps changing the character graphic when they land in the mortal world? It might help convey that they are attempting to pass as mortal if the body they are inhabiting looks different than their deity form. Might not be what you were going for though, just my two cents. 

As for your other titles, I'll have to check them out soon. I like the vibe you have going on. It's different and some times that's a very good thing :)
 

Ossra

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This looks so awesome, the mapping is great and the custom inventory looks fantastic...


The only thing that bothers me is that dark area, which is a bit too dark for my tastes (couldn't see a damn).


Overall, this short demo looks very nice and promising (I also loved the originality and the animated facesets during the dialogues).


Good work, I'm keeping an eye on this one. :)
Thank you! I hope to eventually release the first chapter. Ugh, the amount of work that goes into creating a game is truly staggering ...

The character is passing as a mortal, eh? Have you thought about perhaps changing the character graphic when they land in the mortal world? It might help convey that they are attempting to pass as mortal if the body they are inhabiting looks different than their deity form. Might not be what you were going for though, just my two cents.
Mm, within the first chapter the player will know who she is as well as see her without the disguise. I am aiming to differentiate in other, graphical ways, though. Such as, her essence raising skyward from her physical form, and such. Hopefully this will better display what is happening.


And now, onto ... an update!


Development Update (082913) - After receiving feedback concerning the vagueness of the storyline, I have begun adding more niblets of information to both the introduction and NPCs of the starting area. Hopefully the additions should offer just enough clarity to pique the curiosity of the player instead of being overly frustrating.


The graphics for the initial area are now complete, so I am sharing time between writing dialog, play testing new skills for the battle system and creating the first dungeon area. The progress of one style of combat, 'Miqovahr', is moving along rather nicely.


Miqovahr is an arcane combat style wherein the user channels raw energy into a specialized flintlock pistol called a Miquebus. The weapon is used as a focus, further heightening the potency and increasing the accuracy of the attack. The style has two siblings -- Hakavahr and Tehonahr -- which not only use different weapons, but different outlooks on combat, as well. Of the three styles, Miqovhar has the greatest speed, survivability and toolset for confounding an enemy. However, the style deals the least amount of base damage, generates the least base TP and is greatly dependent on landing regular attacks in order to perform follow-up skills.


Upon receiving damage from a regular attack, the foe is marked with an invisible arcane symbol, unlocking an array of options. The user receives a bonus to magic attack and TP generation should they simply continue to attack the marked foe, but the best usage for a mark is through the Rune and Sigil system. Miqovhar runes were created to be performed instantaneously, therefore as long as the user has TP, Runes can be cast. However, Runes are only useful when a foe is marked, and Runes remove a mark to inflict an effect or deal damage. Sigils are slower but more powerful, often dealing damage or applying an effect regardless of if a mark is present; although the presence of a mark increases the potency of the attack.


Arcane Mark I


Once marked, a foe remains marked for three rounds or until attacked again by a Miqovhar user. Magic Attack and TP generation are increased for regular attacks.


Arcane Mark II


Overwrites 'Arcane Mark I' and remains until the end of the round before wearing off. Magic Attack and TP generation are greatly enhanced for regular attacks.


Rune : Sting


[TP-10 | Single Target]


Arcane Mark I - Overwrites the mark with 'Arcane Mark II' and deals minor damage to the target.


Rune : Corrupt


[TP-5 | Single Target]


Arcane Mark I - Removes the mark and lowers the magic defense of the target as well as dealing minor damage.


Arcane Mark II - Removes the mark, lowers the magic defense and agility of the target as well as dealing moderate damage.


Rune : Gouge


[TP-5 | Single Target]


Arcane Mark I - Removes the mark and inflicts blindness upon the target as well as dealing minor damage.


Arcane Mark II - Removes the mark, inflicts blindness as well as steadily sapping the health of the target on top of dealing moderate damage.


Rune : Rejuvenation


[TP-0 | Single Target]


Arcane Mark I - Removes the mark and returns 10TP to the user, dealing no damage nor inflicting any status effect.


Arcane Mark II - Removes the mark and returns 25TP to the user, dealing no damage nor inflicting any status effect.


Rune : Revivification


[TP-5 | Single Target]


Arcane Mark I - Removes the mark and heals a moderate amount of HP to the user, dealing no damage nor inflicting any status effect. Amount healed modified by magic attack.


Arcane Mark II - Removes the mark and heals a significant amount of HP to the user, dealing no damage nor inflicting any status effect. Amount healed modified by magic attack.


Sigil : Break


[TP-20 | All Targets]


No Mark - Marks the target with Arcane Mark I.


Arcane Mark I - Overwrites the mark with 'Arcane Mark II' and briefly stuns affected targets.


Arcane Mark II - Removes the mark, deals moderate damage and paralyses affected targets.


Sigil : Wrath


[TP-15 | All Targets]


No Mark - Deals minor damage.


Arcane Mark I - Deals moderate damage and removes the mark.


Arcane Mark II - Deals significant damage and removes the mark.
 
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Cartridge

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I played the introduction, and all I can say is wow.

Strong atmosphere, beautiful mapping and a darned cliffhanger. You caught my interest, I will follow where this goes.
 

Ossra

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I played the introduction, and all I can say is wow.


Strong atmosphere, beautiful mapping and a darned cliffhanger. You caught my interest, I will follow where this goes.
Thank you for meandering through the introduction!


Finishing the balance testing of the battle system is currently hanging me up, but progress is being made, little by little. I am slow, but I aim to be detail and dialog/story oriented.
 

veraeve1

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This is pretty neat, loved the atmosphere the game was giving off, the mapping is great as stated by others, big plus on the animated faces =D keep it up
 

MyLordRobinson

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I tried to demo just now and I am really excited to see what happens with this project. Your choice in dialog as well as music and atmosphere is spot on. While I don't understand the lore (as is to be expected) I'm sure that you will be able to expand on it in such a clear manner as you have before.
 

Traveling Bard

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I know this is a bit of a necropost at this point, but I was wondering if you'd made any progress with this project lately? I've been looking forward to more of it as a player and a designer :) hope to see an update soon!
 

Zalerinian

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Exhydra hasn't been on the forums since October 10th, so I don't think it's very likely that much more has been done on this project.
 

Traveling Bard

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Ah, I didn't think to check on his forum activity. Hopefully, he picks it up again. This was a very well done demo IMO...
 

Neverward

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The introduction is charming, well written, and everything is very smooth. The animation is lovely, and so is the lighting and the way you did the interiors. The maps are well spaced, and even though busy they're realistic and not cluttered :)

I was extremely curious about the wavy elf xD

I'd love to see more of this game!
 
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ZeroAtEnd

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All around it's a great demo! I'm impressed with the mapping; its just incredible! 
 

Ossra

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Not dead quite yet! Although for a while I did get frustrated over several technical issues which arose during whole process, and the strain of wanting to customize every last detail wore on me. But, now with much of the custom code re-written, everything is proceeding onward. Along the way I have redesigned graphics and further tested the battle system. I am pushing for releasing chapter one by the end of the month ... only time will tell. I really do want to get the story and the game rolling along, as I am rather excited as to where it leads.


Here is a sneak peak at some of the more visible changes, thus far :


OLD TITLE SCREEN





NEW TITLE SCREEN

 


UPDATED STORY AND NPC DIALOG

 


OLD ENEMY





IMPROVED ENEMY

 


LEIGIA (LEY-GEA) - THE SYMBOL OF THE DEIFIC DELEGATION


(Custom font for the 'language', which is just a plain cipher language, at the moment)
 

C-C-C-Cashmere (old)

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I played this a while ago and it was darn pretty. Just remember, don't focus so hard on polishing every last detail that you don't end up releasing the game. It's OK to be kinda good, especially since your "kinda good" will be everyone else's excellent anyway due to your skill. Just saying, keep it up and we're really rooting for you to succed :)
 

Ossra

Formerly Exhydra
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<Insert race and character teaser here>


I thought I would flop out a few examples of the various different races within the world setting.


Phew ... moving ahead, and getting closer to release every day!
 

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Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

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