BlissAuthority

Dang, it feels good to be a Princess
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The Prince and the Dragon
a coming of age story
 ​
Once upon a time in the Kingdom of Iberia...

Link to a screenshot gallery is here. Old images from earlier versions of the game will be spoilered.  I will get the new screenshots up ASAP.



Screenshot1418885487781250_zps9d86aaf3.png
The Weary Eye Inn, in the Zehiran town of Mez Al'Emira

Iberia's Heir, the young Prince de Campanya, oft goes into the towns and villages of the kingdom in disguise as a common adventurer.  In this way, he can defend the fortunes of his people discreetly - which is enough reason for his father King Tomas to approve of the practice.

Wolves at the door.  So to speak.





Screenshot1418885332484375_zpsfb68a5a6.png
Trouble in Paradise?



But on one such incognito adventure, while checking into an inn at the sleepy port town of Madoro, the town comes under attack by pirates.  Pirates from Iberia's allies in the desert nation of Zehir, to the south, along the Great Leyline of Fire.



Screenshot1420804679262669_zps0bbcaa64.png
He's making a mistake.  Lucitia will bow to no bully.



You are likely to be eaten by a grue in the dark dungeon.

With the aid of two companions - one new ally in the ex-knight Vivian Graves, and one old one in his friend from the clergy Lucitia Marisol - he must uncover the pirates, and their motives for the attack; rescue a Princess from the clutches of Malik al'Attanin, the King of the Dragons...



Screenshot1420450363012263_zpsd8f08af1.png
Beware the dangerous creatures in the jungles of Tortuga Isle, the pirate's den.



...And unravel a vast conspiracy that would make nations, princes, and dragons alike pawns in their great game.

It's too bad for Iberia's enemies that they forgot what happens when a pawn reaches the end of the board.  Especially when they angered one who would be King - and one who would be Queen.

 ​
Gameplay Features


Screenshot1419838454133075_zpsbada4ec3.png
A Prince should inspire his subjects and lead through example.



  • A grand bildungsroman plot where, as the Prince of Yberia travels through his corner of the wide world of Mundus and encounters its nations as he finds out who he is - and who his friends and his enemies are.
  • A romance storyline with each of your other four party members.  They will remember how you act in a crisis, and grant you the regard and respect you deserve - given the virtues you champion.
  • Customize your characters in your choice of powerful ways with the Multiclass System.  Each character has access to multiple classes and can level in them independently, each with different stat growth on level up and access to unique unlockable skills.  
  • Continuous Turn Battle System.  You input your party's actions as they get them, without assigning actions in advance for the entire party.
  • Leveling enemies with classes and equipment.  You'll face your peers in combat - enemies and allies follow the same rules and generally have the same stats and access to abilities.
  • Enemies with stealable equipment!  Every item a monster can drop can be stolen from them as well - and if you take equipment they're using, this will weaken them considerably.
  • Recurring boss battles against a rival team of adventurers, Radulf's Wolves - lead by none other than Ralph.  Let's face it, who here doesn't want to beat the stuffing out of Ralph?
Update as of 06/FEB/2015:

  • All of the level maps are complete.
  • Day and night cycle with dynamic lighting.
  • The game itself is playable to the the end of the second dungeon, and we're implementing the third.
  • We've been adding classes and abilities to the game; each class has about 20 unique skills, not counting basic stuff like weapon and armor proficiencies, and the monsters use the same list of classes and abilities as well.  The Enchanter, Rogue and Ranger are going through internal testing.
  • Oh, yeah.  We've implemented traps.  Randomized ones.  Have fun with that.  Some of them harm your party if not dealt with; others are as simple as squeaky floors... in a room full of otherwise oblivious monsters.
  • We're currently testing a crafting system and the use of a limited inventory to solve a balance issue we had.  Monsters are only slightly less powerful than the party by default; plentiful items were too powerful, but a restricted inventory made dungeon crawls too risky.  The solution we're testing is including food and food crafting at campfires, which also double as save points.  Note that you can save anywhere; campfires just remind you to do so and allow you to heal more efficiently.
Fancy a snack?



Characters
 ​
The Prince of Campanya (Default name: Sebastian)


The Prince, your avatar, is the heir to the kingdom of Iberia and champion of its people.  While indulging in his habit of disguising himself as a common adventurer and gathering information on the welfare of common Iberians, he discovers that the seaside town of Madoro is under attack.  His defense of the village leads him to a greater, more sinister conspiracy when he investigates.

 ​
The Prince is always heroic, but what kind of hero he is changes with every playthrough.  Is he a Valiant warrior and defender of the weak, a kind and Empathic agent of mercy, a tactical genius with Reason on his side, or someone with the Conviction to carry his ideals like a torch in darkness?

 ​
His classes are:

  • Prince - A support class with a combination of physical attacks and Focus-based Inspiration buffs, as well as passives that aid the whole party.  Excellent Vigor and Resolve growth, but Stamina suffers.
  • Warrior - A tanky class with powerful physical attacks and devastating Focus attacks.  Its Vigor growth is excellent, but it suffers from low Agility.

    Warriors have access to literally every weapon and piece of armor in the game, and use it with an array of defensive and offensive maneuvers.  
[*]Spellblade - An offensive class that focuses on physical attacks with elemental properties, swordplay, and swift attacks and ripostes.  They have excellent Vigor and Intellect, but low Health.

 ​
Vivian Graves

Vivian Graves is a seasoned adventurer who used to be a knight in the employ of a Morgwyn king, before his betrayal and death.  Part of her can't blame the enemies of the King: After all, with her in command, they would NEVER have won a battle on the field...

 ​
Vivian values Valor highly, and also appreciates Reason and Empathy.  She is a front-line powerhouse with powerful armor-cracking attacks.  Her classes all grant her excellent defenses and devastating attacks, but she tends to be relatively slow and heavily relies on Focus attacks.

 ​
Her classes are:

  • Knight - A heavily defensive class that can step in to defend others, with excellent health and Stamina growth and access to a wide range of weapons and armor.  Vivian starts with two levels in this class.  It's major weakness is low Agility.
  • Warrior - A tanky class with powerful physical attacks and devastating Focus attacks.  Its Vigor growth is excellent, but it also suffers from low Agility.
  • Ranger - A powerful attack class with access to ranged weapons and elemental arrows, focusing on several weaker attacks with a high chance to critical.  They have excellent Wits and Vigor but suffer from low Stamina and Health.
Lucitia Marisol

 ​
Lucitia Marisol is a priestess in the Church of Our Lady of the Dawn, which honors the Moon and Stars but reveres the Sun Goddess, Solara.  Of the party, she is the only one who knew the Prince from before, and as the Prince; she jokingly refers to her friend as 'Little Lordling.'

 ​
Her form of genuflection and meditation is unorthodox, but it works for her; she studies ancient forms of martial arts derived from the Tactica Quintessential.  She values Empathy highly, as well as the Conviction of faith and Valor enough to defend the defenseless.

 ​
Her classes are:

  • Monk - An offensive support class, focusing on status effects both good and bad, healing, and Focus attacks that deal physical and magical damage at the same time.  They get the unique passive Martial Arts, which greatly increases their Agility and Vigor when unarmed or with gauntlets.  They have excellent Wits and Resolve.
  • Mystic - A pure support class, with the best healing and buffs in the game.  They can shield and ward targets, raise the dead and heal the injured, and buff allies.
  • Enchanter - An offensive control class, focusing on inflicting status effects, single target damage, drain effects, and summoning decoys and shadows to harry enemies.
 ​
Spoilers follow.
 ​


Jaatu Sekhmet
Jaatu Sekhmet is a corsair for the Zehiran Navy, technically their admiral; a combination of Coast Guard and Pirate for the desert nation.  She rose to her station from humble, and sometimes criminal, origins as a poor child of the Wastes.  Now she seeks a storied life of exploration so that she can sing her stories to the Mansa of Zehir as his Griot, or bard - the highest calling that one of the Ubashtim - the Lionfolk - can aspire to.

 ​
She is a powerful ally and a deadly enemy, specializing in the use of dirty tricks on the deserving in combat.  The will to rise above her past without forgetting it stems from the virtue she holds in highest regard, Conviction.  She also values Reason and Valor highly.

 ​
Her classes are:

  • Rogue - An offensive control class focusing on physical attacks that apply debuffs and status effects, and on multiple weak attacks with high critical hit chance and a small chance to debuff or debilitate.  They have the best Wits and Agility growth in the game at the cost of being exceptionally fragile.
  • Ranger - A powerful attack class with access to ranged weapons and elemental arrows, focusing on several weaker attacks with a high chance to critical.  They have excellent Wits and Vigor but suffer from low Stamina and Health.
  • Bard - A control and support class that sings Inspiring songs and applies healing-over-time effects, with very few and weak direct offensive abilities but unparalleled ability to inflict status effects.  They have excellent Wits and Resolve but terrible Vigor and Stamina.
 ​
Angelika von Eisenkrone

 ​
A princess that need to be rescued?  Try a diplomat and scholar that needs to remind her enemies that you should never earn her cold hatred.  She is a soft spoken and polite lady, and a puissant mage - both subtle and quick to anger.  And Angelika more than willing to play along with the notion that the former cannot possibly be the latter at the same time... until her enemies have revealed thier plans and she can disabuse them of that notion.  Thoroughly.

 ​
She is the consummate princess, disarmingly sweet-natured and even tempered - until she needs to be otherwise.  With the aid of her mentor, the dragon Malik al'Attanin, she has become a master of elemental evocation that can lay armies low with a short ritual.  In her moments of greatest need, she can even summon Malik al'Attanin to the field - though the cost to her is great, as this will completely drain her mana.

 ​
Her classes are:

  • Princess - A support class with a combination of physical attacks and Focus-based Inspiration buffs, as well as passives that aid the whole party.  Excellent Vigor and Resolve growth, but Stamina suffers.
  • Savant - A learned offensive control class with the best attack spells in the game, and the only class with access to multitarget attack spells.  They have the highest Intellect and Mana growth in the game, and with poor physical attack options and defenses, they'll need it!
  • Enchanter - An offensive control class, focusing on inflicting status effects, single target damage, drain effects, and summoning decoys and shadows to harry enemies. 

Classes:

  • Princes, regardless of gender, can Inspire Ferocity (and other buffs) - burning focus to buff all allies.  Rally immediately grants all allies 5 Focus - allowing them to break out the powerful attacks faster.  They can gain Focus by becoming Strategists, losing the ability to gain focus through dealing damage but instead gaining it when ANYONE defeats an enemy or when party members are buffed or healed.  Finally, they lead from the front with Focus attacks like Charge, a single target melee attack -  and Cleave which strikes all enemies.
  • Warriors can get early access to the Battle Focus passive, which gives them 1 focus each turn, and to Slayer, which gives them 15 focus every time they finish off an enemy (!).  They also get powerful melee attacks like Impale, which deals peircing damage that halves armor; Charge, which deals heavy single target damage; and Cleave, which strikes all foes.  They get even more use out of weapons with Mighty Grip, which gives them huge damage bonus for using a one-handed weapon with both hands.
  • Spellblades are sword-weilding mages who fight mages.  They get Enchant Weapon and Enchant Armor early on to increase their own abilities, and learn how to duel and Parry - getting additional benefits from Guarding and while armed with a blade.  Of course they get the Elemental Force spells, giving thier physical attacks the ability to deal elemental damage - but they also get Shed Ailment, to return their status ailments to sender, and Mana Cutter - a physical attack that deals mana-burn!
  • Knights are all about tanking.  They can learn Extra Guard, which extends the benefit of guarding to multiple turns while leaving you free to act; Bodyguard, which they use to intercept attacks on others; Shield Bash, which lets you put that tankiness to work by dealing extra damage based on your Stamina and stunning foes; and many other diverting ways of defending the party.
  • Monks get Martial Arts, which gives them major bonuses to Vigor and Agility with Fist weapons (including the lack of a weapon!) or specialized martial arts weapons, and Flying Kick, a cheap focus attack that can be used regardless of your weapon but best used while unarmed, because it doesn't take weapons bonuses into account.  They also get the power of Healing Hands, your bread and butter healing ability, and Align Chakras - which lets them shake off most physical status ailments and heal with Focus alone at the beginning of their healing and buffing tree.  Finally, they learn the Chakra Break abilities - Crown Break, Sight Break, Throat Break, Heart Break, and Root Break -  powerful physical attacks that horrendously debuff opponents when they connect.
  • Mystics are healers and get the best recovery and mitigation in the game, with access to Healing Hands, Healing Light (a more expensive but more efficient Healing Hands), the multitarget Healing Rain, Raise, and Sanity -- which allows them to instantly cure mental status ailments.  They also have access to Wands, a cheap way of doing elemental Magic damage - wands allow you to cast low-powered magic spells instead of making physical attacks, burning your mana as you do so.
  • Rangers focus on powerful attacks. With a bow, they can attack multiple targets with Feathered Rain and attack at range, while eventually learning how to conjure elemental arrows like the instant-death inflicting Shadow Bolt; in melee, they learn to dual wield for increased chances to crit and proc status effects; and their passives, like Wadjet Eye, make the whole party more accurate and harder to hit.
  • Rogues are all about Dirty Fighting - it's even the name of a passive that increases the number of turns status effects they inflict last!  They can Disarm targets to steal their weapons, greatly reducing the damage they deal - and inflict physical status effects like Poison with Venom Blade.  They also can grant your party the ability to Detect Traps - which does exactly what it says, highlighting and revealing traps while you're walking (but note it doesn't work while you're RUNNING!)
  • The Savant is a powerful combat mage.  Their spells rain elemental destruction on foes; they get the multitarget magic spells Heat Wave, Cold Snap and Spark Chain (as well as the single target spells, Fire Bolt, Cold Bolt and Volt Bolt.)  They also have some limited defensive options, like classic Invisibility (which also makes them invisible to overworld encounters!), Star Step which increases their evasion, and Wind Step which lets them hover over damage floors.
  • The Enchanter has a number of abilities that manipulate status effects, like Adamant Form - which petrifies an ally, but also gives them an enormous buff to defense and magic defense.  Try casting it on someone with protection from petrification!  They also have the mana-burning spell Mind Bolt, which keys into a passive effect where they steal mana from targets that take magic damage, and can cause a number of mental status effects like Confusion and Sleep - which allows them to Call Nightmares to hound their foes without waking them up.

CREDITS (Incomplete)

Storyline and Gameplay Design: Elliott Belser

Programming, Level Design and Gameplay Design: Casey Loufek

Level Design: Cibyl Turner

Producer: Charlotte Belser, Tom White and Dmitri Belser

Sprites by:

      Degica

      SLEEP

      Makapri

      CharlesTheHurst

     Kazzador

      Others (if you deserve to be here let me know)

Tilesets by:

      Degica

      Indrah

      PandaMaru (extra thanks to her, without whom much of Mez Al'Emira would not exist)

Icons by:

      Degica

      Avery

      Others?

Music by:

      Degica

      Aaron Krogh

      Sythuz

      Darren

Merry Christmas (25 DEC 2014) to Sabastian Belser, my brother and a Prince among men in our family.  This game is dedicated to you.  May you play it with great joy.

As of now, most of the level maps are complete.  We still need to add wandering monsters and bosses to the later levels, implement random traps and some of the class features, and to add the effects of the branching dialog.  However, it is possible to play the game as intended up to the third level.

We are hoping to release a limited beta of this game as soon as it is feature-complete, starting with gift copies to everyone whose resources we used who wants one.  When completed, we expect it to have a run time of around 15 hours, and will retail it for around $10.
 
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BlissAuthority

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Ask me any questions you might have about

- The mechanics and how I'm going to handle them,

- The story and romance plotlines,

- The general aesthetics, and

- The price point, and how fair it seems.

The demo will be out as soon as it's ready, which is probably but not definitely the end of the month.  I will edit the original post with a link as soon as I am able.
 

unknownnumber

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Right off the bat the screenshots look like the maps could use some more work.

On the first screen I can see that the autoshadows is something that haven't been looked at.

The crate lies "on" the shadow, but does not have a shadow. I guess that will be the same for the whole game.

I would recommend removing the shadows completely or draw a shadow on every item u place "on" the shadows.

Also the maps look a bit "lonely". For example the town map, it could use some live. Maybe some butterfly-events, some bugs, weather, lightning?

You said you will sell the game for like 10$ and don't give a demo to everyone?

Maybe that's not for the best, I would suggest you give the game to some ppl so it can be tested.
 

BlissAuthority

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Right off the bat the screenshots look like the maps could use some more work.

On the first screen I can see that the autoshadows is something that haven't been looked at.

The crate lies "on" the shadow, but does not have a shadow. I guess that will be the same for the whole game.

I would recommend removing the shadows completely or draw a shadow on every item u place "on" the shadows.

Also the maps look a bit "lonely". For example the town map, it could use some live. Maybe some butterfly-events, some bugs, weather, lightning?

You said you will sell the game for like 10$ and don't give a demo to everyone?

Maybe that's not for the best, I would suggest you give the game to some ppl so it can be tested.
Thank you; this is very helpful critique on all fronts.

I will work on improving the shadows; I do know there was an earlier issue with the Pyramid level where we had to redo all the shadows manually, so I'll scrutinize that a little more closely.

Likewise, our first priority was making a playable game from start to finish, so we haven't added in all of the NPC's we'd like to those city maps.  Not yet, anyway.  Wild animals and similar are an excellent idea; I'll be sure to include them.

Allow me to clarify what we're doing with the demos:

  • We will first release a limited alpha test to the artists and musicians whose work we're including and a few other associates. 
  • Once those have been dealt with and their suggestions implimented, we'll do a public beta demo with the first third of the game (The city of Madoro, the Island of Tortuga, and the Genie's Bottle Volcano). 
  • Finally, when we go gold, we will reissue the public demo, which is going to basically be the public beta only without so many bugs this time.
We absolutely want to have a public demo to show off.  I just want to make sure it's a polished one!
 

Kes

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This has the potential to be an interesting and fun game.  

On the first screen shot, the kitchen sink etc. is actually on the wall, not on the floor.  In your tile sheet you might like to think of adjusting it so that it is halfway down a tile, then it will sit more naturally against a wall.  The same thing with cupboards etc.

The red curtains to the left need a rail or something to hang from.  They were designed to be on a wall, not hanging across an open space, so you need to edit some sort of curtain rod into your tile sheet.

If you're still mapping, you might also consider doing your interiors a little more compactly, then you wouldn't have so much blank space in your rooms.  That first interior is huge.
 

BlissAuthority

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This has the potential to be an interesting and fun game.  

On the first screen shot, the kitchen sink etc. is actually on the wall, not on the floor.  In your tile sheet you might like to think of adjusting it so that it is halfway down a tile, then it will sit more naturally against a wall.  The same thing with cupboards etc.

The red curtains to the left need a rail or something to hang from.  They were designed to be on a wall, not hanging across an open space, so you need to edit some sort of curtain rod into your tile sheet.

If you're still mapping, you might also consider doing your interiors a little more compactly, then you wouldn't have so much blank space in your rooms.  That first interior is huge.
The two-tile cupboards are actually staggered properly.  I will fix the kitchens (probably by blowing back the walls); the maps are not quite final yet.  Same deal with the curtain-rail suggestion.

The first interior does have a rather large area of open space, but that particular inn is not representative of architecture in all of Mundus.  It's from a Zehiran city, which means wide open spaces and rugs on dirt floors.  Other areas of the world tend to have more constrained room design.
 
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BlissAuthority

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New screenshots beyond this link.  I will add new ones ASAP.  Note they do contain spoilers about the identity of the fourth party member.

Update
06/FEB/2015

We've made a number of changes to the game - most aesthetic, some just implementing features we already wanted, some gameplay changes.  We should be ready to send out private beta test demos in... I want to say two weeks, 20/FEB/2015.

Graphics Updates

  • We've replaced the default font with something more distinctive and appropriate.  Take a look:
  • By popular demand, we've gotten rid of the drop shadows.  We couldn't get them working, anyway.
  • All of the main characters, as well as Radulf's Wolves, now have a wide array of emoting faces.  Here's the Prince:

Gameplay Updates
  • All of the level maps are complete.
  • The game itself is playable to the the end of the second dungeon, and we're implementing the third.
  • We've been adding classes and abilities to the game; each class has about 20 unique skills, not counting basic stuff like weapon and armor proficiencies, and the monsters use the same list of classes and abilities as well.  The Enchanter, Rogue and Ranger are going through internal testing:

    The Enchanter has a number of abilities that manipulate status effects, like Adamant Form - which petrifies an ally, but also gives them an enormous buff to defense and magic defense.  Try casting it on someone with protection from petrification!  They also have the mana-burning spell Mind Bolt, which keys into a passive effect where they steal mana from targets that take magic damage, and can cause a number of mental status effects like Confusion and Sleep - which allows them to Call Nightmares to hound their foes without waking them up.
  • Rangers focus on powerful attacks. With a bow, they can attack multiple targets with Feathered Rain and attack at range, while eventually learning how to conjure elemental arrows like the instant-death inflicting Shadow Bolt; in melee, they learn to dual wield for increased chances to crit and proc status effects; and their passives, like Wadjet Eye, make the whole party more accurate and harder to hit.
  • Rogues are all about Dirty Fighting - it's even the name of a passive that increases the number of turns status effects they inflict last!  They can Disarm targets to steal their weapons, greatly reducing the damage they deal - and inflict physical status effects like Poison with Venom Blade.  They also can grant your party the ability to Detect Traps - which does exactly what it says, highlighting and revealing traps while you're walking (but note it doesn't work while you're RUNNING!)
[*]Oh, yeah.  We've implemented traps.  Randomized ones.  Have fun with that.  Some of them harm your party if not dealt with; others are as simple as squeaky floors... in a room full of otherwise oblivious monsters.

[*]We're currently testing a crafting system and the use of a limited inventory to solve a balance issue we had.  Monsters are only slightly less powerful than the party by default; plentiful items were too powerful, but a restricted inventory made dungeon crawls too risky.  The solution we're testing is including food and food crafting at campfires, which also double as save points.  Note that you can save anywhere; campfires just remind you to do so and allow you to heal more efficiently.


Story Updates
  • The main storyline has been implemented to the end of the fifth dungeon, leaving only the sixth and final level.
  • We're currently implementing the romance subplot scripting, starting with the first level.

If anyone would like to participate in private playtesting of the closed beta, please PM me.  I will also be PMing anyone whose resources made it into the game, asking if they'd like in on the closed beta or if they want to wait for the finished game.
 

BlissAuthority

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Video of Gameplay






ETA: This is obviously an early build.  I actually highlighted some bugs for the benefit of my teammates, who are busy squashing them (particularly the dance over the tiles you shouldn't be able to pass over at the end.)  Still, it's shaping up nicely.

Also Jaatu's dialogue when she sics her tiger on you is the best thing.
 
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hmmm. an art of mine was removed from reddit, for a reason not even listed.
Going to try my luck with Rust programming language. C++ is just way too gosh darn frustrating.

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