Unto the Breach (demo available)

Allerka

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(Download the demo)

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INTRODUCTION:
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Unto the Breach is my first major game project, utilizing the RPG Maker series (XP for the demo, VX Ace for the full game), and basing it in a fully-developed universe that I've been developing off-and-on over the last several years. There is extensive background material available on the main website, as well as supplemental stories being worked on (currently a prequel novella is available on Amazon, and I'm working on a novel as well). I'm hoping to make a career out of storytelling in this universe, through both game-making and writing, and this is my starting point. Currently I have original monster and character art, as well as an original soundtrack, all commissioned specifically for this project.
 
 

STORY/SETTING:
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Unto the Breach is set on Terranis (ter-uh-niss), a remote moon on the edge of human space. After millenia of exploring the stars, mankind's golden age was shattered by the invasion of the Great Enemy, a collection of demon-like alien races from another universe, in a three-hundred year conflict known as the Judgment War. Although humanity was eventually victorious, it was nearly wiped out in the war, and Terranis was cut off from the wider galaxy with the majority of its technology lost.
 
A millennium has passed since the Fall. Countries have risen and fallen, the Great Enemy still threatens mankind, but humanity endures. In the game, players assume the role of Alex Girard, a young mercenary from the town of Montblanc, as he leaves home to become a better fighter to protect his home. It doesn't take long for him to find himself caught up in larger events, as learns there can be no bystanders in the battle for survival. For the demo, players take control of Mileena Leguin, a childhood friend of Alex's, who left home a year before he did, as she begins her own quest for glory.
 
The setting of Unto the Breach is primarily fantasy, although it is set within a wider sci-fi universe. Extensive effort has been put into fleshing out details of the world, as well as its history and the culture of its inhabitants. My goal is to create a world where the people and their struggles seem as believable and realistic as anything found in a history book, despite the fantastical elements present. I suppose in many ways I'm drawing a lot of inspiration from J.R.R. Tolkien and George R.R. Martin in terms of the scope and depth I'm trying to achieve. My novel project aims to chronicle the entire thousand years that pass between the Fall and Unto the Breach.
 
 

CHARACTERS:
 ​
Alex Girard
Alex-normal.png
A young, idealistic mercenary, Alex graduated second best in his class from the Ryukendo School of Combat, one of the finest military academies in the Kingdom of Saniel. Despite this, he was unable to provide any real assistance when his hometown of Montblanc was attacked by monsters. Frustrated at his inexperience, he decided to leave home with Conrad and try to acquire experience and more mercenaries to return with him and protect Montblanc.

In-game, Alex is an all-rounder character, wearing light plate armor, having average damage, and capable of using both offensive and defensive magic. His versatility comes at the cost of being truly exceptional in any one field, however.


Conrad Dugalle
Conrad-normal.png
Conrad is Alex's best friend, and the two have known each other essentially their entire lives. While Alex is impulsive and emotional, Conrad is often more stoic and reserved. Unless he's been drinking. Conrad graduated third in his class at the Ryukendo School, and is inherently ambitious, although he seems content to let Alex make the majority of the decisions.

In-game, he is basically an offensive tank. He wears heavy armor, but has no shield, as he fights with spears. His single-target damage is high, though he lacks the ability to damage groups of enemies.


Mileena Leguin
Mileena-Normal.png
Mileena is another long-time friend of Alex's. Although Alex has had strong feelings for her for a long time, he's never been able to bring himself to admit it. Mileena also cares about Alex, but isn't sure where he stands, and so the two simply carry on as friends. She is even more ambitious than Conrad, wanting to lead her own mercenary group, and left home as soon as she graduated from the Ryukendo School.

In-game, Mileena wears heavy leather armor, and has high dexterity and damage. She is only playable in the demo (she appears only as an NPC in the main game).


Lucy Nakata
Lucy-normal.png
Lucy is an apprentice of the Mages' Guild, and original from the independent city of Jekith. She is on a study-program to Jorandek when she meets Alex and Conrad, and decides to travel with them to Doramor. She is shy and introverted, but easily excitable when her interest is piqued. At times, she struggles to cope with the drama of everything going on around her, being used to a sheltered and ordered life.

In-game, Lucy is an elementalist mage, wielding primarily offensive magic based on the Primary Elements (Fire, Earth, Metal, Water, and Wood). If you know what elements the monsters are vulnerable to, Lucy can cause tremendous damage.


Ali Giseroux
Ali-normal.png
Ali is an acrobat and an orphan. She was raised by the Jorandek Players to perform in their shows, and a life of harsh and uncaring upbringing has left her self-centered and cynical. She meets Alex, Conrad, and Lucy entirely by accident, and joins them under false pretenses. Along the way, however, the wider look at the world she receives begins to change her.

In-game, Ali is the only character that dual-wields, giving potential for very high damage if both attacks crit. She also has your standard rogue mechanics of stealing and guaranteeing escape from battle, plus a number of other tricks up her sleeve. Well, in her bracer, anyway (since she doesn't have sleeves).


Dendrin Jourengeld
Dendrin-normal.png
Dendrin is part of the noble Jourengeld family, which has served the Aristocracy of Saernis for generations. He is perhaps the most sheltered of all the main characters, having known only his tutors and servants for most of his life, until he is kidnapped. After being rescued by Alex and his friends, he wishes to travel with them and see the world.

In-game, Dendrin is a support character, utilizing buffing and debuffing magic that can drastically alter the course of a battle. He has no actual combat experience, and relies on his hobby of crossbows to do any fighting if necessary.


Marie St. Claire
Marie-normal.png
Like Ali, Marie is an orphan, although one raised in significantly different circumstances. She grew up with the Sisters of Charity, a sororal order of clerics in the city of Noswitz. She is gentle and compassionate, and, as the oldest member of the party, often takes a bit of a maternal role with the rest, providing advice and guidance, especially to Alex.

In-game, Marie is a healer, far and away the best at it. She can also remove status ailments, and, although she doesn't engage in physical combat, she utilizes magical books to channel elemental energy, still giving her a decent degree of offensive power.


Sophie Kalomar
Sophia-normal.png
Sophie is a member of the Order of Light, a reclusive order of Paladins from the frozen island of Korandus founded centuries ago to safeguard Terranis against the worst threats imaginable. She is assigned to accompany Alex and his friends after her first mission abroad. She is stern and uncompromising in the values and beliefs ingrained into her after a decade of intensive training.

In-game, Sophie is the heaviest of the tanks, with both heavy armor and a shield. Her physical offense is limited, although she also has limited healing abilities, and can channel Light magic, which is useful against certain types of enemies. Her comprehension of tactics is also exceptional.

SCREENSHOTS:
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Here's a few screenshots from the demo. I technically have a bunch from the main game, but I'm in the process of overhauling all that.
preview52.png preview53.png preview54.png preview55.png preview56.png

WORLD MAP:
Terranis-small.png

PLANNED GAMEPLAY FEATURES:
  • Seven playable characters, each with unique abilities and equipment setups. Each character will have two skill paths they can develop at the player's discretion during playing, each of which adds a variety of powerful abilities such as elemental magic, healing, status afflictions, group buffs, area damage, and more for a total of 120 unlockable abilities.
  • Over 130 maps spanning major cities, caves, ancient ruins, fortresses, mountain passes, ships, the space between dimensions, etc.
  • Variable ending depending on the choices you make during gameplay.
  • Randomly generated weapons and armor, utilizing hundreds of prefixes and suffixes with a huge variety of effects, for a total possibility of over three million items.
  • Fully customized interface, using a combination of Yanfly and other scripts.
  • Customized semi-ATB battle system.
  • Salvage and crafting system to create new items.
  • Readable books in-game to provide additional lore and gameplay hints.
  • Mouse support.
  • Possible card-based mini-game (not confirmed yet).
  • Journal system to record the dozens of primary and side-quests that'll be available.
  • Countless minor features to enhance the experience from the default configuration.
 ​
 ​
SCRIPTS USED/CREDITS:
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Demo scripts:SDK plus components by SephirothSpawn

Anti-Event Lag System by Zeriab

CMS by LeGAcY

VX Ace Dash system by PK8

Full Game Scripts:

Yanfly scripts:

Ace Message System

Battle Engine

Element Popups

Enemy Target Info

Battle Command

Casting Animations

Combat Log

Element Absorb

Extra Drops

State Animations

Battle Aftermath

Leveling Enemies

Steal Items

Swap Monsters

Weapon Attack Replace

Gab Window

Movement Restrictions

TP Manager

Ace Shop Options

No Encounter Region

Regional Battlebacks

JP Manager

Base Troop Events

Diagonal Scrolling

Command Window Icons

Passive States

Ace Equip Engine

Ace Item Menu

Learn Skill Menu

Ace Save Engine

Ace Status Screen

System Options

Debug System

Spawn Event

New Game+

XaiL System scripts:

Core

Journal

Pre-Title Sequence

Records

Scripts by Vlue:

Weapon/Armor Randomization

Sleek Item Popup

Mouse Cursor

Version/Build Number

Other scripts:

Text Cache by Mithran

Salvage/Craft by Fomar0153

Smarter AI by Fomar0153

Custom resources:

Sprites used from Indoor and Outdoor tilesets by TheInquisitor for RPG Maker XP

Custom monster art provided by Studio Colrouphobia

Custom character art provided by Pokey-Chan

Original soundtrack provided by Walz Music

Uses RTP assets from both RPG Maker XP and VX Ace

Some sound effects purchased from soundsnap.com

Uses animations by Timmah

Face art created with Face Maker 3.1
ANYTHING ELSE:
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Links to the main website will always be in my signature. My blog will also occasionally have original story material set in the wider universe I'm building, as well as other material that might not always be posted to the main site. I've also got a Facebook page for my studio, as well as a Twitter feed, both of which have their own updates as well.

Any questions, comments, feedback, please share! Thanks for checking out my project!
 
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Allerka

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I've updated the demo to fix a few bugs and clarify a couple items.

I've also uploaded the first video in a planned dev log series. In this one, I'm primarily talking about the loot system, which will feature randomly generated items (but there's a couple other tidbits in there).
 

veraeve1

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Review Complete*

Likes- start up screen to intro start was nifty. The city is nice and big. plenty of shops.

Dislikes-The amount of enemies that have poison early on was annoying. Battles were longish(perhaps a good thing)

Undecided- The benefits from Defending is a tad too much, There wasn't much "lore" of your universe in this Demo

To Add perhaps- A Quest Log, Symbol to tell quest givers apart from the rest
 
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Allerka

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Review Complete*

Likes- start up screen to intro start was nifty. The city is nice and big. plenty of shops.

Dislikes-The amount of enemies that have poison early on was annoying. Battles were longish(perhaps a good thing)

Undecided- The benefits from Defending is a tad too much, There wasn't much "lore" of your universe in this Demo

To Add perhaps- A Quest Log, Symbol to tell quest givers apart from the rest
Thanks for checking it out! Glad you enjoyed it!

Sorry about the poison being too much, and battles will definitely be shorter in a full group (which is what probably 98% of the main game will be), although I've been of the idea that battles should be rarer by longer, so that might still balance out a bit. You're right that Defending restores too much, I'll be lowering that in the final game (I wanted to keep the challenge manageable). As for the lore, I'm still trying to strike that balance of getting the player immersed without utterly drowning them, and I guess I swayed towards the light side here. I'll work on that!

For the features to add, there's absolutely a quest log being implemented. I'm not sure about some kind of indicator for quest givers, I feel like that may make it a little too obvious and discourage exploration, but I suppose it's something that can be looked into.

I edited the OP to add a map of Terranis, planned gameplay features, and a list of most of the scripts being used for the main game.
 

Allerka

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Second Dev Log video is up! I take a look at a whole bunch of gameplay features I've been working on over the last few weeks.
 

Allerka

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After several months of work with scripts and databases and graphical work, I'm finally ready to start building some working levels! Here's the first map, the Girard Residence (i.e. Alex's home) a two-story wood house. Any thoughts/suggestions on the design? I'm still trying to get used to the VX Ace style of building maps after years in XP.







 
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I haven't played the demo, but from what I can see from it here's my thoughts:


Setting:
I find this quite interesting.
I wonder what the goal of the "great enemy" is, but they would be a nice explanation for any demonlike creatures you find.


Characters:
Backstory and unique roles for all of them. Well done i say.

I am not sure Mileena is only playable in the demo?

Screenshots seem interesting enough.

I like your worldmap.

 
 

Allerka

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Hey Julien, thanks for checking it out! Yes, the Great Enemy has a master goal, which'll be hinted at in the game (and discussed by the characters). As I'm building a full universe far beyond the scope of a single game, however, I may or may not go all the way into covering it. Although, the Great Enemy is responsible for all the monsters you'll face, ranging from actual demons to mutated animals. Except for the humans, of course.

Yes, Mileena is only playable in the demo. In the full game, Alex is the main character. I may take the demo with Mileena and roll that into the main game as an optional flashback scene of sorts, I haven't decided.

Glad you liked the world map. The full-size image is about 10,000 pixels to a side, compiled from a map about 350 tiles to a side. Given I did that in XP, though, and I've switched to VX Ace, I need to redo it. I may do a collection of "zoomed in" sections for the full game. Or just an even bigger version of it. Haven't decided.

I've been running a "This Day In History" feature on the Facebook page for the game, and compiled the first month's events on the main website. Give it a look!
 

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