Violent Whispers [Beta Version 0.4]

Rion Requiel

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Awesome! Downloading demo now :)

NEW TYPO: Played through a little of Pluvia so far, when the old man takes the salve you made (Dude talks weird by the way) he says "I will be sure tho administer fresh bandages" also when he says "No really" after Vincent comments about how he carried the two soldiers I thought you might have meant to put "Not really" So far so good except for some spelling errors that's about it so far, I will add more as I find them :)

NEW BUG: I found a bug in the Uncharted Grounds area, there is a stone that lets you step up onto the roof.

See here Bug 1.png that stone let's you hop on up to an are normally only reachable through stairs.

NEW TYPO: When you beat Zetya and talk to the... whatever the angel is, she says time is "Off" the essence. be sure to remove that extra F :)

NEW TYPO: When Officer Hank and Vincent confront each other, Hank says "I have always despite you, I think you meant "I have always despised you." also when he states "Step aside or I cut you down." it may be better to put "Step aside or I will cut you down." :)
 

NEW TYPO: Officer Hank threatens Vincent saying "I'm getting tierd of this." so Tired is misspelled

NEW TYPO: When Vincent speaks to the blonde girl he says "Hear" instead of "Here" when explaining why the guards were there also Vincent says "I havn't studied." So Haven't is also misspelled, shortly there after Vincent says "I pretty much dispite the vital system as well." if I am guessing right you meant for him to say despise. Also when Wiola says "Allright" it is spelled "Alright". Wiola also has a very bad grammar slur when she speaks to Vincent when she says "People that treats you with disrespect, is not your friend anyway." the better way to word it would be "People who treat you with disrespect are not your friends anyway."

NEW TYPO: When Vincent says "I am not even dressed yet!" Wiola replies with "Why does that matther?" so there is an H that needs a removal.

Well, I completed your Demo and I have to say, this is an amazing game, I love the way you have your story set out, I love the way you also put in some really good humor to soften the blows of the harsher events, the game is pretty awesome and I can't wait to play more! Thanks for letting me beta test for you and I hope I have helped in some way.
 
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Dark_Metamorphosis

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Awesome! Downloading demo now :)

...
Thanks a lot for your feedback!

Ye, about Hunk (The old man) I wanted the player to feel that he's having some trouble in speaking the 'native language' of the world , since he has deep roots with Serena itself. The sort of typos that you can found in his text is more illustrated as the way he speak with 'ze - the' 'fo = for' No' Really = Not really etc. I'm not sure if this will come out wrong and if I need to explain it in some other way (to make it more clear to the player that he speaks like this and It's not any typos from my part).

There's a event that you can get with him where the player will understand that he can speak the 'tounge' of Serena, and might easier draw the conclusion from that.

Thanks for the bug-report! I was hoping that all passability errors were gone by now, but seems like some are still there. It's changed now though so thanks!

It's a bit sad that there are some grammar errors left, and since English is my second languge they will appear from time to time, sadly.  

I will make sure to change all the errors you have found and upload the fixed file as soon as possible.

I'm really happy that you liked the demo so far, and that the you think that most parts are set out fine! It's encouraging that the player will notice the 'mix' of humorous events and harsh events, since I wanted to add some light after the dark events that happened before that.

It's also really encouraging that you like it, and want to play more! Gives me more motivation to continue working on the content of Chapter 1!

I'm very grateful for your help, and I hope you will stay around to see the progression of Chapter 1!

As it is now, I'm working on implementing my skill and upgrade system so I can put it in my first town (Town of Duke), and once I got that down I will be able to work more on the content!

Thanks! :)
 

Rion Requiel

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Don't worry as long as you promise to keep releasin beta demos I will definitely continue to test and play your game :)
 

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Thanks for inviting me over to this forum, D_M! You already know my thoughts on your game, so I won't repeat them here. I support you all the way through.
 

Dark_Metamorphosis

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Small update:

2013-05-11

Updated version for Beta 0.3 Added:

It's now possible to use the sprint function in Forest of Pluvia again.
Added weather effects to the battles.
passability errors fixed.
It's now possible to flee from normal enemies.
Script error fixed.
Made it more clear about the first side-quest. (And added some new cut scenes for it).
Added text for the NW grave in Pluvia.
Made it a bit more clear why the silly old man Hunk is in fact living in a tomb.
Fixed some grammar errors (There might be some left...)
 
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Dark_Metamorphosis

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Feature update:

2013-05-16

Working on releasing a demo for my skill system and Krytonian Upgrade system.

The demo will illustrate how these features will function, and explain to some degree how they are linked to the overall lore of the world, and the Aspicio universe.

The feature-demo will also be setup as a quest, in which you as the player needs to fulfill different criterias to advance further and gain new information about the features. I thought this would be a funnier experience in the case of show-casing my new features, and how they will function inside the game.

Stay tuned for the release, and I hope for some positive feedback! :)
 

Drachen

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I'm sort of new to the RPG Maker scene myself. This game looks amazing, so I'll definitely give it a shot.
 

Chrome

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Demo link does not work
 

Dark_Metamorphosis

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Demo link does not work
I'm sorry about that. Seems like I messed up the link when I uploaded the new version. The link should work again now though :)

I'm sort of new to the RPG Maker scene myself. This game looks amazing, so I'll definitely give it a shot.
Thanks! Hope you will like it :)

Feel free to try out my features later on as well.
 

GeoKoer

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Working on releasing a demo for my skill system and Krytonian Upgrade system.
Interesting. I am curious about this. Will it be a stand-alone tech-demo - so not within the game, or as an extension of the existing demo?
 

Dark_Metamorphosis

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Interesting. I am curious about this. Will it be a stand-alone tech-demo - so not within the game, or as an extension of the existing demo?
It will be a stand-alone tech-demo, just to show-case how my features will work, and I will try and add some information that will link them to the lore of the world. These features will be a big part of the game, and story-wise it will be a big factor (With quests, lore, and so on.)

I might release a new demo with this included along with the possibility to explore Town Of Duke later on, I'll see about that one :)
 
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Dark_Metamorphosis

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Major update added!

2013-05-18

A new demo that will illustrate the functions of two of my features are now available for download! Feel free to download,and play it as any feedback or thoughts about the features would be insanely valuable to me! Further down you can read some information about the demo: (Taken from the readme file).

Skill system with Boosters:

A system that will teach the party new skills, and upgrade them to higher tiers. The skill system takes the auras and the vital-systems of the actor into consideration, and specific resources are needed for different stimulation of auras.

Krytonian Upgrade system: This is a system that will let the party upgrade their weaponry into unique versions of them called 'Krytonian weapons'.  This is a skill used by the blacksmiths of the world of Aspicio, and the way it works is that they scan the vital-systems of their customers in order to write down all the information of the unique and individual weapons that they can currently craft. In order to upgrade a weapon the blacksmith needs the proper magical resources for the weapon in question. Fragments, ores, and Gemstones of Krytos upgrades different Tier weapons, and older versions of krytonian Tier weapons are needed in order to upgrade the next tier.

To Download and test the features please click here:

Like I said earlier, any thoughts on the features would be very valuable to me! And I hope you will enjoy the demonstration!

Sincerely

~ Dark.
 
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gregbaby

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downloading now, will let you know once ive tested it (probably tomorrow morning/afternoon!)
 

GeoKoer

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I have played the tech-demo yesterday evening. Well - was more like midnight, so I went to bed afterwards.

First of all: the aura and booster system is a bit tricky to fully comprehend, but fortunately any requirements for skills are mentioned. Making various 'crystals' for those auras/vital systems seems like changing the alignment of the character. It would be really impressive if this would change the chara's overall skills (meaning, only the skills from one colour aura can be used at one time), and if characters can then learn how to switch between auras independently... but granted, that would be a lot of work and scripting.

The upgrade system for weapons is simpler, where you use your old weapon with a new (upgraded tier) weapon to create more powerful outcomes. This is neat, and I love weapon upgrading in games. I look forward to its implementation in your main game. I understand how you say weapons will be uniquely upgraded per person - but this can only be applied if every character can use the same kind of weapons. Otherwise mentioning its uniqueness is redundant: weapons types (swords for one, staffs for another) are always unique to that person. Or was it that weapons are unique depending on the aura? That would be interesting...

In any case, I think tinkering with skills and weapons will be a great addition to the game.
 

Rion Requiel

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Pretty awesome systems D_M can't wait to see what else you have in store for us! :D
 

Dark_Metamorphosis

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I have played the tech-demo yesterday evening. Well - was more like midnight, so I went to bed afterwards.
In what way do you find it a bit tricky to comprehend? I understand that it can be a bit weird, since the 'booster' items can be bought from merchants in the demo, while in the full game they will be given as rewards etc. My goal with the skill-system is to have the player decide what kind of spells that he wants to get at a specific time. If you find a Chrysalis, then you can enchant it with any aura that you want and then decide which skill to buy at that certain time. For example you really want to have the ressurection spell as soon as possible and decide that you will learn that one first by enchanting the crystal with a stimulation of the Healing aura. You will then have to find a new Chrysalis in order to get a new spell for any of your characters. 

My goal with this was to add some sort of 'customized' building when it comes to recieving and learning new spells (which means that the player decides for himself what spells that he thinks would be the most useful at that specific time, or maybe just learn the spells that he thinks sounds most valuable to him.)

I wanted to add some sort of personal restriction, so instead of having all the skills available at a ceratin level, the player will instead decide which skills for the characters that he wants to upgrade first.

The same goes with the Knowledge statues, and the player will decide for himself which spells that he wants to upgrade to a new tier. The thing I had in mind for this was to add a 'custom-route' for each player where there can be a individual learning process for each player. Maybe someone starts off with buying 2 new healing skills for Wiola while someone starts off with 1 new destruction skill for Vincent and 1 new Healing skill for Wiola etc. I wanted the system to let the player decide for themselves as to which character and aura they want to upgrade. I'm not sure if this would be a irritating or nice feature, and if the current system works well with what I have in mind.

I might extend the feature demo later on, and add in spells for the rest of the characters and resources that stimulates the auras for all of the characters.

In short though, the system I have in mind is to have the player decide which spell for any of the characters that he wants to learn, and then enchant the proper Chrysalis to be able to buy it.

Another reason I wanted to use it like this is to make it a bit more appealing to complete potential side-quests and explore for hidden treasures, since that will make it possible to unlock new skills.

The set-back I can see from this system though, is that some spells might be needed more than others (damaging and healing spells) and I'm not sure how I will implement new skills to show up depending on the characters level (yet), I might fix that with variables though. And I'm thinking about having a cap level for each section of the game so some of the spells won't be available until you progress with the story.

I'm not sure what you mean with the switching between auras?

As to the upgrade system, yes you are right it can only be applied if the characters can use the same kind of weapon. Since the characters are already limited to which weapon they can use I just wanted it to have a impact on the lore (which means that every individual will get a unique version of the sword even if they can stimulate the same auras). So yes, the weapon will be different depending on the aura and the individual (but in the partys case that only applies to the versions that they can make with their individual auras). That's why the blacksmiths has to 'scan' the vital-systems of all their customers since the outcome will be different.

It's more of a lore thing, but it will be displayed within the party as they can make different versions of the weapon depending on which aura they decide to use.

Sorry for the huge wall of text here, and I'll see if I can make the spell-system work.. That's the feature that is eating me up the most at the moment :)

Pretty awesome systems D_M can't wait to see what else you have in store for us! :D
Thanks! I'll see if I can make a better demonstration of the systems at a later date, until then I'll make sure to show-case any further features that will be added shortly (and of course get a playable version of Chapter 1, which I hope will be ready in a near future) Lots and lots of work :D
 

Dark_Metamorphosis

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Minor update:

2013-05-29

Been working some on getting a new titlescreen together, and it hurts to say that I'm not really set out for doing this..

Made some changes in the logo and enlarged the outlines of the characters a bit.
I'm still not sure if I should just remove the characters altogether, but I really want them to be setup like that. I think the logo fits a bit better now, but I'm not sure if the characters still look way to out of place..

I also changed the background, and moved the Title-screen options more to the left of the screen.

Any thoughts on this? And does it look better than the previous title-screen?



More than that, I'm currently working on some new areas in the game along with repolishing one of my features a bit (the skill system).

I havn't had much time to work on the projcet the last week, and yesterday I stumbled upon a cold (I'm getting sick a lot lately for some darn reason)..

Hopefully I will be able to work on it a bit more the following week though :)

As always, thanks for droping by and take care!

Signing out

~Dark.
 
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Dark_Metamorphosis

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Major Update:

2013-08-08

Demo Version 0.4 is soon to be released!

Been a while since I updated the thread now, but the project is still active.

The game has been polished quite a bit, and a new demo version will soon be released (Version 0.4). The demo will include some upgrades, new functions, along with a small taste of the new upgrade system. A change log will be posted some days before the new release. Sadly, old save files will not work but the demo is almost ready for a Final release (which will allow the player to continue from the save).

The project has been a bit on hold lately because of summer times, and lack of time in general. But I will share the updates down below:

New menu screen layout and system options:

  • The layout for the menu screens have been polished, and new features have been added. The Items are placed in different categories and new items gained will be tagged with a 'new'-icon to prevent the confusion as to which items are new. This was a major issue in the previous version, since it was completely impossible to see which item you recently picked up. You will also be able to change some settings in the new 'system' menu. All these functions are now implemented into the game.

New Menu:

System Menu:


Balance Issue fixed for Upgrade system:

  • The upgrade system for spells have been changed, since the older system had a severe balance issue. Instead, the player has to use the lower Tier spell a specific amount of time in order to upgrade it to the new tier. Once the player has used the spell the amount of time that's needed, they will recieve a booster item that is unique for that spell. By returning this item to one of the Academic oracles they will have the possibility to upgrade the spell to the next tier. This system is now fully implemented into the game.

Skill Progress:

- The Skill Progress let's the player see how many times the spell have been used, and how many times it needs to be used in order to upgrade it to the next tier-

Item recieved on skill advance:

- Needs to be taken to a Academic Oracle in order to upgrade the skill-





New oracle function:

  • The function for the oracles have been updated (previously used as save points and to fully restore the party). Instead the oracles are used as travel points, and whenever the player interacts with a new oracle, a new travel point will be available for them. Once the oracle is active, they will be able to travel to this location from any other active oracle in the world. The oracles will also be able to heal the entire party as long as they have the correct item in their inventory. Due to the change of the oracles, the player will now be able to save whenever they want.

- Credits to Seita, for his awesome help with this system!

Interaction with an active oracle:

World map and travel locations:

(The travel locations will only be accessible as long as the player has activated the oracle in that specific area)

Further Updates:

The progress of the game should be around an hour of playtime after the ending of the current demo.

I've also been working a lot on the lore, and more in-depth towards the characters and the locations of the world of Aspicio.

A change log for Demo version 0.4 will be posted later on.

As always, take care!

Signing out.

~Dark.
 
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Rion Requiel

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Sweet, Can't wait to play the new Demo, thank you for all the hard work you have put into this amazing game man. I truly appreciate seeing people work so hard and this is by far my favorite game to test and play. :)
 

Dark_Metamorphosis

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Sweet, Can't wait to play the new Demo, thank you for all the hard work you have put into this amazing game man. I truly appreciate seeing people work so hard and this is by far my favorite game to test and play. :)
Thanks a lot Rion! :) I hope you will enjoy the changes in the new demo when you get the time to play it! And thank YOU for commenting and playing my game! It's really worth all the hard work and effort when people enjoy it! It's been some struggling months lately to get my new systems to function properly, but finally they are up and running!

I can't express how good it feels to get a positive response on the work I put into the game, and I'm doing my very best to make the game as enjoyable as possible!

I really hope that I will be able to release a playable chapter 1 soon enough. It's tons and tons of work, but I'm trying my very best to keep it enjoyable!

Once again, thanks :)
 

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