Disclaimer: This game deals with religious themes. This is not the place for religious debates.
Prophet
~Concept
This game is slightly different in that although it follows one of the main characters, it tells the viewpoint of everyone else. The NPC's, shopkeepers, etc., instead. The game does a few things differently, I've abolished leveling as a system, for example, in favor of a more unit-based style of gameplay. This is a very, very skill based game, ridiculously so as every skill gives you more and more options than you had before. EXP is now used as your currency to buy skills, you do not have to buy weapons, armor, or items, they'll be supplied to you. This game is also very... stylistic in it's approach, if I say so myself. The general idea is that the player is now the world, it's now the player versus the main character rather than the player versus an NPC (well, exluding combat). Depending on your approach, the game will reveal itself differently, and multiple playthroughs will reveal bits about Rein, or any of the main characters, you didn't know before.
It's going to be split up into 4 chapters, not including the tutorial and prologue. Torah, Bible, Qur'An, Prophet. The game will follow Rein, Proth, and [???] accordingly, the last chapter being a 3-way battle in which you decide the outcome. (:D)
~Story
I'd normally post the events of the prologue here, but godsdamn it that's all the demo goes up to! So you'll have to play it instead :P
~Graphical Style
The game will be drawn in a rather cartoony, chibi-ish style. Thisi is due to two things: firstly, I can't draw for crap, and secondly: I'm lazy. The game will have a serious tone to it's large theme, but will also be a fun, crazy-filled game with charactesr that just don't make any real sense and events that look like they came from an anime. Yeah, the story is all srs, but that doesn't mean I have to present it as such. Where would the fun in that be? :P
~Gameplay
All conversations will focus largely on a risk/reward type dialogue system- you select choices that may or may not push your luck and can eventually initiate a risk. Higher the risk, higher the reward. All dungeons will have several different paths to take, all based on your own ingenuity. The World Map will have teleport points simply because walking around is only amazing for exploration, and boring as hell otherwise. Battles will consist of GTBS, however I am planning on editing the battle system further when I learn how to use Ruby (because I'm not naive enough to expect a good scripter to actually volunteer to script this all for me).
Planned Changes-
*Comfort Stat- This is a stat that varies as the battle goes on, the tighter your characters position the less comfortable, the better the more comfortable. This affects accuracy, evasion, and hit chance. Higher comfort = Higher bonuses. Ranges between -20 to 20.
*Savior stat- This is a stat that gives you bonuses if you're powerful and your friends are weak- you get stat bonuses for trying to save them against the odds. Every character will have their own savior stat leading to different bonuses.Comfort removed: Slippery Slope
Savior removed: Unwarranted Rewards
*Double Hits- Based on speed, you should be able to hit twice. FE style.Removed: Will be a skill, more importantly it'd break the system
*Garunteed Counter- This is more of me just not knowing how the hell GTBS works than anything.Removed: Now a skill
Current battles use SMALL NUMBERS. Stats will range between 1-60, and 60-150 for HP and TP.
Every level having better damage and bonuses than the last, however whether I want this dependant on a kill counter or buyable, I'm not sure of yet.
Weapons will not be bought. My god I hated weapon management in Fire Emblem, and always will. This is a strategy RPG, there's no reason for you to lose because you didn't have over nine thousand gold to buy the +shoopdawhoop sword of awesome. You will simply be flat out GIVEN most of your equipment. Gold will only be used to buy items, it doesn't really have much of a use aside from that. Now, as you can guess, equipment will be very balanced and standard since most is given to you (although some may become unlockables) so expect most of your variation to be in abilities, resistances, states, etc.,
Out of battle gameplay will be focused on having a shiteload of characters. Yes, only a few will develop in the story- they are the mains. The rest develop in their respective sidequsts and in the in-base dialogue you can have with them. This is done to keep the plot clean, but characters are introduced for the sake of variation so do expect several, as I'll add some whenever the hell I feel like it. There will be a DNS, simply becauase Blizzard took the time to code one, however exactly how dynamic I want NPC dialogue hasn't been totally decided yet. Do I want the dynamic control only the first time? Randomly? To hell if I know.
Things I will NEVER EVER HAVE: 1) A box pushing quest (seriously, lame)
2) An unwarranted fetch quest (and if I do have a fetch quest, you can bet I'll spice it up and make it bitching awesome)
3) Whiny useless female main characters (See Sakura from Naruto. My female mains will NOT be a waste of life)
4) Deus Ex Machina (Unless as a joke and overplayed intentionally, because I'd rather kill every main character in the game then submit to Deus Ex to drive the plot forward)
5) A half angel half demon. No. Go Away.
6) Cloud Strife. No. No. No. No. No. No. No.
The game will be split into four parts (maybe): Torah, Bible, Qur'an, Prophet. Every arc will start and end with a quote from the book of the part it's in (just to make you think, and to foreshadow. Yeaaaaah)
Donate!Want to make the game bigger? Then donate some art, sounds, or scripts to the cause! If you'd like to donate, but aren't sure what to give, feel free to contact me ahead of time.
Alright, the final release of Chapter 0 will be V0++, which will have more fixes, testing, and some redone maps. I am posting the tileset I made for the city up here. If you'd like to add some scenery element for use, simply paste it on and give it a send, and I'll be able to incorporate it when I go over the maps.
ScreenshotsDemoThings to be done-
+Fix passibility glitches+Improve maps
+Animate. Currently battles are largely unanimated
+More custom resources! Eventually all NPC's will have a redrawn sprite, and a facesprite!
Download Version 0+ (features chapters -1 and 0)Credits
+Shodu/Reygekan/Rey/Shadi/Dreth/Drags: Designer, Lead Artist, Mapper, Pretty much everything actually
+Sandgolem: Scripts
+Moghunter: Scripts
+Ccoa: Scripts
+Fantasist: Scripts
+Zeriab: Scripts
+Blizzard: Scripts
+Blizzard Again: Well I used a lot of his scripts
+GuBid: Battle System
+GuBid: Seriously, it's a good TBS
+GuBid: I'll stop now
+Modern Algebra: Scripts
+PhotonWeapon: Scripts
+Maestro Rage: Sound
+Da Buzz: Sound
+Rune
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