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Topics - Neoend

1


DOWNLOAD LINK

https://www.dropbox.com/s/mtivrlyhonocrzy/WAKE%20Dynamic.zip

Have fun guys! I think I'll keep working on it because a lot of things got changed at the last minute. I hope there aren't any huge glitches Xp
Also Note: Things got crazy at the last moment so there may be bugs that should never have seen the light of day waiting to jump out at you.
Also, it's a hefty one. I will be refining it over time.

Story
A man known as The Walker arrives at a town of silhouettes with one goal: to find and bring back seven lost Stars. The Walker knows only a few key facts:

   The Stars will not follow him initially.
   Other forces are working against him.
   He's going to have a confrontation on his way out.
   There are seven dungeons.
   The town is falling apart.

As The Walker, it's a race against time! Will you be able rescue all the Stars?
Or a better question, will the Town and its denizens allow you?


Gameplay mechanics

Spoiler: ShowHide
You are in a mysterious setting with equally mysterious rules, let's look at a few:

No levels
The Walker will eternally be level one, or level 22, or level 99. I really haven't decided but it doesn't matter. You will not be gaining any
levels. Stats will be influenced however by what you equip and what states you have inflicted. Normal enemies will also maintain their stats constant. The only thing that will change is that they will use more elaborate strategies.

HP isn't the only guage to worry about
In this town, people don't want your money, they want your MP (Dubbed LP in this game). They will sell you items and information
in exchange for a certain amount of MP. When you reach zero, you don't get over, but you cause a 'Turn Shift'. Turn shifts increase the destruction of the town and the strategic prowress of the enemies. The turn shifts will also restore your MP back to maximum.
The challenge here is to maintain your MP and to avoid potentially losing valuable assets and maybe even story scenes.
To conteract the MP shortage, there will be small events scattered that can restore up to 30 MP. There will also be skills that void your
MP cost or replenish it depending on the enemy you defeated.

Battles can be won by escaping
This might be the most risky and volatile aspect of the game. Enemies will have special statuses that can be countered by the Walker's unique set of skills. The statuses determine sequence of events or if something important can be taken. Many times, fighting until you get what you need might be the best strategy. Since they're status effects, just waiting and guarding could be a viable strategy! The Walker can also 'evict' enemies, which could be a viable strategy if you want to pick up what the enemy was guarding without wasting valuable MP. Apologies if this wasn't well explained, but I'm trying not to give too much away.

You Choose the way you Play
Players will have freedom with how they tackle the battles and boss battles. They'll also have freedom with which dungeons they explore during one playthrough. You can even finish the game having not viewed a majority of the story segments! Good for a speed run.


Tons of other cool little secrets!
I'm planning to have alot of references and different gameplay segments. Hope you can find them all.


What's under the hood:
The game is being made with the RMVXAce engine. I'm also primarily using Yanfly's scripts. So you can expect a lot of craziness.




Screenshots of Stuff:

Spoiler: ShowHide








With this game I want to convey certain emotions to the player and get them caught up in what unfolding in this mysterious town. I hope I'll be able to deliver these experiences clearly. I also want this to be a celebration of the things I have learned over time. I hope that this message
will reach the Player

2
Looking for a script or snippet that would allow for items to be traded or switched between parties with separate inventories.
If any more details are needed I will do my best to post on time.
3
New Projects / [XP] Lunar Legacy(Demo Time)
December 29, 2012, 11:49:13 pm

A teaser of sorts?: ShowHide





The Download Link: ShowHide

https://www.mediafire.com/?sa6y8oesdw2upxd
Ok everyone, this download ended up being the first third of the first chapter, so, it's a nice little taste of the game.
Key Aspects for this demo is the battle system and the first bit of story. Let me know what you think, time be willing.
Have fun!





Story
An extract from the intro: ShowHide




The story follows a young traveler named End. Spurred by events beyond his control and his desire to make up for his mistakes, he travels to mysterious structures known as Gates armed with an equally mysterious eye. At least, this is the most he ever tells anyone.
Coming ashore on new ground, the journey continues. Now, the mysteries surrounding the Gates and mysteries about End himself begin to unravel as the journey reaches its peak, for all those who accompany him to see. Whether they want to or not, the events they will bear witness and will be caught up in, will be one of many to change the world. For better or for worse.

Landing in a desert, End is forced into assisting on an attack of what appears to be an army outpost. Paired with Luna, a desert dweller, the two dive into the outpost as the first part of the plan.




Characters
Spoiler: ShowHide

End
Age: 19
The protagonist of the story. Devoted to his goal, he employs a down to business attitude more often than not.
Most people that have met him refer to him as cold but respectful, monotone but effective. His enemies on the other hand know him to be ruthless and cruel. Really, he's just doing what he needs to do.

Luna
Age: 16
A young girl from the desert that End allowed to tag along. One of the first people he met in this new country, she actually knows little more than he does of what lies beyond her desert home. With a sunny disposition, she embraces the new world that unfolds in front of her.

Slider
Lana's pet weasel left to her by a father she never met. Luna and Slider have a strong bond and are rarely seen apart. He is ever either riding on Luna's head or hiding in her hair.




Screenshots
Spoiler: ShowHide


Revealing a new system for players to interact with environments! S.N.A.I.L


Revealing a new minigame to go along with interacting with environments!


This area is a bit of an experimentation to see what kind of effects I could achieve


Wonder what's down there


A small piece of a small village that may or may not be important, who knows



Another Small glimpse


One of the mini-game portions


The First Scene!


The Desert Town

Finding certain items depends on the where and the when


A lucky twist of fate




Features
Spoiler: ShowHide

A small list of confirmed features and systems
-The RTAB Battle System with modified damage mechanics and augmented with an experimental event based skill system
-A world that aims to be immersive and made for exploring
-Stat distribution System
-Particle System
-Day and Night System
-Minigames
-Crafting System
-Passive skills and chain states courtesy of Tons of Addons




Gameplay Elements
My Romanticism with Battle: ShowHide

As previously mentioned, this project makes use of the RTAB Battle System, so that should give an idea on how the battle scene would look and flow. This bit of info isn't so much on the look but more on my take on RPG battle to give a clearer picture of want I'm trying to aim for with Lunar Legacy's battles.
Growing up playing RPGs all the time I always loved getting new skills and watching the cool animations. I always liked having to think a lot during battle scenes too. But for a vast majority of RPGs that I played most battles became spamming the same skill that exploited a weakness and healing, some skills were just never used or just replaced when the higher tiered version was learnt. It felt like it was limiting the amount of solutions that could be used. And to be fair, this is kind of to be expected from a technical stand point. But wanting to avoid this was a big piece of motivation for what I have today. I wanted battles to be more dynamic and versatile instead of static so without further ado, elements that I included are:

The Style Mechanic

The first thing to know is that every character can learn over 50 unique skills to them. These skills are grouped into "Styles". When a Style is selected from the Skill Window, all the skills learned under that style become available and are removed when the style is changed, which  serves to avoid clutter.
Styles were created in an attempt to add some strategy into battles. The Styles themselves are based on the RMXP stats (Str, Dex, Agi etc). For example, End has a Style referred to as Hit 'n' Run. This is a Style that relies primarily on the Agility stat for all of its attacks. It increases Agility and Evasion in terms  of a Stat boost. Every style also includes a Passive Skill courtesy of Tons of Addons that further increases stats to suit that style.
Skills in styles are unlocked as that style's stat increases, as you level up, as the story progresses and/or you use that particular style enough times.
Styles are designed to be unique enough to truly offer different ways to play depending on what Styles you have developed more and the overall synergy of the party.
Note: Certain Bosses can also use Styles.



Credits
Credit where credit is due. The game wouldn't be as great as it is now if it weren't for the awesome resources.
Spoiler: ShowHide

Graphics: Scriptkitty, Namura, strawberryquartz, Etolier, Mack, Naramura, PickleIceAxe, Toraneko, Tana
Scripts:Blizzard, Zeriab, dubealex, RPG Advocate, The Sleeping Leonhart
, DerVVulfman, cogwheel, Guillaume777, ccoa, Claimh, ForeverZer0, SephirothSpawn, game_guy




A quick message
Spoiler: ShowHide

Hey guys just some quick little background on this project.
It's my first time posting my game on a forum. I've been working on this for almost 3 years now. Its an exciting time with the first chapter coming together now. Its a very ambitious project. One of the goals was to try to make the world feel as alive as limitations allowed. The ways I went about doing this were making NPCs and environments as dynamic as I could, and including a great amount of world building sidequests that after a while, you'll really start to wonder if it was right to call a sidequest. I don't want to give too much away yet so apologies but look forward to it.

Regardless, constructive criticism is welcome, after all improvement is a good thing. Either for the Game or the post itself.



4
Welcome! / Hey everyone
December 29, 2012, 09:56:42 pm
Hey, I'm a long time rmxp user and a long time chaos-project guest. I've been visiting these forums for about a year now and figured it was time to actually register.

The resources here have really helped me with the game I'm currently making so I'm pretty excited to be posting it on the forum.
Anyway, I hope to get along with you guys