10-02-2014, 06:07 AM
BUMP!
to Version 1.5
October 1st, 2014
I've translated the game entirely to RPG Maker XP, and will be using ONLY H-Mode7. After long (and I mean incredibly long deliberation) I feel that this is the only way I'll get my vision of this project off the ground for good. I've decided that it MUST be done this way.
While there may be moderation for MOUSIE controls at a later date, game will be keyboard controlled.
I decided to go back to the drawing board, but am reasserting myself that I can make less do more. I have always been fascinated by MCG's H-Mode 7, and when he said it would be best only as an overland mapping system, I felt that it could be so much more. I mean, With the right amount of autotiles, child layers, and interaction, an OpenRPG could be made with just a little bit of texture work.
using some of the texturing block ideas that I initiated with an older project called Apotheosis, and borrowing on graphic assets I had purchased from Pioneer Valley Games, Arteria 3d, and Daz 3d, I felt that I could combine old AND new in a way that worked well.
What is currently planned is 10 characters heroes, through 4 different story arcs, and an open exploration, for close to 400 locations. Also planned is using an old template mapping idea like ZMUD style zoning, to allow for intricate re-use of map zones in the game, and allowing for a bigger game world to play in.
Also planned is a classic Front-Styled Battle System, re-envisioned for the three person party, with a vast array of monsters and even wildlife.
A message and quest system should allow for player interaction with most NPCs.
I have a theta-dependent Skybox for the horizon, and plan to utilize two panoramas, day and night, fading one into the other for more game immersion.
Finally, I've went ahead and started looking into a nice soundtrack from Arteria3d for audio immersion, as well as several game sound effects for battle animations, sword slashes, and ambient sounds.
to Version 1.5
October 1st, 2014
I've translated the game entirely to RPG Maker XP, and will be using ONLY H-Mode7. After long (and I mean incredibly long deliberation) I feel that this is the only way I'll get my vision of this project off the ground for good. I've decided that it MUST be done this way.
While there may be moderation for MOUSIE controls at a later date, game will be keyboard controlled.
I decided to go back to the drawing board, but am reasserting myself that I can make less do more. I have always been fascinated by MCG's H-Mode 7, and when he said it would be best only as an overland mapping system, I felt that it could be so much more. I mean, With the right amount of autotiles, child layers, and interaction, an OpenRPG could be made with just a little bit of texture work.
using some of the texturing block ideas that I initiated with an older project called Apotheosis, and borrowing on graphic assets I had purchased from Pioneer Valley Games, Arteria 3d, and Daz 3d, I felt that I could combine old AND new in a way that worked well.
What is currently planned is 10 characters heroes, through 4 different story arcs, and an open exploration, for close to 400 locations. Also planned is using an old template mapping idea like ZMUD style zoning, to allow for intricate re-use of map zones in the game, and allowing for a bigger game world to play in.
Also planned is a classic Front-Styled Battle System, re-envisioned for the three person party, with a vast array of monsters and even wildlife.
A message and quest system should allow for player interaction with most NPCs.
I have a theta-dependent Skybox for the horizon, and plan to utilize two panoramas, day and night, fading one into the other for more game immersion.
Finally, I've went ahead and started looking into a nice soundtrack from Arteria3d for audio immersion, as well as several game sound effects for battle animations, sword slashes, and ambient sounds.
BLOG: JayVinci.blogspot.com
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Ambitions: RPG Developer Bakin
Heart of Vox: RPG Developer Bakin