This is the game I'm working right now
Demo release date: Out Now! *Check my sig)
Full game release date: Sometime in 2009
Memory cards: Possibly 3
Bill is a man who would be an average Joe in a normal world. But in a normal world, an average Joe doesn't have one of many possible abilities, like throwing fireballs, teleporting, super vision/speed/strength, morphing, call down lighting, shoot beams of light, talking to animals, summon goblins, talking telephatically, or.. well, you get the idea. He is the only one who can't do any of that.
But in a seemingly random event, Bill enters the realm of one of the four great Rincars, who grants him his powers. Now Bill must find out more about his task (finding three medallions) if he wants to save part of the world of Koralia
Inspiration:
One of my favorite RPGs is Suikoden, and I definitely like how many characters that series have. And I also liked how in Radiata Stories, there was this big town where you could see that each character had their daily routines. And you could also challenge them to a fight and convince them to join you.
I originally planned to make this game in RM 3, where you would HAVE to fight every citizen to advance the story.
And the whole, people with super powers might remind some of Heroes. And while I like that series, I didn't even know what Heroes was about when I start developing this game idea.
Some features:
Collect books read about (play as) other citizens as they embark on their own crazy adventures, and get access to new areas.
In order to get stronger, you must get to know your neighbors, as keeping them happy will earn you rewards, like better armor and weapons (which can't be bought)
Passive/Rush Mode (Temporary name)
Passive mode is basically your normal dungeon exploring and puzzle solving
Rush mode is like a mix of a cut scene interrupted by several battles, ending in a boss fight. Usually there's no break to save and heal after you enter rush mode.
Puzzle solving
Instead of gaining items that will help you on your puzzle solving, you will have to get help from your neighbors to do so.
Example, initially, to hit switches from afar, Bill has to throw his wife's cat to hit it, and then find a way to get the cat back. Certain neighbors can break rocks or lift heavy objects, while others can lit torches with their fire abilities.
The field map:
It’ll be “Zelda style” to incorporate the use of the citizens abilities to clear paths in the field to get access to more areas.
The battles:
There won’t be random battles, to fight, you must touch an enemy
Character development:
Every character will have it’s spotlight in the game, either by being an important story character, or as a "tool" to solve puzzles or clear paths.
Side Quest and Mini games:
One of the aspects of this game is collecting books, which will allow you to play optional dungeons with other characters. After clearing it, Bill might then gain access to that dungeon, or learn of the location of a special item, or maybe give you the chance of adding that character to your team.
Mini games will put your neighbors abilities to good use.
HP, SP, and attacks
I also wanted to give battles a “Zelda style” but still turned based, so there aren’t level ups in the game.
Each character has between 30 and 60 HP (think each 10 HP as a heart) and can be raised by finding certain items (No, it won’t be collecting 4 heart pieces)
Attack and defense stats are also set. Attack will vary among characters but defense will be the same (with exception of one or two characters who can “nullify” some damage)
Magic will come in two forms, Source and Use HP
With Source, you’ll be able to use offensive and support magic, at the cost of Source Points. Each magic will cost 1-2 SP and characters will start between 4 and 8 SP
Offensive magic can be used with the Use HP option. For every SP that the magic use, it will drain 10 HP instead. (For those feeling lucky, desperate, or plainly stingy with the Sp recovering items)
Intro of the game.
This was done like, half a year ago. The annoying beep is gone and so are the most obvious typos like grampa, (Is "English is not my native language" a good excuse? Because it's not my native language) But it'll do for now.
Demo release date: Out Now! *Check my sig)
Full game release date: Sometime in 2009
Memory cards: Possibly 3
Bill is a man who would be an average Joe in a normal world. But in a normal world, an average Joe doesn't have one of many possible abilities, like throwing fireballs, teleporting, super vision/speed/strength, morphing, call down lighting, shoot beams of light, talking to animals, summon goblins, talking telephatically, or.. well, you get the idea. He is the only one who can't do any of that.
But in a seemingly random event, Bill enters the realm of one of the four great Rincars, who grants him his powers. Now Bill must find out more about his task (finding three medallions) if he wants to save part of the world of Koralia
Inspiration:
One of my favorite RPGs is Suikoden, and I definitely like how many characters that series have. And I also liked how in Radiata Stories, there was this big town where you could see that each character had their daily routines. And you could also challenge them to a fight and convince them to join you.
I originally planned to make this game in RM 3, where you would HAVE to fight every citizen to advance the story.
And the whole, people with super powers might remind some of Heroes. And while I like that series, I didn't even know what Heroes was about when I start developing this game idea.
Some features:
Collect books read about (play as) other citizens as they embark on their own crazy adventures, and get access to new areas.
In order to get stronger, you must get to know your neighbors, as keeping them happy will earn you rewards, like better armor and weapons (which can't be bought)
Passive/Rush Mode (Temporary name)
Passive mode is basically your normal dungeon exploring and puzzle solving
Rush mode is like a mix of a cut scene interrupted by several battles, ending in a boss fight. Usually there's no break to save and heal after you enter rush mode.
Puzzle solving
Instead of gaining items that will help you on your puzzle solving, you will have to get help from your neighbors to do so.
Example, initially, to hit switches from afar, Bill has to throw his wife's cat to hit it, and then find a way to get the cat back. Certain neighbors can break rocks or lift heavy objects, while others can lit torches with their fire abilities.
The field map:
It’ll be “Zelda style” to incorporate the use of the citizens abilities to clear paths in the field to get access to more areas.
The battles:
There won’t be random battles, to fight, you must touch an enemy
Character development:
Every character will have it’s spotlight in the game, either by being an important story character, or as a "tool" to solve puzzles or clear paths.
Side Quest and Mini games:
One of the aspects of this game is collecting books, which will allow you to play optional dungeons with other characters. After clearing it, Bill might then gain access to that dungeon, or learn of the location of a special item, or maybe give you the chance of adding that character to your team.
Mini games will put your neighbors abilities to good use.
HP, SP, and attacks
I also wanted to give battles a “Zelda style” but still turned based, so there aren’t level ups in the game.
Each character has between 30 and 60 HP (think each 10 HP as a heart) and can be raised by finding certain items (No, it won’t be collecting 4 heart pieces)
Attack and defense stats are also set. Attack will vary among characters but defense will be the same (with exception of one or two characters who can “nullify” some damage)
Magic will come in two forms, Source and Use HP
With Source, you’ll be able to use offensive and support magic, at the cost of Source Points. Each magic will cost 1-2 SP and characters will start between 4 and 8 SP
Offensive magic can be used with the Use HP option. For every SP that the magic use, it will drain 10 HP instead. (For those feeling lucky, desperate, or plainly stingy with the Sp recovering items)
Intro of the game.
This was done like, half a year ago. The annoying beep is gone and so are the most obvious typos like grampa, (Is "English is not my native language" a good excuse? Because it's not my native language) But it'll do for now.







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