View Full Version : Holy-Chaos: Mirage of Destiny (Cancelled)
Lausen
12-13-2008, 11:08 PM
The game has been cancelled. I deleted this topic because I plan to reuse some of the ideas in my next game.
Ωbright
12-14-2008, 12:42 AM
Sounds awesome. I like the subtle air of mystery that you gave to cryolite. Maybe it's just me, but I think some surprises about it are in store, based on what you said about it.
So, wait...you can only have 15 skills per person, right?
Lausen
12-14-2008, 01:49 AM
No, its like RPGM3's classes in a sense. You only can have 15 main/playable Characters so you can only have 15 Skills aka classes. One class for each character. The other characters are actually events that you give a graphic to. Each Skill/class you can have 7 different magics/techniques or whatever you want to call them, but the character can be assigned more. I don't know the actual limit. I don't really know why they call classes skills, but they do.
With RPGM1 you can change the name of stuff in battle. Like HP you can change to Life or item to bag.
Lausen
12-16-2008, 11:57 PM
Update
I've made some good progress so far. I have the opening sequence done. It's probably 30 minutes of gameplay. I made my first town and the insides. I just need to populate it. I also have one small minigame.
RPGM1 is a major memory eater. I already have 2 blocks of System and 3 of scenario, but I can have as many cards as I need so I'm not going to let the quality suffer because I'm scared of running out of memory. Using a PS3 is helpful cuz I won't have to buy any more cards.
Lausen
12-29-2008, 12:24 AM
~Update~
I’m due for one. I’ve made a good deal of progress that I really like so far. I’m basically focusing on the story events right now. Then I’ll go back and tweak the other stuff.
-Made the Zander Mountains. It’s actually part of the opening scenes I mentioned. It is kind of a “Job” mission. (More on jobs below.) It’s more or a less to introduce the player to the main character and get a feel of things. It also has a small mini game and a semi boss battle. With a cut scene of course.
-I finished the town. It’s called Sypheria. (That town appears in Prophecies Unleashed as well.) It’s actually only the Port District. There will be at least one more. It has a couple cut scenes that introduce some key characters.
-Started working on the “Jobs.” Because the main character Bryce is a mercenary he can take on different jobs at pubs. Rewards will be in Gold. What else?
-Made the Walsh Valley. It’s a custom dungeon with a waterfall as its centerpiece.
-Made the Walsh Tunnel. It’s just a small dungeon with the purpose of connecting parts. It has a small cut scene and puzzle in it.
-Made the Aruna Monastery outside and in. There is a small puzzle on the outside of it. On the inside is a stealth mini game that turned out really good.
-Working on a few interactive cut scenes that go along with the main purpose of being at the Aruna Monastery.
-I’ve made all of the healing type items.
It doesn’t sound like much, but according to the time it is. 3 system blocks and 5 scenario blocks. I’ll be starting to flesh out both the class system and Cryolite soon.
Also, I’m considering using the default level up system along with a stat boost system. I want to have enemies randomly drop stat boosts that the player can distribute however they want. Each will only be by 1. I’m thinking that would add a bit more incentive for battling sense they’re not random. What do you guys and gals think? I’d have to be careful to not let that ruin the balance.
Lausen
01-04-2009, 02:26 AM
Update
I finished a couple more story events. I'm at a good spot to stop working on story and go back and fine tweak everything. I planned out how I want the class system to work out.
12 classes each with 5 skills to learn. When you unlock the class you can use any of the skills, as long as you have the Cryolite for it. At first the skills cost MP. When you level up with the class equipped you will master one of the skills and it will no longer cost anything to use. And you'll be able to use it with any class equipped.
I plan on using a cursed item on the left hand so you can't equip two weapons. When you equip a certain class the cursed item will be removed.
With 6 playable characters all being able to do this the custom menu's going to take a LOT of memory, but I think it should be worth it. A lot of switches will be needed. With so much stuff going on in it I'm going to be focusing on the flow of things. I don't want the menu to be clunky. I haven't started it yet, but I'm sure I'll be able to do it.
http://i450.photobucket.com/albums/qq221/LausenHC/SavePointGME-1.jpg
The top is the save crystal I'll be using. The bottom is Cryolite. I don't really have a use for the sword yet, but why not right?
http://i450.photobucket.com/albums/qq221/LausenHC/Arrow_spriteGME.jpg
These are the arrows I'll be using for the custom menus. I have a few plans for the fire balls. ;)
I'm 86 hours into it. I hate having a clock!
Zeroth
01-04-2009, 02:47 AM
Great to see you working on your game.
Pagerron
01-04-2009, 10:43 PM
Whoa! I love the save crystal and the fire ball. Nice job. Brings back such precious memories of RPG Maker 1. Nice Lausen!! :)
Valkysas
01-05-2009, 01:31 AM
I'm 86 hours into it. I hate having a clock!
Back in my RPGM1 days, I referred to the clock as a "guilt meter". especially when I never released the games I made.
Guarionex
01-05-2009, 10:25 AM
Back in my RPGM1 days, I referred to the clock as a "guilt meter". especially when I never released the games I made.
:lol
It kinds of feel like that. I'm at 165+ hours, but most of that time has been used redoing things, so I kind of feel the only thing that adds up in my game is time.
Lausen
01-05-2009, 09:44 PM
Great, now it's going to be impossible for me to think of it as anything other then the "guilt meter".
I busted out the party-changing menu today. It surprisingly only took 1600 scenario memory. The killer was the near 40 SWITCHES I had to use. The class systems going to be a lot worse though. It will take 60 switches. One for each skill you can learn through classes. It's a good thing you can recycle switches or I'd be screwed!
Broke the 90 hours of guilt mark today.
Lausen
01-06-2009, 01:02 AM
I edited out the pics. Look at the first post to see them.
Lausen
01-06-2009, 06:52 PM
I completly Changed the first post. Take a look.
Lausen
01-10-2009, 11:01 PM
Update
I have finished making both the Class Change Menu and Party Change Menu. There was one problem I encountered with the Class menu. It would take a LOT of memory to track what characters are in the party. So instead I made it if you have more then 4 party members it will automatically bring you to the party change menu when you are done changing classes. This saves a lot of switches and space. I also made all 60 skills that can be learned through classes. They're actually just the names.
Now I'm working on making everything I have completely playable. By that I mean tweaking everything, balancing all the monsters, setting Chests, setting skills, ect...
Lausen
01-16-2009, 08:44 PM
Update
Well I haven’t worked on it in a couple days because I had to finish up my minigames. Everything that I have in the game is pretty much how I want it. It’s all balanced up to where I am. I’ve been making it in pieces. I work out all of the story events on a section, then go back and fine-tune and balance. Then start the next section. I prefer this method instead of waiting till the end to do all the balancing/fine tuning. Nothing gets old and I’m constantly working on different aspects of the game.
I may not have physically worked on the game, but I have done a LOT of thinking. I have planned out a good ways in advance as far as story and big events are concerned. I have also done more thinking on the driving conflicts and what’s making the characters follow the plot instead of just saying **** it I have other things to do. I have also been thinking about each individual character. I have typed out semi detailed back-stories and defining moments in their lives that explains why they act the way they do.
I’ve done the same thing with the setting. I have been asking myself why is this mine, town, or whatever in this location? Why is it abandoned or overpopulated? What is or was it used as? I’ve just really been trying to think deeper about every little aspect.
I’m considering pulling a “Lost” and using a series of flashbacks to describe things. When a character does something drastic, instead of having them explain why they acted the way they did have it explained through a flashback. I think it could help people connect with the characters. The flashbacks could be used during transitional parts of the game that may not have too much action.
I know it may be weird, but I’ve found it really helpful to give the characters “theme songs.” Songs that relate to or sum up the characters in certain ways. For example, Zeroth’s song is Indestructible by Disturbed. When thinking of dialogue for a certain character, throw on a song that relates to the personality so you can kind of get into their head.
That’s pretty much what I’ve been working on. Hopefully I’ll be getting more in game work done soon.
Lausen
01-20-2009, 02:20 AM
Update
I’ve made a great deal of progress since the last update. I made a rather large town. I still need to make the inside and populate it. I made a Mine and all of the events that go with it. (A puzzle type thing.) I also made a prison. Mostly I’ve been working on story events and cut scenes. I made 2ish scenes with a good amount of dialogue.
Zeroth
01-24-2009, 01:43 AM
About a week ago Lausen sent me a demo of HC:MoD. Having recently completing it, I'm here to say it's freaking awesome! The demo of HC:MoD is the most fum I've had with any RPGM game. Heck, it was the most fun I've had on a game made on any of the RPG Makers. This is a game you guys should definitely keep your eyes on. I honestly can't wait for the final game.
Lausen
01-24-2009, 03:26 AM
About a week ago Lausen sent me a demo of HC:MoD. Having recently completing it, I'm here to say it's freaking awesome! The demo of HC:MoD is the most fum I've had with any RPGM game. Heck, it was the most fun I've had on a game made on any of the RPG Makers. This is a game you guys should definitely keep your eyes on. I honestly can't wait for the final game.
Thanks man. I can’t tell you how much this means to me.:D It gives me the motivation to go the extra mile and see this one through to completion.
Lausen
01-24-2009, 08:38 PM
Update
I’ve made some more progress. I made a new town. Well it’s actually a military camp turned refugee camp. There’s a rather big cut scene that takes place there. I’m really happy how it turned out. It gives a lot of insight as to the people of the camp and overall feel of the world. I also made Fort Rhvine. It’s what I’m most proud of so far. I haven’t added any kind of events to it yet, but it’s looking really good.
As far as story telling goes I’m bringing up a lot of questions for the player to ponder on. Some are obvious and others are pretty subtle hints about past events in characters lives. As the story progresses the questions will be brought up and answered. I really want to utilize foreshadowing and tap into the players own curiosity.
GoalieGuy6
01-25-2009, 07:29 PM
This looks like it's coming along really good... I like your elemental system, and the cryolite thing sounds like a really cool feature!
And I love the cover art too, I'm too lazy and un-creative to make cover art for anything I make...
Lausen
01-31-2009, 10:24 PM
Thanks for the comments. I appreciate it.:happy
Update
I’ve made some progress. I completely finished Fort Rhvine’s design. I added all if the puzzles to it and just need to finish the main scene of the area. It’s potentially the biggest scene I’ve made so far. I have all of the text typed out on my computer so it should go quick once I start programming it all.
I’ve also done a lot more thinking about the story and how to make the flow feel realistic and not forced.
I may release an unofficial demo in my game forum at the mag. (No way to do that here.)
Ωbright
01-31-2009, 11:43 PM
Good work! I'm really glad to see some new games coming out for RM1, that is awesome.
I'm still playing through HC:PU, but by the time I'm done with that and DQIII, maybe you'll be done with this one.
If I mail you a memory card, will you put Mirage of Destiny on it when it's done?
Lausen
02-01-2009, 12:50 AM
Good work! I'm really glad to see some new games coming out for RM1, that is awesome.
I'm still playing through HC:PU, but by the time I'm done with that and DQIII, maybe you'll be done with this one.
If I mail you a memory card, will you put Mirage of Destiny on it when it's done?
Hey, thanks for giving HC: PU a run. I look forward to hearing what you think. I doubt it will be done before then. I have some big plans for it.
I’d love to put it on a card for you, but I’m making it on PS3. I could get someone to transfer it for me, but the game will be longer then one card. Right now it’s at 10 scenario blocks, 5 system blocks, and 4 custom sprites. I’ll let you know when it gets to that point. It could be a while.
Ps. I missed you in the chat. I literally entered as you left.:lol
Lausen
02-07-2009, 02:30 PM
Update
I’ve done a decent amount of work. Mostly with cut scenes. I have a rather large series of them that play back to back. I’m really happy with how they turned out.
I’m nearing the end of my first scenario card. I’m on block 12 with 25000 mem left. In the next week or so I’m going to be going through the card and completing it. Minus the battles. I want it how it should be when I release it. That way I know exactly where I am with the remaining space on the card. Depending on how that goes I’ll figure out where I need to do the swap. I’m at a point where I can do it pretty much anywhere.
Lausen
03-11-2009, 04:19 PM
Update
Wow, it’s been a while since I updated. I’ve made some progress, but not as much as I would like. I have one cutscene to finish before the card switch. It shouldn’t take long to finish that. Then I’ll have a decent amount of memory to add interactive events and the like.
I’ve been on a bit of a RPGM break. Well, actually a three-week break so far. I’ve been catching up on some PS3 games I’ve been meaning to play. I plan to hit it hard again after I’m done with RE5.
Despite not working on it lately I’ve been thinking about it quite a bit. I have some really cool ideas I would like to add. We’ll have to see if they work once I get there. That’s where I’m at. I still have a LONG way to go.
Ωbright
03-11-2009, 04:49 PM
I'm glad you're still working on this!
My PS2 is in even worse shape now than it was. :( I talked to a friend not too long ago about borrowing her slimline PS2, since she has a PS3 now and never uses it. If that comes to pass, then I'll finally be able to play yours and Pagerron's games like I promised.
So do you think you'll be able to live with what you'll have to do in order to get the switch-over working?
Lausen
09-12-2009, 12:28 PM
Okay, I haven't been active on the pav in almost 4 months due to lack of internet. Sadly in that time I did basically nothing PRG Maker wise. A few weeks ago I tried working on this, but something felt off. I just couldn't get back into it. I'm sure it's because my complete lack of planning. I came up with the basic theme and jumped right into creating. I became overwhelmed with everything because I never knew exactly where it needed to go. Now I have a game at about demo form, but have no idea how to carry on with the story. I hate to say this, but I think I'm calling it canceled. I'll tweek what I have and release it as a demo in case anyone is interested in playing it.
Now the good news. Right after I tried getting back into this game I found the itch to create again. I've come up with a new game idea and have been actually PLANNING it out for a week or so. I'm really excited to start work on it, but I'm going to make sure I don't make the same mistakes.
Thanks everyone who showed interest in this. Hopefully my next idea sees completion.
Dusk Raven
03-03-2010, 07:14 PM
That's... a shame. I haven't been active either, but Holy-Chaos is one of the names I'd known and was looking forward to.
Still, one can't fight creator's block. Best of luck with your next project.
Lausen
03-03-2010, 11:10 PM
Thanks Dusk. It's good to hear from you again. Yeah, it was time to move on to the next idea. One I feel a lot stronger about.
What about you? You working with any of the makers still?
Dusk Raven
03-04-2010, 06:31 PM
Thanks Dusk. It's good to hear from you again. Yeah, it was time to move on to the next idea. One I feel a lot stronger about.
What about you? You working with any of the makers still?
Not in over a year. But yesterday I went down and booted up RPGM3, and tried to start a new game from scratch. See, none of the old ideas I once had really interest me... except for Half-Moon, but the problem there is that while the world it takes place in is still alive and well in my mind, it's changed so radically that the plot of Half-Moon has no place in it. I could still try and use what I already have, though...
...Which may be my only option since otherwise I have no idea what to make. I have ideas in my head I'd been intending to make through other media, but I'd have a hard time working on those in RPGM3, due to 3's limitations (mostly in the "object" department). 3 is adequate and indeed more than enough to make a game, but the problem is I need to make a game from it's mold, and not carve a game from something made with another mold, as it were.
I'm uncertain what direction to go in with regards to making a game... my best bet for making something may lie in 2 or XP, as those have more options... but on the other hand, I'd have to take a long time learning how they work. At least with 3 I have a general idea what to do....
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