While the custom 3D game hasn't worked out well thus far, I have over the last two years been working on an RPGM XP project that I think you all will be pleased to hear about. I do not know yet when it will be finished, but it is so far about 1/3 complete(mostly gameplay mechanics, templates, maps, weapons, items, and effects). Features include:
-custom ATB system; the intent is for battles to be similar to that of Chrono Trigger when your characters are travelling a map on foot(still correcting bugs). There is no magic; every command available to you in battle is based on the relevant character's equipment, items, and character stats.
-automobiles, with turn-based vehicle combat where you can view the vehicles and action on the screen. When you get into a vehicle, you choose which party member you want to be the driver; the remaining party members can fill combat roles when applicable. Vehicles are used to travel the world map quickly(by quickly, I mean relative to the game's internal clock. You can travel much more slowly on foot, but your characters require rest, food, and other things that need replenishing over time), but sometimes you can get into turn based battles. They are command driven, but not the same as the turn-based battles on foot. Your characters have an assortment of point-based skills, and one of them is "Driving". Based on this stat(and some character stats that modify its success), when on the world map, your ability to successfully travel with a given "driving posture"(player adjustable, ranging on a sliding scale from "aggressive" to "cautious") is influenced. Hauling ass increases the percentage risk of a wreck, which is also influenced by the vehicle's stats, traffic conditions, weather conditions, and other factors, but reduces the risk of NPCs intercepting your vehicle and engaging you in combat. On a world map, your car is generally only able to travel on roads(some vehicles can go offroad on specific dirt roads), while on foot or horseback you can go almost anywhere. Thus, every time you approach a changing condition, like a turn, or traffic, you are notified, and given a chance to adjust your driving posture accordingly. Also, cars on this game consume fuel, and driving posture influences its consumption. Cars can be modified to corner better, have more power, ect. They have their own physics engine to determine acceleration, braking, and collisions, despite being command based.
Vehicular combat: sometimes you get intercepted by people with vehicles, or are in a chase and the pursuers catch up to you. In this mode, the screen changes from the world map to a road map where you can see a higher resolution of your vehicle, and the characters in it, as it is moving along. Car-based battles are fought along a 2-dimensional grid where the length is not limitless, but long, and the width is based on the type of road you are on. Sometimes there are obstacles, and avoiding them is based on the speed you are travelling, your car's stats, and your driving skill. There is a one-dimensional line that keeps track of all participating vehicles, and you can gain or lose distance based upon your speed and acceleration rate. Turns are divided by seconds, *but* you can only issue commands when you either choose to interrupt the animations, or if you are in an intense combat situation where you and other vehicles are exchhanging gunfire. This is a feature to allow fast progression of vehicle battles, in the case you have a fast car. Your characters stats are the same in vehicle combat as they are outside of vehicle combat, but melee weapons cannot be used(you need firearms and ammunition). Further, the distance travelled in vehicle combat is calculated, and it modifies your position on the world map when the combat is over; the player in vehicle combat has full control over the vehicle's speed, and is given warning in advance of obstacles, traffic conditions, intersections, ect. when in vehicle combat. To finish a battle, you either have to render inoperable the pursuing vehicles, or get at least 3 miles from the pursuing vehicles. If you wreck, and win the on-foot battle that occurs after, you can still progress on foot. In wrecks, characters do get injured and die, depending on various factors. However, the pursuing vehicles will hunt you down on the world map, and if they catch up to you, combat will resume.
-HUGE world map. Basically imagine a 500x500 mile tile-based world map, where you get a birds eye view of cities, towns, and roads(as in Chrono Trigger). I have not finished it yet, but every 10 tiles on the world map represents one mile in game.
-Internal clock; this regulates events in the game as they unfold. they will not always unfold the same way, and the player can make an impact on them. Events unfold in the games towns and cities as a function of not only plot progression, but also the time recorded on the game's internal clock, and based on how you interact with the NPCs. Playable characters also go on their own journeys and quests, and you could play the game without running into some party members ever, and they do things that effect the game's world. You will never play the same game twice, even if a lot of the NPCs might say or do the same things each time you play through.
-Fully interactive world: you can kill whomever you want, steal, hijack vehicles, ect.
-Wanted level: if you murder someone in a town, or have gotten the ire of law enforcement, you can have a permanent wanted level with the various towns and factions. NPCs will literally hunt you down, and on the world map and in town, the game keeps track of certain NPC positions. Some NPCs may recognize your characters and report you to the authorities.
-Multiple endings. I am currently planning on 8 of them.
-New Game +; this is not exactly what you expect. Every time you die in the game, you get to re-start from the beginning. However, you do not lose your character levels, items, vehicle fleet, or vehicle modifications, and soon get them returned after the game's opening events. Once a character dies, they are gone for good. This game will be excruciatingly hard, but also rewarding.
-custom graphics. Every final graphic in the game will be my own. Not all of them are finished. Many of them are still placeholder graphics, which are nothing more than stick figures or words on a white background.
-Custom music. I'm currently planning on using some independent tracks made from some people I know(especially a few rap artists that have made custom beats that they rap to).
It has not had progress in 2 months though. I need to fix my computer's motherboard. It is not yet playable beyond the first hour and a half of gameplay, and the battle system(s) is still buggy. Screenshots will come about the same time I see if fit to release a demo.
I have largely kept this hush-hush for a long time. It will be some time before you see anything, so don't start anticipating it quickly.
-custom ATB system; the intent is for battles to be similar to that of Chrono Trigger when your characters are travelling a map on foot(still correcting bugs). There is no magic; every command available to you in battle is based on the relevant character's equipment, items, and character stats.
-automobiles, with turn-based vehicle combat where you can view the vehicles and action on the screen. When you get into a vehicle, you choose which party member you want to be the driver; the remaining party members can fill combat roles when applicable. Vehicles are used to travel the world map quickly(by quickly, I mean relative to the game's internal clock. You can travel much more slowly on foot, but your characters require rest, food, and other things that need replenishing over time), but sometimes you can get into turn based battles. They are command driven, but not the same as the turn-based battles on foot. Your characters have an assortment of point-based skills, and one of them is "Driving". Based on this stat(and some character stats that modify its success), when on the world map, your ability to successfully travel with a given "driving posture"(player adjustable, ranging on a sliding scale from "aggressive" to "cautious") is influenced. Hauling ass increases the percentage risk of a wreck, which is also influenced by the vehicle's stats, traffic conditions, weather conditions, and other factors, but reduces the risk of NPCs intercepting your vehicle and engaging you in combat. On a world map, your car is generally only able to travel on roads(some vehicles can go offroad on specific dirt roads), while on foot or horseback you can go almost anywhere. Thus, every time you approach a changing condition, like a turn, or traffic, you are notified, and given a chance to adjust your driving posture accordingly. Also, cars on this game consume fuel, and driving posture influences its consumption. Cars can be modified to corner better, have more power, ect. They have their own physics engine to determine acceleration, braking, and collisions, despite being command based.
Vehicular combat: sometimes you get intercepted by people with vehicles, or are in a chase and the pursuers catch up to you. In this mode, the screen changes from the world map to a road map where you can see a higher resolution of your vehicle, and the characters in it, as it is moving along. Car-based battles are fought along a 2-dimensional grid where the length is not limitless, but long, and the width is based on the type of road you are on. Sometimes there are obstacles, and avoiding them is based on the speed you are travelling, your car's stats, and your driving skill. There is a one-dimensional line that keeps track of all participating vehicles, and you can gain or lose distance based upon your speed and acceleration rate. Turns are divided by seconds, *but* you can only issue commands when you either choose to interrupt the animations, or if you are in an intense combat situation where you and other vehicles are exchhanging gunfire. This is a feature to allow fast progression of vehicle battles, in the case you have a fast car. Your characters stats are the same in vehicle combat as they are outside of vehicle combat, but melee weapons cannot be used(you need firearms and ammunition). Further, the distance travelled in vehicle combat is calculated, and it modifies your position on the world map when the combat is over; the player in vehicle combat has full control over the vehicle's speed, and is given warning in advance of obstacles, traffic conditions, intersections, ect. when in vehicle combat. To finish a battle, you either have to render inoperable the pursuing vehicles, or get at least 3 miles from the pursuing vehicles. If you wreck, and win the on-foot battle that occurs after, you can still progress on foot. In wrecks, characters do get injured and die, depending on various factors. However, the pursuing vehicles will hunt you down on the world map, and if they catch up to you, combat will resume.
-HUGE world map. Basically imagine a 500x500 mile tile-based world map, where you get a birds eye view of cities, towns, and roads(as in Chrono Trigger). I have not finished it yet, but every 10 tiles on the world map represents one mile in game.
-Internal clock; this regulates events in the game as they unfold. they will not always unfold the same way, and the player can make an impact on them. Events unfold in the games towns and cities as a function of not only plot progression, but also the time recorded on the game's internal clock, and based on how you interact with the NPCs. Playable characters also go on their own journeys and quests, and you could play the game without running into some party members ever, and they do things that effect the game's world. You will never play the same game twice, even if a lot of the NPCs might say or do the same things each time you play through.
-Fully interactive world: you can kill whomever you want, steal, hijack vehicles, ect.
-Wanted level: if you murder someone in a town, or have gotten the ire of law enforcement, you can have a permanent wanted level with the various towns and factions. NPCs will literally hunt you down, and on the world map and in town, the game keeps track of certain NPC positions. Some NPCs may recognize your characters and report you to the authorities.
-Multiple endings. I am currently planning on 8 of them.
-New Game +; this is not exactly what you expect. Every time you die in the game, you get to re-start from the beginning. However, you do not lose your character levels, items, vehicle fleet, or vehicle modifications, and soon get them returned after the game's opening events. Once a character dies, they are gone for good. This game will be excruciatingly hard, but also rewarding.
-custom graphics. Every final graphic in the game will be my own. Not all of them are finished. Many of them are still placeholder graphics, which are nothing more than stick figures or words on a white background.
-Custom music. I'm currently planning on using some independent tracks made from some people I know(especially a few rap artists that have made custom beats that they rap to).
It has not had progress in 2 months though. I need to fix my computer's motherboard. It is not yet playable beyond the first hour and a half of gameplay, and the battle system(s) is still buggy. Screenshots will come about the same time I see if fit to release a demo.
I have largely kept this hush-hush for a long time. It will be some time before you see anything, so don't start anticipating it quickly.




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