Those of you who frequent Doan's Domain already know this, but Paladin had to be canceled due to running out of memory to use in RPGM2. At first I wasn't sure what I'd do, but it wasn't long till I started developing a new game. This is what I will reveal about said new game…
Story - I'm writing a rough and final draft script (like a movie script: setting descriptions, dialogue, character movements, music, sounds, etc.) of it from start to finish. As I finish different parts of the final draft I'm sending them to my buddy Vespuleth to help me make it better and to make sure what I have is good. I'm currently almost done with the rough draft, and done with the intro of the final draft. As for what I'll disclose publicly to you guys… nothing. I can assure you that the story is my main focus with the game and that I'm doing my best to make it as good as possible. So far I feel I've achieved far more with this story than with any other project I've ever worked on before, and soon enough you guys and Vespuleth will see what I mean.
Gameplay - I've made and perfected ALL of this already in RPGM2, and the first demo shall prove it. For this reason, what I'm posting here is exactly how I've made it on RPGM2 and not just what I hope to do or how I speculate it to be. Prepare for quite a hefty list...
Custom Camera System - Modification of Doan the Nado's famous custom camera system. There really isn't much else to say, but you'll see that it tremendously improves the aesthetic appeal of everything in the game.
Custom Menu System - The menu commands are Abilities, Stats, Party, Help, Save, and Music.
Ability System - Derived from the famous Final Fantasy Tactics class system, the 9 party members gain Ability Points (AP) from defeating enemies, and use that AP to learn new abilities. Total, each party member has roughly 17 abilities, and three ability sets. Once all the abilities of one ability set have been learned, the next ability set becomes available. Each of the 9 party members has their own abilities and ability sets unique to him/her. The 9 party members start at different ability sets with different abilities learned depending on where they initially join the party, of course. The ability sets are so that the player can't just save up for the best abilities right from the beginning. To my knowledge, no one has done this on any RPGM to date.
Using Items Directly from the Bag in Battle - Everyone said it couldn't be done, but I've finally done it after 4 years of having RPGM2. The party members can use items directly from the bag in battle. This is a hugely revolutionary thing for any of those who don't already know, and is actually likely to be prized as my best custom feature (I think).
Stat System - The stats are STR (physical offense), END (physical defense), INT (magical offense), MEN (magical defense), ACU (physical/magical/status accuracy), EVA (physical/magical/status evasion), CHA (effects everything equally), and AGI (turn order). All of the battle formulas and stats are built from scratch by me so that the game can truthfully be as well balanced as possible.
Party Changing - Player can change the current party members any time from the menu. Obviously, this command isn't available at some points in the game.
Help Command - If the player picks this menu command, the current party leader will summarize where he/she/they are supposed to go and why, in case the player forgets.
Quick Save Feature - The player can 'Quick Save' - temporarily save their game (till the PS2 is turned off). Because of this the player only has to do the painfully slow save once each time they play the game (before turning the PS2 off).
Custom Music - I've made a total of 12 songs from scratch, simply using SFX and Wait script commands, and 10 of them will be in this game. The player can choose which will play while exploring the world map from the custom menu at any time.
Battle System - I use the Default Battle System for the availability of Enemy Models, Enemy Actions, Enemies, Units, Items, Abilities, Direct Effects, and Indirect Effects. Comparing it to the true Default Battle System, however, is like comparing peace to war or life to death. EVERYTHING is run manually by me, and NO default scripts are used except for the Error Messages (and even that's been heavily customized).
Physical Formula -> Damage = [(4/7 STR) + (2/7 END) + (1/7 CHA)] - [(4/7 END) + (2/7 STR) + (1/7 CHA)]
Magical Formula -> Damage = [(4/7 INT) + (2/7 MEN) + (1/7 CHA)] - [(4/7 MEN) + (2/7 INT) + (1/7 CHA)]
Physical, Magical, Status Hit Formula -> Success Chance is based on… [(4/7 ACU) + (2/7 EVA) + (1/7 CHA)] / [(4/7 EVA) + (2/7 ACU) + (1/7 CHA)]
Turn Order -> AGI
So, as you'll see, every stat but AGI (STR, END, INT, MEN, ACU, EVA, and CHA) gets precisely 6/7 of influence throughout the formulas. Thus, 1 point of STR is EXACTLY equal to 1 point of END, and so on and so forth, making the party members more balanced.
Vigor System - Based off of Chrono Cross's element system, the party members gain more Vigor (V) from being in battle and, if they wish defending, then use this Vigor to perform their Abilities. To be precise, every party member gains 1 V every turn of battle no matter what, then gains an extra V if they defend for that turn (defending also 3/5ths damage for that round of battle). Every party member ALWAYS has 0 V out of battle, begins battle with 4 V, and has a max V of 8 (equipment can change their max V though). This should help to eliminate the gap between 'fighters' and 'mages'. Oh yeah, there are a few items that restore Vigor quicker too (and can't be used outside of battle).
Extreme System - Obviously influenced by the Final Fantasy's' limit breaks, the Extreme System is like so… Each party member has three Extremes. Extremes are extra good moves that can be used every once in a while and consume a full 8 V. Depending on which Ability Set the party member is on they will have a different Extreme available to them.
Every turn:
-> Less HP = More Extreme Gain (Turn/Critical/Stoic)
-> Less Allies Alive = More Extreme Gain (Avenger/Solo)
-> KO’d, Stoned, Asleep, Confused, Charmed, or Tamed = No Extreme Gain (Weakling)
-> Other Negative Statuses = More Extreme Gain (Sufferer)
Explanation:
The more desperate the situation (Low HP, Allies Dead, Afflicted with Negative Status),
the more the member gains toward doing his desperate moves (Limit Variable).
If he/she is unaware of what’s going on (KO’d, Stones, etc.),
the member doesn’t gain anything toward doing his desperate moves (Limit Variable).
Level System - Well, I was going to go with a Chrono Cross level system where all the party members leveled automatically upon completing a dungeon, but decided not to bother. There is no leveling up in this game. Improve the party members' stats with new equipment and learn new abilities with them through the custom Ability System.
Steal and Scan Abilities - While it doesn't affect gameplay that much, they are custom features of the game. There is a steal ability that the player can use to steal items and equipment from enemies, as well as a scan ability the player can use to learn information about the enemies.
Character Proportion Altering - I thought this should be mentioned since it's one of the most irritating aspects of RPGM2. The character models have their proportions altered correctly at ALL times as to make them look normal.
I shall be releasing a demo of the intro when I'm done with and satisfied with it, and shall be releasing screen shots shortly after that. If the credits scene (no dialogue to read is why) turns out good I'll be releasing a video of that. If enough people want it I can release a video of the Ability System, Using Items Directly from the Bag in Battle, or any other custom features as well (though don't plan to on my own).
As of now, but subject to change upon completing the final draft script and hearing from Vespuleth, the game's title is The Solemn Truth.
Oh yes, and credit for doing this goes to Doan the Nado (CCS) and Dungeon Warden (everything BS), since I couldn't have done it without them. Thanks also go to Jugem (music help), Vespuleth (story help), and The Final Rune (map help), as well as everyone of the RPGM online community who's helped me throughout the years or even just encouraged my game making in some way (listing everyone's impossible, sorry if you feel you should be mentioned and are not).
Story - I'm writing a rough and final draft script (like a movie script: setting descriptions, dialogue, character movements, music, sounds, etc.) of it from start to finish. As I finish different parts of the final draft I'm sending them to my buddy Vespuleth to help me make it better and to make sure what I have is good. I'm currently almost done with the rough draft, and done with the intro of the final draft. As for what I'll disclose publicly to you guys… nothing. I can assure you that the story is my main focus with the game and that I'm doing my best to make it as good as possible. So far I feel I've achieved far more with this story than with any other project I've ever worked on before, and soon enough you guys and Vespuleth will see what I mean.
Gameplay - I've made and perfected ALL of this already in RPGM2, and the first demo shall prove it. For this reason, what I'm posting here is exactly how I've made it on RPGM2 and not just what I hope to do or how I speculate it to be. Prepare for quite a hefty list...
Custom Camera System - Modification of Doan the Nado's famous custom camera system. There really isn't much else to say, but you'll see that it tremendously improves the aesthetic appeal of everything in the game.
Custom Menu System - The menu commands are Abilities, Stats, Party, Help, Save, and Music.
Ability System - Derived from the famous Final Fantasy Tactics class system, the 9 party members gain Ability Points (AP) from defeating enemies, and use that AP to learn new abilities. Total, each party member has roughly 17 abilities, and three ability sets. Once all the abilities of one ability set have been learned, the next ability set becomes available. Each of the 9 party members has their own abilities and ability sets unique to him/her. The 9 party members start at different ability sets with different abilities learned depending on where they initially join the party, of course. The ability sets are so that the player can't just save up for the best abilities right from the beginning. To my knowledge, no one has done this on any RPGM to date.
Using Items Directly from the Bag in Battle - Everyone said it couldn't be done, but I've finally done it after 4 years of having RPGM2. The party members can use items directly from the bag in battle. This is a hugely revolutionary thing for any of those who don't already know, and is actually likely to be prized as my best custom feature (I think).
Stat System - The stats are STR (physical offense), END (physical defense), INT (magical offense), MEN (magical defense), ACU (physical/magical/status accuracy), EVA (physical/magical/status evasion), CHA (effects everything equally), and AGI (turn order). All of the battle formulas and stats are built from scratch by me so that the game can truthfully be as well balanced as possible.
Party Changing - Player can change the current party members any time from the menu. Obviously, this command isn't available at some points in the game.
Help Command - If the player picks this menu command, the current party leader will summarize where he/she/they are supposed to go and why, in case the player forgets.
Quick Save Feature - The player can 'Quick Save' - temporarily save their game (till the PS2 is turned off). Because of this the player only has to do the painfully slow save once each time they play the game (before turning the PS2 off).
Custom Music - I've made a total of 12 songs from scratch, simply using SFX and Wait script commands, and 10 of them will be in this game. The player can choose which will play while exploring the world map from the custom menu at any time.
Battle System - I use the Default Battle System for the availability of Enemy Models, Enemy Actions, Enemies, Units, Items, Abilities, Direct Effects, and Indirect Effects. Comparing it to the true Default Battle System, however, is like comparing peace to war or life to death. EVERYTHING is run manually by me, and NO default scripts are used except for the Error Messages (and even that's been heavily customized).
Physical Formula -> Damage = [(4/7 STR) + (2/7 END) + (1/7 CHA)] - [(4/7 END) + (2/7 STR) + (1/7 CHA)]
Magical Formula -> Damage = [(4/7 INT) + (2/7 MEN) + (1/7 CHA)] - [(4/7 MEN) + (2/7 INT) + (1/7 CHA)]
Physical, Magical, Status Hit Formula -> Success Chance is based on… [(4/7 ACU) + (2/7 EVA) + (1/7 CHA)] / [(4/7 EVA) + (2/7 ACU) + (1/7 CHA)]
Turn Order -> AGI
So, as you'll see, every stat but AGI (STR, END, INT, MEN, ACU, EVA, and CHA) gets precisely 6/7 of influence throughout the formulas. Thus, 1 point of STR is EXACTLY equal to 1 point of END, and so on and so forth, making the party members more balanced.
Vigor System - Based off of Chrono Cross's element system, the party members gain more Vigor (V) from being in battle and, if they wish defending, then use this Vigor to perform their Abilities. To be precise, every party member gains 1 V every turn of battle no matter what, then gains an extra V if they defend for that turn (defending also 3/5ths damage for that round of battle). Every party member ALWAYS has 0 V out of battle, begins battle with 4 V, and has a max V of 8 (equipment can change their max V though). This should help to eliminate the gap between 'fighters' and 'mages'. Oh yeah, there are a few items that restore Vigor quicker too (and can't be used outside of battle).
Extreme System - Obviously influenced by the Final Fantasy's' limit breaks, the Extreme System is like so… Each party member has three Extremes. Extremes are extra good moves that can be used every once in a while and consume a full 8 V. Depending on which Ability Set the party member is on they will have a different Extreme available to them.
Every turn:
-> Less HP = More Extreme Gain (Turn/Critical/Stoic)
-> Less Allies Alive = More Extreme Gain (Avenger/Solo)
-> KO’d, Stoned, Asleep, Confused, Charmed, or Tamed = No Extreme Gain (Weakling)
-> Other Negative Statuses = More Extreme Gain (Sufferer)
Explanation:
The more desperate the situation (Low HP, Allies Dead, Afflicted with Negative Status),
the more the member gains toward doing his desperate moves (Limit Variable).
If he/she is unaware of what’s going on (KO’d, Stones, etc.),
the member doesn’t gain anything toward doing his desperate moves (Limit Variable).
Level System - Well, I was going to go with a Chrono Cross level system where all the party members leveled automatically upon completing a dungeon, but decided not to bother. There is no leveling up in this game. Improve the party members' stats with new equipment and learn new abilities with them through the custom Ability System.
Steal and Scan Abilities - While it doesn't affect gameplay that much, they are custom features of the game. There is a steal ability that the player can use to steal items and equipment from enemies, as well as a scan ability the player can use to learn information about the enemies.
Character Proportion Altering - I thought this should be mentioned since it's one of the most irritating aspects of RPGM2. The character models have their proportions altered correctly at ALL times as to make them look normal.
I shall be releasing a demo of the intro when I'm done with and satisfied with it, and shall be releasing screen shots shortly after that. If the credits scene (no dialogue to read is why) turns out good I'll be releasing a video of that. If enough people want it I can release a video of the Ability System, Using Items Directly from the Bag in Battle, or any other custom features as well (though don't plan to on my own).
As of now, but subject to change upon completing the final draft script and hearing from Vespuleth, the game's title is The Solemn Truth.
Oh yes, and credit for doing this goes to Doan the Nado (CCS) and Dungeon Warden (everything BS), since I couldn't have done it without them. Thanks also go to Jugem (music help), Vespuleth (story help), and The Final Rune (map help), as well as everyone of the RPGM online community who's helped me throughout the years or even just encouraged my game making in some way (listing everyone's impossible, sorry if you feel you should be mentioned and are not).




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