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RMRK RPG Maker Creation => Projects => Projects in Progress => Topic started by: exhydra on August 10, 2013, 12:32:58 AM

Title: [VXA] the Door of Zosha [05-29-14]
Post by: exhydra on August 10, 2013, 12:32:58 AM

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz_header.png)

< DEMONSTRATION DOWNLOAD - UPD: 052914 (https://dl.dropboxusercontent.com/u/34748352/DoZ/Game/Door%20of%20Zosha.exe) >



• SYNOPSIS
Spoiler for:
After nearly three millennia, the ascension of Urdu is finally upon the world of His creation; the Master returning to the cosmos to resume His eternal task of designing the universe. Relationships between once amicable races, factions and empires steadily degrade as the guiding and calming presence of the One-God dwindles.

The numerous deific delegates appointed by the world spirit Himself to oversee the realms now struggle against one another; the fragile balance so effortlessly upheld by Urdu now in jeopardy. For mortal and deity alike, conflict looms beyond the horizon.

However, within the turbulent chaos, an unusual tale is about to begin within the cursed corridors of the ancient deific capital of Rakar. The terrible arcane blight which emanates from the ruins does not deter adventurous daredevils from attempting to claim the sacred raiments of deities long since felled by the disaster.

The chain of events to come will be set into motion by one lone Archivist of Lon, should the sealed letter carried by the hexebus wielding individual be believed ...

• SETTING
Spoiler for:
• the ORIGIN
Spoiler for:
Eons ago, existence emerged from nihility through a quirk of creation; an elegant but undeniable fluke which manifested within the fabric of reality. The result became an empty and infinite canvas, simply awaiting an artisan.

As an emissary of the Nascency – the realm of creation – Urdu assumed that role. Gradually, the once vacant expanse became the universe, containing galaxies, spectacular phenomena and on occasion, sentience.


On such an occurrence, the Creator descends onto a newly formed world and constructs a cradle; an island of abundance whereupon sentient creatures are contrived. Size, shape and race separate the fledgling communities, but all are unified under the watchful and patient Urdu.

Eventually, once He determines the societies to be capable, the island becomes connected to the vast, surrounding wilderness. Although some chose to continue to exist within the cradle, the majority stream out into the unknown; the instinct to explore too strong to ignore.

• DEIFIC DELEGATION
Spoiler for:
However, wielding supreme authority and requiring worship are not desires of Urdu, although He receives the latter despite His wishes. To create, to observe, and when necessary, instruct; these alone are the objectives of the One-God. Once each task is complete, He will eventually ascend and repeat the process anew elsewhere.

But by so distancing Himself, the guiding presence and aura of cooperation which so united each culture steadily erodes. Conflict and strife, once unheard of, become commonplace in the absence of the voice of the world spirit. Not apathetic to the consequence of his departure, Urdu imparts fractional amounts of his essence to select individuals of the mortal realm, therein granting autonomy and establishing balance.


Each deific delegate embodies an aspect of society or life, gaining strength and importance depending upon popularity; therefore representing the collective will of the people. 'War', 'Hate', 'Love' and 'Hope' reign as examples of major deities whilst minor and obscure deities include 'Misplaced Objects' and 'Forgotten Words'.

The essentia from which each deity ultimately derives power resides within a sacred raiment. Although typically appearing as clothing worn by the delegate, the fragment of the One-God may also appear as a sword, or a bracelet, and so on. Once donned, a raiment cannot be removed or passed to another. However, a mortal may physically oust a minor delegate, who are not granted immortality. Minor delegates may also enter into a formalized challenge with a major delegates to increase standing. No one person may possess more than one raiment or deific title.

• DEIFIC GOVERNANCE
Spoiler for:
To further stabilize what might be seen as an uncertain future without the wisdom of Urdu, the world spirit appoints several deities to an over-watch council charged with governing over all. Provided also is an incarnation of Providence, a divine plan given physical form to subtly weave fate when absolutely necessary.

• SCREEN SHOTS
Spoiler for:

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz-screen-01.png)

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz-screen-02.png)

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz-screen-03.png)

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz-screen-04.png)

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz-screen-05.png)

• UPDATE LOG
Spoiler for:
Development Update (082913) - After receiving feedback concerning the vagueness of the storyline, I have begun adding more niblets of information to both the introduction and NPCs of the starting area. Hopefully the additions should offer just enough clarity to pique the curiosity of the player instead of being overly frustrating.


The graphics for the initial area are now complete, so I am sharing time between writing dialog, play testing new skills for the battle system and creating the first dungeon area. The progress of one style of combat, 'Miqovahr', is moving along rather nicely.

Miqovahr is an arcane combat style wherein the user channels raw energy into a specialized flintlock pistol called a Miquebus. The weapon is used as a focus, further heightening the potency and increasing the accuracy of the attack. The style has two siblings -- Hakavahr and Tehonahr -- which not only use different weapons, but different outlooks on combat, as well. Of the three styles, Miqovhar has the greatest speed, survivability and toolset for confounding an enemy. However, the style deals the least amount of base damage, generates the least base TP and is greatly dependant on landing regular attacks in order to perform follow-up skills.

Upon receiving damage from a regular attack, the foe is marked with an invisible arcane symbol, unlocking an array of options. The user receives a bonus to magic attack and TP generation should they simply continue to attack the marked foe, but the best usage for a mark is through the Rune and Sigil system. Miqovhar runes were created to be performed instantaneously, therefore as long as the user has TP, Runes can be cast. However, Runes are only useful when a foe is marked, and Runes remove a mark to inflict an effect or deal damage. Sigils are slower but more powerful, often dealing damage or applying an effect regardless of if a mark is present; although the presence of a mark increases the potency of the attack.


Arcane Mark I
Once marked, a foe remains marked for three rounds or until attacked again by a Miqovhar user. Magic Attack and TP generation are increased for regular attacks.

Arcane Mark II
Overwrites 'Arcane Mark I' and remains until the end of the round before wearing off. Magic Attack and TP generation are greatly enhanced for regular attacks.


Rune : Sting
[TP-10 | Single Target]
Arcane Mark I - Overwrites the mark with 'Arcane Mark II' and deals minor damage to the target.

Rune : Corrupt
[TP-5 | Single Target]
Arcane Mark I - Lowers the magic defence of the target as well as dealing minor damage.
Arcane Mark II - Lowers the magic defence and agility of the target as well as dealing moderate damage.

Rune : Gouge
[TP-5 | Single Target]
Arcane Mark I - Inflicts a blindness upon the target as well as dealing minor damage.
Arcane Mark II - Inflicts a blindness as well as steadily sapping the health of the target on top of dealing moderate damage.

Rune : Rejuvenation
[TP-0 | Single Target]
Arcane Mark I - Removes the mark and returns 10TP to the user, dealing no damage nor inflicting any status effect.
Arcane Mark II - Removes the mark and returns 25TP to the user, dealing no damage nor inflicting any status effect.

Rune : Revivification
[TP-5 | Single Target]
Arcane Mark I - Removes the mark and heals a moderate amount of HP to the user, dealing no damage nor inflicting any status effect. Amount healed modified by magic attack.
Arcane Mark II - Removes the mark and heals a significant amount of HP to the user, dealing no damage nor inflicting any status effect. Amount healed modified by magic attack.


Sigil : Break
[TP-20 | All Targets]
No Mark - Marks the target with Arcane Mark I.
Arcane Mark I - Overwrites the mark with 'Arcane Mark II' and briefly stuns affected targets.
Arcane Mark II - Removes the mark, deals moderate damage and paralyses affected targets.

Sigil : Wrath
[TP-15 | All Targets]
No Mark - Deals minor damage.
Arcane Mark I - Deals moderate damage and removes the mark.
Arcane Mark II - Deals significant damage and removes the mark.




Development Update (082013) - So far, everything is progressing at my typical pace: slow and steady. The task of adding and implementing features as well as polishing graphics, wrangling code and writing dialog have delayed but not halted forward progress of the story-line. New skills, new armor, new weapons, items and animations, all needing to be completed before moving on to the dungeon where the battle system will be used extensively.

Although the list is small at the moment, here are some of the new or improved features since last update :
 
(https://dl.dropboxusercontent.com/u/34748352/DoZ/Update/doz_upd081613_npc-faces.png)
< Animated Faces - All Characters >

< New NPCs & Expanded Dialog - System >

< Improved/Polished Mapping - All Areas >

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Update/doz_upd081613_balloons.png)
< Action/Emotion Balloons - System >
 

• CREDIT
Spoiler for:
  • Script(s) - Modern Algebra
    Spoiler for:
    • Hover Alerts
    • Fix Picture to Map
    • Map Transfer Common Event
    • ATS | Message Options
    • ATS | Special Message Codes
    • ATS | Formatting
    • ATS | Face Options
    • ATS | Choice Options
  • Script(s) - Yanfly
    Spoiler for:
    • YEA | Debug Extension
    • YEA | Stop All Movement
    • YEA | Adjust Limits
    • YEA | Move Restrict Region
    • YEA | Battle Command List
    • YEA | Ace Battle Engine
    • YEA | Follow-Up Skill
    • YEA | Extra Drops
    • YEA | Victory Aftermath
  • Script(s) - Tsukihime
    Spoiler for:
    • Event Followers
    • Troop Battle BGM
  • Script(s) - Killo Zapit
    Spoiler for:
    • Party Switch
    • Note Field Hash
  • Script(s) - PK8
    Spoiler for:
    • New Character Properties
    • New Picture Properties
  • Script(s) - Woratana
    Spoiler for:
    • Extra Move Speed
  • Script(s) - Shaz
    Spoiler for:
    • Remember Event Position
  • Script(s) - Galv
    Spoiler for:
    • Camera Control
  • Script(s) - Kread-EX
    Spoiler for:
    • Autobackup
  • Script(s) - self.Exhydra
    Spoiler for:
    • (Various Scriptlets)
  • Graphics - Enterbrain
    Spoiler for:
    • (RTP Graphic Set)
  • Graphics - Celianna
    Spoiler for:
    • (Various Tilesets)
  • Music - Hiroyuki Yanada
    Spoiler for:
    • (Sound Track)


(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/3ns-logo.png)

Title: Re: [VXA] the Door of Zosha
Post by: Progfox on August 10, 2013, 04:01:24 AM
Gorgeous visuals, great dialogue and interesting backstory and set up.

I await more updates with much anticipation!
Title: Re: [VXA] the Door of Zosha
Post by: yuyu! on August 10, 2013, 06:28:41 AM
sexay gaem ~
Title: Re: [VXA] the Door of Zosha
Post by: hiromu656 on August 10, 2013, 07:21:44 AM
Really interesting story, and great visuals (http://img695.imageshack.us/img695/4612/duggeh25823.gif)

I especially like the "menu" system you're using, how it takes you to a different room. It reminded me of Fable 3, except succeeded in not pissing me off. So, good job! ;D

EDIT: I always forget what happens when you say in-deed
Title: Re: [VXA] the Door of Zosha
Post by: yuyu! on August 11, 2013, 03:41:30 AM
A little [nobbc][/nobbc] will keep the doctors away. ;o

indeed
Title: Re: [VXA] the Door of Zosha
Post by: exhydra on August 17, 2013, 04:47:14 AM
Development Update - So far, everything is progressing at my typical pace: slow and steady. The task of adding and implementing features as well as polishing graphics, wrangling code and writing dialog have delayed but not halted forward progress of the story-line. New skills, new armor, new weapons, items and animations, all needing to be completed before moving on to the dungeon where the battle system will be used extensively.

Although the list is small at the moment, here are some of the new or improved features :

Spoiler for:
(https://dl.dropboxusercontent.com/u/34748352/DoZ/Update/doz_upd081613_npc-faces.png)
¤ Animated Faces - All Characters
¤ New NPCs & Expanded Dialog


(https://dl.dropboxusercontent.com/u/34748352/DoZ/Update/doz_upd081613_graphics.png)
¤ Improved/Polished Mapping - All Areas


(https://dl.dropboxusercontent.com/u/34748352/DoZ/Update/doz_upd081613_balloons.png)
¤ Action/Emotion Balloons

¤ Multiple Party System

¤ Two Currency Types - The standard gold piece, as well as a second currency which combines experience won via battles, exploring hidden areas, speaking to NPCs and reading tomes. The second currency will be used to purchase new skills or arcana for characters.
Title: Re: [VXA] the Door of Zosha
Post by: LoganF on August 17, 2013, 06:52:52 AM
Looking like it's coming along, Exhydra. Definitely looking forward to seeing just how this game was supposed to turn out. It looked promising in the GIAW contest, it was just a shame it couldn't be shown at that time.

Keep it up.

A little [nobbc][/nobbc] will keep the doctors away. ;o

indeed

But who doesn't want Teal'c to pop up every time you want to see indeed... I mean, (http://img695.imageshack.us/img695/4612/duggeh25823.gif)
Title: Re: [VXA] the Door of Zosha
Post by: yuyu! on August 17, 2013, 04:03:23 PM
A good point, indeed.



Also, really looking forward to it, Exhydra! :D Is that...blinking and talking frames? That's awesome. B)
Title: Re: [VXA] the Door of Zosha
Post by: exhydra on August 18, 2013, 06:48:21 AM
Is that...blinking and talking frames? That's awesome. B)

Mmhmm ... all characters use the speaking animation during dialog, and pause during descriptive text.

Also, one last screen shot before I buckle down on finishing up :

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Update/doz_upd081713-library.png)

The library will be accessible to the player at the beginning of the game (as was intended initially), offering a way to learn a little more about what is going on.
Title: Re: [VXA] the Door of Zosha
Post by: IAMFORTE on August 18, 2013, 05:59:23 PM
coooooooooollllll
Title: Re: [VXA] the Door of Zosha
Post by: &&&&&&&&&&&&& on August 18, 2013, 06:27:42 PM
:icame:
:came:
:cum:
:jizz:
Title: Re: [VXA] the Door of Zosha
Post by: Gaming Princess Luna on August 18, 2013, 07:52:42 PM
:icame:
:came:
:cum:
:jizz:
Well, that never happend to me for a game. :D (\s/)
But the visuals are really awesome. <3
Title: Re: [VXA] the Door of Zosha
Post by: exhydra on August 18, 2013, 08:28:51 PM
Substantial projects? :o  I'm not certain I deserve that quite yet, but ... here, have a new unstable preview :

Download Unstable Version (https://dl.dropboxusercontent.com/u/34748352/DoZ/Game/DoZ_Unstable.exe)

The change log and link to the unstable version have also been updated in the original post.

If you want to hop into the library, you can watch floating bookcases ... float around. Slowly. A battle test is also available in the menu area, however I have not yet ventured too far into the battle system (unbalanced, few skill options, etc). Weapons have an occasional secondary effect (random chance; based on a stat), such as ricocheting or firing off a spread fire attack.

If you wish to offer feedback at this point, please feel free.
Title: Re: [VXA] the Door of Zosha [08-18-13]
Post by: yuyu! on August 18, 2013, 08:44:19 PM
I think substantial is for games with Demos. =o Then again, I could be wrong.

I moved it here, just in case. ;o
Title: Re: [VXA] the Door of Zosha [08-29-13]
Post by: exhydra on August 30, 2013, 06:54:45 AM
Development Update (082913) - After receiving feedback concerning the vagueness of the storyline, I have begun adding more niblets of information to both the introduction and NPCs of the starting area. Hopefully the additions should offer just enough clarity to pique the curiosity of the player instead of being overly frustrating.


The graphics for the initial area are now complete, so I am sharing time between writing dialog, play testing new skills for the battle system and creating the first dungeon area. The progress of one style of combat, 'Miqovahr', is moving along rather nicely.

Miqovahr is an arcane combat style wherein the user channels raw energy into a specialized flintlock pistol called a Miquebus. The weapon is used as a focus, further heightening the potency and increasing the accuracy of the attack. The style has two siblings -- Hakavahr and Tehonahr -- which not only use different weapons, but different outlooks on combat, as well. Of the three styles, Miqovhar has the greatest speed, survivability and toolset for confounding an enemy. However, the style deals the least amount of base damage, generates the least base TP and is greatly dependant on landing regular attacks in order to perform follow-up skills.

Upon receiving damage from a regular attack, the foe is marked with an invisible arcane symbol, unlocking an array of options. The user receives a bonus to magic attack and TP generation should they simply continue to attack the marked foe, but the best usage for a mark is through the Rune and Sigil system. Miqovhar runes were created to be performed instantaneously, therefore as long as the user has TP, Runes can be cast. However, Runes are only useful when a foe is marked, and Runes remove a mark to inflict an effect or deal damage. Sigils are slower but more powerful, often dealing damage or applying an effect regardless of if a mark is present; although the presence of a mark increases the potency of the attack.


Arcane Mark I
Once marked, a foe remains marked for three rounds or until attacked again by a Miqovhar user. Magic Attack and TP generation are increased for regular attacks.

Arcane Mark II
Overwrites 'Arcane Mark I' and remains until the end of the round before wearing off. Magic Attack and TP generation are greatly enhanced for regular attacks.


Rune : Sting
[TP-10 | Single Target]
Arcane Mark I - Overwrites the mark with 'Arcane Mark II' and deals minor damage to the target.

Rune : Corrupt
[TP-5 | Single Target]
Arcane Mark I - Removes the mark and lowers the magic defense of the target as well as dealing minor damage.
Arcane Mark II - Removes the mark, lowers the magic defense and agility of the target as well as dealing moderate damage.

Rune : Gouge
[TP-5 | Single Target]
Arcane Mark I - Removes the mark and inflicts blindness upon the target as well as dealing minor damage.
Arcane Mark II - Removes the mark, inflicts blindness as well as steadily sapping the health of the target on top of dealing moderate damage.

Rune : Rejuvenation
[TP-0 | Single Target]
Arcane Mark I - Removes the mark and returns 10TP to the user, dealing no damage nor inflicting any status effect.
Arcane Mark II - Removes the mark and returns 25TP to the user, dealing no damage nor inflicting any status effect.

Rune : Revivification
[TP-5 | Single Target]
Arcane Mark I - Removes the mark and heals a moderate amount of HP to the user, dealing no damage nor inflicting any status effect. Amount healed modified by magic attack.
Arcane Mark II - Removes the mark and heals a significant amount of HP to the user, dealing no damage nor inflicting any status effect. Amount healed modified by magic attack.


Sigil : Break
[TP-20 | All Targets]
No Mark - Marks the target with Arcane Mark I.
Arcane Mark I - Overwrites the mark with 'Arcane Mark II' and briefly stuns affected targets.
Arcane Mark II - Removes the mark, deals moderate damage and paralyses affected targets.

Sigil : Wrath
[TP-15 | All Targets]
No Mark - Deals minor damage.
Arcane Mark I - Deals moderate damage and removes the mark.
Arcane Mark II - Deals significant damage and removes the mark.
Title: Re: [VXA] the Door of Zosha [08-29-13]
Post by: PhoenixFire on December 12, 2013, 03:45:29 PM
I just downloaded and played through the demo. I like the storyline quite a bit, though the beginning was a tiny bit confusing.. I thought the way that it was described, I would be starting in the library, after stepping through a jade door lolz.. I do like the style though, with it being a little darker and more subdued while you're in what looks to be underground. Do you have an updated demo with the new features you were describing in your last update?
Title: Re: [VXA] the Door of Zosha [08-29-13]
Post by: Oh Summer on December 24, 2013, 07:41:32 AM
Just wanted to pop in here and say those screens remind me of Bastion. <3 Lovin' it.
Title: Re: [VXA] the Door of Zosha [08-29-13]
Post by: exhydra on May 14, 2014, 10:03:03 AM
Not dead quite yet! Although for a while I did get frustrated over several technical issues which arose during whole process, and the strain of wanting to customize every last detail wore on me. But, now with much of the custom code re-written, everything is proceeding onward. Along the way I have redesigned graphics and further tested the battle system. I am pushing for releasing chapter one by the end of the month ... only time will tell. I really do want to get the story and the game rolling along, as I am rather excited as to where it leads.

Here is a sneak peak at some of the easily visible changes, thus far :

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz-screen-01-old.png)
OLD TITLE SCREEN

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz-screen-01-new.png)
NEW TITLE SCREEN


(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz-screen-02-new.png)
UPDATED STORY AND NPC DIALOG


(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz-battle-background-b.png)
OLD ENEMY

(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/doz-battle-background-new.png)
IMPROVED ENEMY


(https://dl.dropboxusercontent.com/u/34748352/DoZ/Pictures/leigia-symbo-new.png)
LEIGIA (LEY-GEA) - THE SYMBOL OF THE DEIFIC DELEGATION
(Custom font for the 'language', which is just a plain cipher language, at the moment)
Title: Re: [VXA] the Door of Zosha [08-29-13]
Post by: pacdiggity on May 14, 2014, 11:11:27 AM
Exhydra please.
I can only be so erect.
Title: Re: [VXA] the Door of Zosha [08-29-13]
Post by: yuyu! on May 18, 2014, 04:25:36 AM
:icame:
:came:
:cum:
:jizz:
Exhydra please.
I can only be so erect.

Sirs,

I'm gonna have to ask you to stop harassing this poor, underaged thread. She is but a teenager, a "project in progress".

Otherwise I might have to add the both of you to the pedophilia list (or re-add you to the pedophilia list). :madcop:
Title: Re: [VXA] the Door of Zosha [08-29-13]
Post by: modern algebra on May 18, 2014, 06:01:14 AM
Very cool Exhydra. Can't wait for chapter 1.
Title: Re: [VXA] the Door of Zosha [08-29-13]
Post by: Sophist on May 18, 2014, 07:21:29 AM
This does indeed look very cool. When are you releasing it? ):
Title: Re: [VXA] the Door of Zosha [05-29-14]
Post by: exhydra on May 29, 2014, 08:28:43 AM
Ugh, well, the self-imposed deadline is only two days away, and I am honestly not going to be able to finish up chapter one in that time. Every time I corrected or finished one section, two areas requiring my attention seemed to pop up. So frustrating. I feel as though I am barely making any progress, and that is rather disheartening.

So, I am going to release what I have so far, instead. Please keep in mind that I have been rushing, and not everything has been tested or even functions. There is plenty of spaghetti code I tossed in to make something work and has yet to be finalized. 

There are only three functioning areas in Rakar, and the only creature which is currently balanced and working is in place. So, if anyone wants to check that out ... test away. I almost feel as though I am creating an interactive story with how much dialog and cutscenes I have been putting in ... and I am not even finished with what I have planned.


If anyone wants to give some feedback, that would be much appreciated.


Download 'the Door of Zosha' (https://dl.dropboxusercontent.com/u/34748352/DoZ/Game/Door%20of%20Zosha.exe)
Title: Re: [VXA] the Door of Zosha [05-29-14]
Post by: &&&&&&&&&&&&& on May 29, 2014, 07:20:41 PM
I really like the art and writing. I'm interesting in the world you're building.

Spoiler for:
(http://i.imgur.com/6ex2fWZ.png)

EDIT: Realized it prolly doesn't help you to just have the error.

When did it happen?: When I won a battle.
How did it happen: Victory music played, I was sent back from battle and the second it loaded it crashed.
Error it gave?: ^ In spoiler.
Title: Re: [VXA] the Door of Zosha [05-29-14]
Post by: exhydra on May 29, 2014, 10:41:22 PM
Ah, oop! I forgot to change a few settings within the two cubes in the third area. I have corrected the issue and re-uploaded the game. Thanks!

How is the difficulty of the cube battle? I tried my best to balance everything, and make the fight win-able but somewhat dangerous.
Title: Re: [VXA] the Door of Zosha [05-29-14]
Post by: &&&&&&&&&&&&& on May 30, 2014, 12:07:32 AM
They aren't something I'd want to mess with. They were easy enough to kill, I just had to skillz.
Title: Re: [VXA] the Door of Zosha [05-29-14]
Post by: AteOneZero on June 03, 2014, 03:05:17 PM
Hey, squeezed out some time to play your demo earlier today. Here are some comments.

Mechanics
Database
Maps

Something that I really love about the game is the art direction. Really like the intro too.
Title: Re: [VXA] the Door of Zosha [05-29-14]
Post by: exhydra on June 04, 2014, 06:41:15 PM
Thank you for taking the time to play through everything thus far! Reading through the comments of other people really does help me out.

There are bound to be a large number of issues at the moment, as I am in the process of re-writing and adding portions of the game. The icon indicators are a left-over of when the area was used as the main menu. Over the course of time, I shifted most of the menu functions into an actual menu, and I am not sure if I will either add icon indicators to every interact-able spot on the map, or remove the indicators all together. I also rushed through the creation of Rakar, so there are really no rooms to explore. The level of polish will gradually go up as I work out all of the kinks.
Title: Re: [VXA] the Door of Zosha [05-29-14]
Post by: Geokoer on June 05, 2014, 08:36:22 AM
I somehow completely glanced over the demo link, expecting it should be at the bottom of the first post somewhere. My bad.

Also, nice doggy.  :sdog:

But enough of that.

I will download the demo and play through it. I absolutely love the screens. I hope to have some time tomorrow, if not this weekend. I'll give you some feedback after I've played through the demo.
Title: Re: [VXA] the Door of Zosha [05-29-14]
Post by: Geokoer on June 06, 2014, 05:18:44 AM
Right then. I have played the demo to its extent (which, I believe, ends after fighting two square blobs in one room) (excuse the derogatory term 'blob'), and found it puzzling, intriguing, but mostly heavy on the mind. Allow me some musings :tinysmile:
 8)
- The art and backgrounds look fantastic. I enjoyed the music and menu sound effects. I enjoyed the attack sounds less (though it's because of weariness from the RTP sounds).
- I love the detail given to the way in which people speak. There is a weight to everyone's voice, even the common guard.
- I love the lore; however, it's thrust heavily upon the player almost immediately, using archaic language (and, surprisingly, indirect speech when talking to most characters). It reminds me of The Silmarillion, which (despite being impressive) was not easy to get through.

I concur with the comments by AteOneZero. Did find a minor bug: when walking back to the room with the first enemy, they were still visible through the chest they left behind upon defeat.
 :o
The battles are a bit too hard to figure out (luckily one can't die, as of yet). Arcane powers aside, what each attack does is confusing; when to use them/how they affect targets is unclear too.

---
 :holk:
I'm all for throwing the player into a creation myth with little guidance, but you risk losing engagement or immersion by making it overly convoluted. The archaic prose that makes up dialogue, though wonderful for fans of literature, adds to the confusion. I understand that without indirect speech you can't savour the small details; it fits better in a novel than a game. I was confused with the main character's motives, and thus did not really care about her or the world she inhabits (or, not inhabits, as it turns out).

We, the player, do not know what Lon is, or why Rakar is in shambles, what the protagonist's role is/was in it all, and why it matters.

---
 ???
I decided to play through the intro a second time, this time ignoring the indirect speech. I found it much more pleasant to read, and things cleared up a little, including the interesting flare of character given to the protagonist. I still do not know about Lon or Rakar.

The problem with a difficult-to-understand world, and characters who understand it perfectly, is that we, the player, are left behind. I'm not suggesting you make things simple, merely that you should start off smaller. Players are drawn into a world over time.

 :P
Also, I am jealous of your attention to detail and story writing. Write a book and I'll buy it.

Sorry for rambling on. Here, have that dog again.  :sdog:
Title: Re: [VXA] the Door of Zosha [05-29-14]
Post by: exhydra on June 10, 2014, 04:48:50 AM
Thank you taking the time to offer some feedback!

Yeah, at the moment the story is, at best, a partially untangled mess. I have been ever so gradually smoothing everything out and weaving the story together into something coherent. Please keep in mind that there are cut scenes and NPC text which are still missing. I realize that I am combining visual novel and RPG aspects, but I believe the end result will work out ... I just need to reach the end result, first. I wanted the player to jump right into the story, gradually learning who is who and want is going on as they progress. I think once I get all of the text hammered out, the story will be more interesting. Right now everything is quite jumbled.

I am going to be redesigning the skills window to allow for a larger help text area, which will allow me to write and explain more about each skill. So, that should help out. I may add a battle area so the player can practice, too ... not sure quite yet.
Title: Re: [VXA] the Door of Zosha [05-29-14]
Post by: Yin on June 15, 2014, 04:16:01 PM
Hi Exhydra, I played your demo and as pretty as it was, I just could not get through it.

First thing is the walk speed is ridiculously slow. Up to this point, I have no idea why it is that slow and then you have regions of floor that make you walk even slower... That was the main thing that made me quit. I found myself after beating the gels walking around, not knowing which door to go in but getting around was like constantly walking in some sort of quick sand. You'd think in a dangerous situation like she's in, she's try to move a little faster.

The Gel makes for a great battle, but I think you should explain how to battle because I still have no clue how I beat them. I don't know what the arcane marks do. The text goes by too fast for me to read it in battle (The gel was being protected by something, but I don't know what it was). Every time I attacked the gel, the soldier would take the hit instead so I kill the soldier, but then the gel recreates him.... That was just frustrating. Using all of my 2,500 potions in the first battle was annoying. And I have a bunch of skills, but I don't quite know what they all do. So yeah, I know people hate tutorials, but the option for one in a game that focuses so much on strategy would have been really helpful. Or at least ease us into that difficulty. Let us get a feel for the skills, etc.

I agree with Geokoer, the talking is a bit annoying to read with all of the in betweens in it. Just speaking would have worked wonders and so I began to ignore the text in between too.

Overall, you have a real good looking game, but to me the gameplay was just too slow and the story was kind of hard to follow.