F A D E
Introduction Less than a week after completing my first game I'm back at square one with a new project. I'd thought I'd find inner peace after finishing my own created game, but it only increased my desire to create more. So, here I am.
The game's first demo is out now, so make sure to give it a try.
About the game FADE is a direct sequel to my first game,
BETA . The story picks up shortly after the ending event from the first game, and continues to build on the established main characters from the first game, as well as introduce new characters later on in the game. It is not required to have played the first game, though.
FADE stands for Fun, Adventure, Danger and Excitement. These are the 4 key-words that are the basis of my game.
Fun - The most important aspect of my game. It's supposed to be fun, and funny as well. Adventure - The game revolves around the player going on an adventure. To explore places, and to meet people within the game world. Danger - There will be villains. There will be treacherous locations. There will be challenges for the player to overcome. Excitement - The game must offer enough variety in action, fun, story, everything to keep the player interested. Planned features: - (subject to change)
A fun story, with lighthearted dialogue Several different characters to join your party over the course of the game A simple, yet deep, turn-based combat system Equipment changing the looks of your character sprites and facesets Several dungeons to explore A variety of out-of-combat minigames, challenges and puzzles Signposts readable from any direction! Even though
FADE is a sequel, it is absolutely not required to have played
BETA in order to enjoy, or to understand what's going on in the game.
For those who have played the first game, there'll be an option before the game starts to fill in the actions and choices you have made in the first game. Those choices will carry over to stuff that happens in the second game. Example: If you got to befriend Eldin in the first game, she will be your friend in this game.
Plot & Main characters - Contains spoilers!
Spoiler for :
PLOT
After helping the people in Beta town,
Roth was rewarded with a huge airship, made by the scientist. Together with his li'l bro,
Thieme , and his best buddy,
Rage , the three of them have set out on an adventure! Not long after departing they pick up
Eldin , a friendly girl from Beta Town. She has lived most of her life in her parent's house, and has always dreamed of going on an adventure.
Suddenly, the
Prince of Darkness appears! He doesn't appreciate the group of adventurers flying around that close to his home, and launches an attack on the party and the airship. The chaos summoned by the Prince of Darkness causes heavy damage to the airship, forcing it into making a crash landing. It is there where the real adventure starts... (dun dun dun!)
ROTH - THE THUNDERGOD Roth is the game's main character. He's the leader of the Battler trio, and a pretty relaxed guy with a witty attitude most of the time. In battle, Roth controls the powers of lightning and electricity to shock his foes.
THIEME - THE KINGPIN Thieme is Roth's younger brother. He likes to sleep, a lot. Besides sleeping, Thieme is interested in exploring the unknown, learning new things, and meeting people from other parts of the world. In battle, Thieme uses the power of earth to do his bidding.
RAGE - THE DRAGOON Best buddy of both Roth and Thieme. Rage is a cool guy, a hothead, and has a heart of gold. He likes to act all big and bad, but everyone knows he has a soft side too, specifically for women. In battle, Rage likes to turn up the heat, using fire and flames.
ELDIN - THE LADY Having lived most of her life inside her parent's house, Eldin has always dreamed of going on an adventure. Her time has finally come to do so. Eldin is a friendly person, with a positive outlook on life. In battle, Eldin wields the powers of light to smite her foes and to protect her friends.
PRINCE OF DARKNESS The Prince of Darkness lives in the Castle of Darkness, located in the Shadepeak Mountains. It is there where he plots his next evil plan. Some of the things he dislikes are RPG Adventurers, people who mispronounce his real name, and finding hairs in his soup.
Screenshots - Contains spoilers!
Spoiler for :
To pull, or not to pull.
Shoot all the birds!
Beat up the practice targets!
Prepare for crash landing!
Credits As the game is still in development, and subject to change, a complete list of credits will be added once the game is completely finished.
Download demo FADE - Demo V1.12 ~11,5MB
FADE - Demo + RTP V1.2 ~22MB
Length-wise, I'd guess it's around 15 minutes. Could be a little more, or less, depending on how much you look around (there isn't that much extras, though).
Known issues with the game, all related to combat:
-Monsters will frequently run off screen.
-There's a very slight chance of a player move not being registered.
-There's a slight chance of the game freezing up during combat when 1 or more party members have died.
Current progress 13-03-2013 FADE - Demo V1.2 -Made slight changes to some of the dialogue.
-Added examine for the lever during the airship assault.
-Fixed a mapping error.
-Fixed a bug that could get the player stuck by examing the airship's mast.
-Fixed a bug that would cause a decrease in movement speed when skipping text too fast during an event.
-Decreased the difficulty on the first boss fight.
-The player will now receive a revival item prior to the boss fight.
Short term to-do list: Gathering demo feedback Start working on my first dungeon Old news: Spoiler for :
06-02-2013 Spoiler for :
Started on it today, lol.
It's literally a complete new start. I'll be making this in RPG Maker VX Ace, and I have never worked with it before. This means I need to remake my character's sprites and facesets. I think I'll want a few scripts, yet I have about 0% scripting experience. It'll take some work to even get started on this project. But that's okay, I'm not in a hurry to finish this thing. Won't surprise me if I'll take another 5 years or so till I'm done with it.
Stuff I currently want to start working on:
Re-creating main character sprites + facesets Creating or finding some additional chipsets that I'll need Finding out how to create the battle system that I want in my game Learning scripting basics 09-02-2013 Spoiler for :
Tried to work with RPG Maker VX Ace, but to be honest, I hate it. All sort of things I want to use seem to have been removed, and they probably just want people to use scripts or whatever. I've had a look at scripting, but I don't think I want to spend that much time on it. So, I'm moving my project to RPG Maker 2003, which has a side-view battle system. I won't be able to use the exact combat system that I wanted, but then again, I wouldn't have either in VXA, unless I learned how to use scripting. I just want to get to the fun stuff of game making, which is making making awesome stuff, and making stuff awesome. RPG Maker 2003 does let me do just that, and has some additional features compared to RM2K, so I'm happy with it. It also means I can use my old sprite- and tilesets, which saves me some time. I could use my old facesets as well, but I thought it'd be nice for an upgrade. I made a higher resolution prototype faceset for Roth when I started in VXA, but scaling it down for RM2K3, it still looks nice. Battle sprites will be based on sprites from Dragon Ball Z: Legendary Super Warriors (old GBC game I love). They have the right size, look cool, and they aren't so hard to edit and to animate. I have updated the first post with Roth's profile. I'll be working on my other characters next.
12-02-2013 16-02-2013 18-02-2013 23-02-2013 27-02-2013 Spoiler for :
Just thought I'd do an update on the project. I have finished the first 2 maps, which are basically the airship on which you play the intro of the game. I also finished the first mini-game. It involves birds and cannons. Do I need to say more? Also some eventing after that happens after the mini-game, although there's still a lot left to do before the intro is finished (when it's finished I'll upload the first demo).
About the direction of the game. Yes, it's still going to be as crazy and random as the first game. My main aim with the game is to have a lot of WTF!? and LOL!! moments happen during gameplay, just by adding a ton of small, but funny things in it. To sum it up: it's gotta be fun. Other aims with my project are to provide a more structured story experience. There will be a main quest, with clear indicators on where to go next. There'll also be side-quests, but they're more hidden (although, some may be crazily obvious =P), and optional.
As for the intro to my game, my aim is for the player to gain control and start playing as fast as possible, while still providing information about what's going on. I want the player to do crazy stuff within the first minutes of playing the game, hence the mini-game I put in right at the start. The main villain will also be introduced during the intro (it's gonna be good, I promise), and there'll be a brief combat tutorial, followed up by a few battles, right before the intro will end. All these things should happen within the first 10-15 minutes of gameplay to set the pacing.
Anyways, that's it for my current plans. I've got a load of crazy and fun stuff planned for this game, probably more than I'll be able to add to it. But it's gonna be good.
Yeah, I'm more serious about this project than I was about BETA, which was more of a test thing. I want this to become a good, and fun game. I've had some useful feedback from people who've played BETA, and I've been reading a lot of articles on gamemaking. On top of that, I'm a lot more experienced at gamemaking now, so I feel like I should be able to do a lot better with this project.
05-03-2013 Spoiler for :
It's been a while since an update, but setting up the combat mechanics has been eating up a lot of time. I've made some good progress on the intro, though, and I think I will have my first playable demo ready some time this week. On the subject of combat, I thought I'd do a blog post about it. Note that it's still pretty early in development, so things might change later on. So, combat... something that can make or break one's game. Make it too easy, and players will find themselves bored to death spamming attack. Make it too hard, and players will get frustrated and rage-quit your game. Obviously there needs to be a fine balance, and that's the goal in my quest towards making a fun combat system in my game. The idea I have with my combat system is to have MP management to be an important aspect of it. MP is used for skills (derp), and if I want to avoid players just spamming Attack over again, skills need to be available a lot so the player doesn't forget about them. Normal Attacks will regenerate a bit of MP, but there will also be skills that can help you get your MP up. For example, Roth will have a 0 MP skill that grants to MP Regen to any one ally. Using skills speeds up the killing, so if the player manages his MP well, he should get through fights faster, while also taking less damage. I will design enemies in such ways to force the player to use their skills, otherwise they will get hurt, and slowed down. It's pretty easy to do using conditions. Conditions, such as poison or bleed can deal a large amount of damage over time, if not cured. So, getting rid of these is vital to survival. Luckily, characters will have a variety of skills to cure their allies from conditions (some of which don't cost MP to use). Speaking of conditions, there will also be buffs that the characters can gain by using certain skills. Buffs are the opposite of conditions, and strengthen the player in some way. For example, there's the Aura of Health skill, which grants a HP Regen buff to any one ally (also cures Bleed condition). These skills will also be upgradable later on in the game to lengthen the duration of the buff. I want to keep the use for items during combat as low as I can. There will be a few items that can be used during combat, though. There's the Smoke Bomb, a consumable item that a player can find or buy in stores, that will allow him to escape from a battle. I'm thinking of adding an item that revives a downed character, but I'm not far enough into development just yet... Well, that's about it for combat for now. I have a lot of ideas for it, but then, there's also a lot of things I still need ideas for.
08-03-2013 Spoiler for :
First demo release can be downloaded
here .
There's some known issues, all combat related, while it mostly isn't anything gamebreaking, I'd still advice to save your game before combat.
-Monsters will frequently run off screen (no effect on gameplay)
-There's a very slight chance of a player move not being registered (this happens extremely rarely)
-There's a slight chance of the game freezing during combat up when 1 or more party members have died (happens somewhat rarely)
I'm looking for feedback about what I've got so far. Especially on the combat (ignoring the known issues).
10-03-2013 Spoiler for :
FADE - Demo V1.1 (~12MB)
-Fixed some minor things, mostly a few small typos.
-Added harmony.dll, as that was apparently missing in my first version.
-Added a download for
Demo V1.1 + RTP (~22MB).
I'm also still looking for feedback on the demo, and especially the battles (ignoring the known issues).
I'm open for any ideas, suggestions or comments about my project.