So, I'm working on a bit of a project, who knows if I'll stick with it or not.
The general points:
- No Magic
- Nothing Japanese
- Not saving the world
- No gods, demons, elementals or fairies of any sort
- No teenagers
That being said, I'd like to get a bit of feedback on the current state of mapping, visual aesthetic and travel. I've mapped a town with all interiors, travel connection, a small tutorial forest (tutorial not yet implemented) and the beginnings of highlands.
I'd appreciate any reports of mapping errors, passability issues or game errors. I'd also like to pick some brains for opinions on the general look of the game. I'm also wondering which looks better on MA's Travel Script for location images: the battle backdrops used for the crossroads and town or a screencap of the actual location as in the Hills.
http://www.mediafire.com/?sharekey=7adc24220587c0fbd2db6fb9a8902bda (http://www.mediafire.com/?sharekey=7adc24220587c0fbd2db6fb9a8902bda)
Any feedback would be greatly appreciated.
Double Edit:
Since some folks have asked for more, here's a few things that are decided on already:
- Battle System: DBS, the skills DB is going to be completely redone since there is no magic. Many skills will require item reagents to use, each skillset will be unique to each character(Finesse, Martial, Pyrotechnics and Triage)
- Professions: two characters are tradesmen, so there will be two separate creation systems to manufacture apothecary goods, chemicals and incendiary devices
- Loot: Beasts do not drop armor or gold, they drop parts such as pelts, bone, carapaces and humors. You can then either use these raw goods in Apothecary or Explosier recipes or trade them to craftsmen in the world for finished goods. There will be an increased drop rate on humans for gold, and armed enemies have a better chance of dropping many pieces of their armor, weapons, items and gold.
- SP/MP: SP has been replaced with Fatigue. Using special abilities such as garotte, sunder armor, salve and smoke grenade use up fatigue points. When Fatigue is completely used up, regular attacks become weaker. Defending allows the character to restore a bit of fatigue or the apothecary has skills to restore fatigue. Some weapons will also drain fatigue, such as claymores, double-headed axes and hammers.
I'm not yet ready to post the story, I want to get the entire main storyline outlined before I start putting up anything on the story or characters. I will say this: Three out of four characters are criminals in various stages of rehabilitation. As to the tileset used, I am using Mack's new VX RTP, you can find it here:
http://cyocorune.cocolog-nifty.com/daily_vx/ (http://cyocorune.cocolog-nifty.com/daily_vx/)
He updates something new pretty much every Japanese weekday, slap it in translator to read his rules of use, it's the last category.
My Sprites are coming from this creator, also in affiliation to Mack:
http://www.geocities.jp/kurororo4/looseleaf/