I started this game in mid 2013. It's had its share of starts and stops. Life got in the way for a while.
This game, in as many ways as I could fit into it, is a heartfelt love letter to Star Wars.
There are nods, in-jokes, and easter eggs galore, and I've strove and struggled to imbue the game with as much nostalgia and classic lines from the movies as I could.
The sights, sounds and feeling of the movies is (I hope) present for everyone who plays the game.
That being said, there are some stipulations:
This game will not appeal to everyone.
Hardcore RPG-ers craving intense, challenging combat may be left wanting more.
This game is about STORY, plain and simple.
It's a lighthearted adventure yarn, and I used the RMVX Ace framework to tell that story.
I attempted, (at one point in early 2014) to make the game both the game I originally envisioned, as well as an intense, hardcore battle game. The result was that I started to lose track of my original intention with the game: To tell a story. The more I focused on enemy balancing and combat mechanics, the more I wanted to go back to the simpler game from before I attempted the changes. In the end, I made the decision to keep the game relatively simple in terms of combat, leveling, and strategy, and focus on telling a fun story, with a focus on humor.
That being said, the combat is fun, and should give Star Wars fans a warm fuzzy feeling.
I started the game as one barely fitting the description of RPG. The battles were easier than they are in the finished version, as the party characters all had ridiculous amounts of HP.
I've since made a good deal of changes. The battles are slightly (read extremely slightly) more difficult, but it really doesn't change much.
I changed the way the party heals as well: Medpacks and Repair kits are reserved for "Quick Fix" healing in battle, while outside of battle, on the main map, you are restricted to "Resting" via the skills menu.
There are three types of enemy encounters in the game:
1. Random-battle "tall grass" type encounters, where without warning, you will suddenly be ambushed by an enemy. These usually happen in areas where you have been warned about dangerous enemy types, such as caves, swamps, etc.
2. Specific Enemy NPC "hunt-type" battles: where rather than enemies appearing randomly, you must actually walk up to a roving enemy npc and "bump" into them, causing them to attack. These are part of a few section in the game where a specific enemy npc has an item you need, or where you must clear a screen of all roving enemies before you can advance to the next area.
3. Scripted enemy battles: usually preceded by dialog of some sort, these battles are "story battles", where an important enemy character appears and challenges you directly. These battles are non-escapable.
In broader terms, the game figuratively taught me how to make better and better events, and how to implement them in cleaner, faster, and better ways.
Many times I would make significant "progress" with the game, only to read a tutorial online and discover a far better way of handling something. There were LOTS and LOTS of "re-dos".
I originally wanted to have a custom game icon, and in fact made one, however when I changed the game .exe icon with resource hacker, but it gave me a corrupted file. For the sake of sanity, I've decided to leave the default RM Icon for the game's executable file.
Note about filesize:
The game is 350mb. It's your call if that number is too big for you. RTP is NOT included, but isn't required, as I used custom assets.
I have hosted the game on MediaFire and MEGA, as they are usually the fastest fileshare hosts for me.
This game has been such a fun experience to write and build. I'm excited to finally share it with you.
Thanks so much, everyone.
I hope you enjoy my adventure in that galaxy far, far away.