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"Gone are the days of champions
gone the time of heroes
heroes today are those that survive
those that succeed where others fail
those that profit where others are penniless
those who fear not taking what they deserve"
-- thieve's credo
Premise:Shimikomu translated means 'infiltration' (If I'm wrong, someone -please- correct me, so I can fix this xD)
This will be a new type of ABS, one that is streamlined for a non-combat/infiltration approach. Your main goal isn't going to be to kill everyone in sight. In fact, if you try to, you will often find yourself sorely outmatched, outclassed, and outnumbered. Get in, steal what you have to steal, and get out before you are noticed. That is your goal.
Features:
- Heavily Modified BlizzABS, streamlined for a stealth approach
- Enemies that are as smart as you are! (BlizzABS Advanced AI)
- CCOA's UMS
- Custom 1 man CMS by NAMKCOR
- Quick Equipment Switch Plugin by NAMKCOR
- Food System by NAMKCOR
- Classic Ninja-esque weaponry
- Highly interactive environments
- Simple Slim-HUD
- A full .pdf manual will be released with the game
Characters:(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv259%2Fpsycho-mantis%2FOdoroboo.png&hash=e4000fc07888a337f37d4f7ea3a338f8ad692334)
Name: Odoro
Age: 26
Height: 5'10"
Weight: 150lbs
Hair Color: White
Eye Color: Red
Occupation: Thief for Hire
Contracted by a mysterious agency, Odoro is sent to infiltrate a rather well guarded castle, in order to steal a few choice items. What lies in store for the mercinary thief is yet to be seen..
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Name: Makki
Age: 29
Height: 5'7"
Weight: 136lbs
Hair Color: Blond
Eye Color: Blue
Occupation: Bounty Hunter
Makki is in it for the money, not the justice. She couldn't care less if criminals ran rampant; more cash in her pocket when she killed and/or captured them. Her next target? The biggest bounty of them all; the king of the thieves
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Name: Kaiten
Age: 30
Height: 5'11"
Weight: 166lbs
Hair Color: Gray
Eye Color: Blue
Occupation: Prize Hunter
Kaiten is the founding member, and captain, of the 'Prize Hunters.' He is an easy going guy unless he's on a raid, in which case he becomes intensely focused on the task at hand, often not letting anything keep him from his goal, traps, guards, or otherwise.
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Name: Scarlet
Age: 27
Height: 5'9"
Weight: 145lbs
Hair Color: Red
Eye Color: Purple
Occupation: Prize Hunter
Scarlet is the vice captain of the 'Prize Hunters.' With a temper and attitude as fierey as her hair color, she is both respected and highly feared by her peers. She is easily the most agile of the group, often the one to run a gauntlet of traps and emerge unscathed.
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Name: Garett
Age: 23
Height: 5'8"
Weight: 162lbs
Hair Color: Gray
Eye Color: Blue
Occupation: Prize Hunter
Garett is a new recruit to the 'Prize Hunters.' He's easily one of the strongest, and is most often the one seen taking down the guards. He's a blunt and straightforward guy, speaking his mind regardless of who's around to hear him.
Prize Hunters: They are a small group of thieves that steal things for the adrenaline rush, selling whatever they have to the highest bidder. They tend to work independently, preferring the pure sport over official contracts.
Media:screenies subject to change
[spoiler=Screenies]
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[/spoiler]
[spoiler=Demo]
TBA
[/spoiler]
Progress:Story: 15%
Database: 10%
Eventing: ??%
Scripting: ~100%
Mapping: ??%
Resource Gathering: ??%
Alpha Testing: 50%
Beta Testing: 0%
Projected Release Date: TBA
[spoiler=Support Userbars (just because they're everywhere)]
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[url=http://rmrk.net/index.php/topic,26448.0.html][IMG]http://img.photobucket.com/albums/v259/psycho-mantis/MakkiUserbar.png[/IMG][/url]
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[url=http://rmrk.net/index.php/topic,26448.0.html][IMG]http://img.photobucket.com/albums/v259/psycho-mantis/KaitenUserbar.png[/IMG][/url]
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[url=http://rmrk.net/index.php/topic,26448.0.html][IMG]http://img.photobucket.com/albums/v259/psycho-mantis/ScarletUserbar.png[/IMG][/url]
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[/spoiler]
Sounds cool.
Is it like Assassin's Creed in RMXP?
You had enough time to post this topic? I should give you more work to do.
Quote from: Falcon on April 29, 2008, 11:08:03 AM
You had enough time to post this topic? I should give you more work to do.
I posted it while I was actively discussing stuff with you last night. You couldn't tell I was multitasking could you =x
Quote from: Levent on April 29, 2008, 06:05:56 AM
Sounds cool.
Is it like Assassin's Creed in RMXP?
Less like Assassin's Creed and more like Splinter Cell
:ninjabump for character update:
I dunno why but, why do I see more & more characters appear everytime I click this topic? @___@
QuoteLess like Assassin's Creed and more like Splinter Cell
This caught my extra attention suddently. =>
hehe, cuz I'm updating the topic with stuff as I find it.
The Characters list is finished and the next thing I'll be adding is a demo (hopefully soon)
:ninjabump:
whipped up some simple support bars just cuz they're oh so popular nowadays :P
looks interesting namkcor
Can't say much without having a story to read.
The maps look way too empty, square, and symmetrical. I can see that you tried, but they could use a lot of improvement. =x
thanks for the advice Irock I'll work on it :V
as for story, the story is simple, you're going to be stealing artifacts.
I'm not giving away what happens during hte game, that would be something you'd do
:V Irock couldn't have said it better.
Supporting this*
thanks Caro! ^-^
2nd Round Alpha testing has begun
You have my moral support, as that's all I got. D:
lol, thanks Strike, I appreciate it :)
Hopefully a full demo will be released in the near future, although the alpha needs to be finished first so I can get a good read on what I'm working with.
Quote from: NAMKCOR on April 30, 2008, 10:57:26 PM
thanks for the advice Irock I'll work on it :V
I don't see why you're being sarcastic. Your mapping needs work, but I suppose if you want shitty mapping, that's your choice.
In one thing I have to say, the 2nd screen has some error, one in the Waterfall & the other the cliff sorta got black, while it's still clear, sorta, looks bad for some reason . . . >___>;;
Quote from: Caro Ru Lushe on May 01, 2008, 04:55:41 AM
In one thing I have to say, the 2nd screen has some error, one in the Waterfall & the other the cliff sorta got black, while it's still clear, sorta, looks bad for some reason . . . >___>;;
yeah, I have fixed that actually Caro, I'm just too lazy to post a new screenie for now :P
Quote from: Irock on May 01, 2008, 04:41:45 AM
Quote from: NAMKCOR on April 30, 2008, 10:57:26 PM
thanks for the advice Irock I'll work on it :V
I don't see why you're being sarcastic. Your mapping needs work, but I suppose if you want shitty mapping, that's your choice.
Quote from: Irock on April 30, 2008, 10:41:24 PM
The maps look way too empty, square, and symmetrical. I can see that you tried, but they could use a lot of improvement. =x
alright, all mighty mapping god Irock, please, tell me exactly how my maps are too empty, square, and symmetrical.
The only reason the second map doesn't have trees everywhere is cuz I want to EMPHASIZE the jump. It's part of a tutorial in which people learn the distance they can jump while running, as well as how to perform a running jump. I want the gap to be VERY clear and VERY easy to distinguish. if I felt like hiding it with trees, I would have.
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Maybe something more like that?
I put more work into it, although I cant relaly put that much curve to the map at this point, it looks a great deal better.
:ninjabump for better screenies:
This looks super awesome, I really want this... ;9
Hey looks good keep it going :D
thanks, I'm getting the stealth formula ironed out before I release a demo or anything of the sort. Glad that there's a bit of support here, and I hope to have something playable sometime in the early summer
I support teee, even though I don't post here enough. :pw: goood luuuuck.
tyvm ruzu :pw:
Lol, I like the sprites, and their names!
This project looks nice NAM, good luck.
ty ty, thanks for the luck.
I've been working on figuring out how to make stealth plausible and effective so once I get that figured out the game can continue quicker with production.
Looks good. Good luck with it!
shhhhhhh! that was the alpha :x
:o I'll keep quiet about that.
hehe, as soon as I get a bit more done with the actual game itself, prolly up until the first objective, I'll release a beta.
ILU
This is looking cool.
heh, thanks, glad you like it.
I'm making good progress on the stealth bit. Beta should be released in a few weeks.
game is delayed until BlizzABS 1.99 comes out, need to wait for a bug fix to continue properly.
:ninjabump:
(°?°) wow ur awsome at mapping >.< i need to learn to map good
If you're looking for suggestions...
One thing I've noticed about Ninja-style media, is that it tends to have highly realistic surroundings, with extremely unrealistic events, in those surroundings.
In that vein:
Roped bridges would be used over vast expanses.
It wouldn't be necessary to have a rope bridge over a shallow crevice. Even if it does have running water underneath.
However, over a waterfall? That's another story.
It's not always foggy, anywhere.
The jump can be clear with nature all over, guide your nature into the jump.
(Form a pseudo-arrow with plants or something.)
Nor is it raining always.
So, anyway, good luck!
major bump cuz I'm getting back into this project!
edit: updated first post with revised features list.
Quote from: monkofevil on August 27, 2008, 03:32:48 AM
In that vein:
Roped bridges would be used over vast expanses.
It wouldn't be necessary to have a rope bridge over a shallow crevice. Even if it does have running water underneath.
However, over a waterfall? That's another story.
I don't feel like letting the player walk through water.
Water is an effective barrier, so if I make it so that you can only get by it where I tell you, or if it's slender enough to jump, then it serves its purpose.
There are also no other types of bridges available with that tileset.
Quote from: monkofevil on August 27, 2008, 03:32:48 AM
It's not always foggy, anywhere.
...
Nor is it raining always.
It's foggy because it's raining. It adds to the effect.
It's raining because I want it to.
I know it doesn't 'always' rain.
Quote from: monkofevil on August 27, 2008, 03:32:48 AM
The jump can be clear with nature all over, guide your nature into the jump.
(Form a pseudo-arrow with plants or something.)
the jumps are subtly hinted at. If you notice, you can only jump where the grass goes over the edge of the cliff, not where the cliff's edge is rocky. Just some subtle imagery for people to notice. I want people to think, to try and figure out for themselves if they can jump or not. this is a stealth game, not a kid's platformer.
This looks pretty cool. Is there going to be a demo anytime soon?
soon is subjective.
So I could say yes, but soon for me might be a different soon than you'd expect :P
I still have to do a lot of the custom system work, and get the stealth feasible enough.
so.......not for 2 or 3 weeks at least
Quote from: NAMKCOR on September 10, 2008, 05:41:54 PM
so.......not for 2 or 3 weeks at least
:-[
@monkofevil: This is an RPG Maker XP game... -_-
Be that as it may, the more realistic a game is, the more amazing it is.
It's a direct proportion.
...yeah, okay.
Quote from: monkofevil on September 13, 2008, 09:29:41 PM
Be that as it may, the more realistic a game is, the more amazing it is.
It's a direct proportion.
WOW THAT HALF LIFE 2 WAS SO REALISTIC :V
Quote from: monkofevil on September 13, 2008, 09:29:41 PM
Be that as it may, the more realistic a game is, the more amazing it is.
It's a direct proportion.
I guess that's why the most popular video game franchise in the world involves eating mushrooms, jumping through pipes and fighting large fire-breathing turtles in order to save a princess, right?
The game looks fine to me just the way it is, monkofevil.