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Ancients Forgotten [Beta-Testers Wanted!]

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titlescreenscreen.png


Ancients Forgotten is the first game I started as soon as I bought RMXP, over a year ago. I had worked with rm2k3 for years beforehand and really got into game-making. Along with Blender, a 3D modelling program, I decided to combine the two a bit and incorporate some spiffy graphics as tilesets, battle animations, the world map, and that title page up there. :P

I'm out of town this weekend, but will be working on some graphics, and a tileset with Blender. Hopefully it will turn out ok, and sometime next week this game will be ready for beta testing! I'll play it through myself first of course to work out the major bugs, but I will need a few people to note the little bugs I miss.

Ok, enough of the boring background, here's the game info!

Plot (in a vague, non-spoilery way)
A group of bandits, on an ordinary raid, discover a secret meant to be edited out of the history books. Following the directions, Durgas, a demon that was sealed away fifty years ago, is awakened. Gilden, an elder that was part of the sealing away of Durgas, has lost his wife to the bandits, but something begins to trouble him even more. When a mine is overcome with monsters, Graham of the Bristendil army goes to investigate. Deep in the mine, he discovers that the miners were not the first people to ever go into the cave. The secrets of the ancients begin to be discovered, and learning about this forgotten past is crucial to defeating Durgas, as well as the greater evil that has been awakened... the one that originally created Durgas with the arcane knowledge of the ancients' power.

(I hate writing plot summaries. Everybody wants em', but it's hard not to ruin the game with em'. :P)

Characters
Graham:
A commander in the Bristendil army. A young man in his early 20's, he advances his battle skill from not only swordsmanship to alchemy as well, following the advice of his teacher, the alchemist Tomar.

Tomar:
Head alchemist of Bristendil. Is always looking for new ingredients and new spells to create and teach to his students.

Gregory:
The long-standing commander in the Bristendil army. By rank, Gregory and Graham are equals, but Gregory generally has authority due to years.

Vliro:
Leader of the bandits. Greedy, hungry for power, and doesn't mind killing to get what he wants. When he finds the hidden secrets of the seal of Durgas, he is unable to resist the urge to gain enormous power.

Haskir:
A new recruit in the bandits, a young man in his upper teens. Was desperate for money and needed a job so desperately that he joined Vliro and his gang, but didn't know what kind of a mess he would be caught up in. He has very nimble hands, however, and makes a great thief.

Much more characters, several of which will be in later chapters.

Screenshots:
World Map:
screen3g.png
Part of Bristendil:
screen1gzf.png
Alchemy Lesson:
screen2dkf.png
Ancient Temple, with a Blender Tileset:
screen4.png

Features/Script Edits/Other notes:
Custom World Map with a cursor pointer thingy, kinda like "FF Tactics" or "Super Mario RPG"
Alchemy System like in "Secret of Evermore"
First Strike/Back Attack/See the enemies on the map system, like Lufia II. (Or the Research Dungeon, if you played that game of mine)
Several minor changes have been made to the menus and to the default battle system.
Several sprite recolors, tileset edits, icon edits, other little stuff.
Most battle animations are custom made with Blender.
The font and windowskin are also custom.

Credits:
Enterbrain
The Blender Foundation
vgmusic

Chapter 1 should be 1-2 hours long, with the entire game having 3-4 chapters (if I ever finish it. That depends on what kind of response this chapter gets. ;))

Thank you for reading!
 
From looking at this topic, I would say

Pros: Mapping is decent, could be better but its still decent.

-that text, it looks tasty. YUM

-custom battle animations, plus

Cons

-the battlesystem

-uses RTP


Suggestions

-for the battle system, I would use a sideveiw battle system, it would really go well fo your type of game.

-the RTP isn't a big deal for me, but for other people it is. Maybe do a recloor of the tilesets?

-Some of those things in the features section shouldn't be listed under features.

-This project has potential so keep working on it. I shall root for you on the sidelines. :)

^_^
 
It looks alright to me. The story needs fleshening out, but combining RMXP and Blender can give some nice results, like that world map and title screen. The message box and lettertype also appeal to me, although they don't really fit together.

Looking forward to seeing more of this.
 
Thanks for the comments!

Yeah, I admit I wasn't too fond of the window when I put it with the title. I'll probably go a make it transparent or something there.

I should mention that the alchemy lesson screenshot is inside the research lab, a circular, random building to suit those crazy alchemists. That's why that mapping shape sucks. XD

Also, Bristendil is a huge map in my game, and the game lags a bit on it. Any suggestions to fix that? I might have to split it in half, where a river is. That won't be too bad, but I'd have to find all of the teleports going to it to fix as well.
 
OK, I'm at the point where I will be playing through the entire game myself, to weed out every bug I find.

I've edited the first post to update the title screen with the new window box, and a screenshot of a temple, with a tileset made entirely with Blender and tweaked in the GIMP.

I still need a few beta-testers, however, if anyone is interested! There's a lot of stuff to explore and other people are sure to find little bugs and graphical errors that I overlook. If anyone would like to volunteer, please send me a pm or post here. I'll be sure to put you in the credits!
 

mawk

Sponsor

the 3D stuff doesn't fit the pixel look really well. you're making the same mistake as zanyzora, who tends to assume it's alright to just lay down a texture in such a way and it will work with pixel graphics.

and in the case of the tileset, I'm just confused by the dirt patches. is the floor made of paper? has it been cut away? it's just too abrupt a change in texture, and it doesn't seem to correspond to the stones that make up the floor at all -- if it were cracks and not just stones being removed, the holes wouldn't be perfect rectangles.

not to mention it's just too dark to see effectively in some places.
 
Bumping this to say that I'd still really like a few testers to play through this. I've tested most of it myself, but there's still a lot of the game to explore that others will play differently than me.

If you want to test, send me a pm! It'll earn you a place in the credits! :D
 
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