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Ascension (Part 1: Rebirth)

Are you planning on playing the demo?

  • Sure, it looks great!

    Votes: 9 56.3%
  • Yes, out of curiosity/general interest

    Votes: 6 37.5%
  • No, for some reason i don't like this game (plz explain why ^^)

    Votes: 1 6.3%

  • Total voters
    16
Just letting everyone know that i have uploaded a new song from the OST, so check it out!

http://www.youtube.com/watch?v=PQeG63gfS2Q

Also, the beta demo is being finished up. I'm deciding who will be in the betateam, writing a small guide for them and encrypting the game now. Invites will be sent next weekend.
 
The betateam is testing the demo at the moment, but the main reason i post here is to announce that we finished the trailer of the game. We all put a lot of hard work into it and we're happy to say that we have won the award for best Trailer over at rpgflag.nl. Anyway, watch and enjoy :)

http://www.youtube.com/watch?v=z5UnAR6ASuA
 
Since i first posted here, i feel the game has greatly improved. Thanks for all the feedback you guys gave. Keep it comming! Now that the demo is being betatested, I felt it was time to update the first post, so it is up to par with the rest of the game. Here it is for review:

Official Website: http://www.gravity-games.org
YouTube Channel: http://www.youtube.com/user/WWWGravityGamesCom
Facebook Channel: http://www.facebook.com/pages/Ascension-RPG/101274799939960?ref=ts


http://www.youtube.com/watch?v=z5UnAR6ASuA


newpostsmall.png


http://www.youtube.com/watch?v=x6d3ZnVcLIU


http://www.youtube.com/watch?v=LxOxjwrsmO8
 
Gravity Games is proud to announce that we will release the public demo on january 2nd 2011.There is a public betademo around since
last week, but the real public demo will have no errors or anything. The demo contains the first 2 chapters of the game and has about 2
to 3 hours of gameplay. Please do mind that some systems in the demo are still in beta and therefore might not work 100% right.

Also, we are still uploading the OST on YouTube, this is the last entry:

http://www.youtube.com/watch?v=sdJWeYTSwnY

Happy New Year!
 
Gravity Games is proud to announce that we have released the public demo today. The demo contains the first 2 chapters of the game and has about 2 to 3 hours of gameplay. Please do mind that some systems in the demo are still in beta and therefore might not work 100% right. We also know that there are some problems with the grammar in the game, but Zankoku No Yami has agreed to help us on this, so the full version should be free of grammar errors. Aside of this, please enjoy the demo ;)


 
Awesome! I will have to check it out and see what was updated~

And glad to be of help! Should be able to get this stuff cleaned up pretty nicely. I tend to be better at editing other peoples stuff than my own... oddly enough.
 
I played your demo. I am fascinated with the artwork and the music. The introductory scene was short, which I liked. Long scenes put people to sleep. Nonetheless, I disliked the menu. Every time you open it, you have to wait for the item spinning to stop, which is fine the first, annoying the tenth time. Also, you should think about adding memory to the menu. It would make things easier. The battle system is nothing out of the box, yet, entertaining. I am hoping to see your overdrive system. It will surely make things better. Finally, I find the dialogs and monologues too long. Let the story and characters evolve on their own, at their own pace. Overall, I think there are too many scenes and too little game play, at least at the beginning. Also, as far as I played, I didn't see a license board, which disappointed me. Good luck!
 
The game crashes for me after the intro, regardless of whether I watch it or skip it. The game also hangs up for nearly a minute before the intro plays.
 
Hmm, here's the deal: the game should start in fullscreen mode (i know a lot of people hate this, but hold on), than the intro and video play. This is because the video will crash if you are playing in windowed screen. After the video is finished, i give the player the option to switch to windowed screen. However, the game starts in windowed screen because it starts automatic after installing it. It's a really stupid mistake on my behalf. I'll update it asap.

@ Sánchez: Thanks for your feedback. What exactly do you mean by "adding memory to the menu?"
It's true that there are a lot of dialogues in this game so far, but it's just the style of this game. It's also a fact that after this demo, the story moves to the other world Halcyos. from there on, it will become more of a real rpg including more battles and the license board system (i'm changing from the older version to the newer one, which was made by you, if i remember correctly :p)

So far, i get a lot of feedback, both positive and negative, but that's what i wanted. It'll help to make this a better game.

Edit: I updated the demo, so it launches as fullscreen at the start (you'll be able to change to windowed screen later in the game):

 
Exactly, I think it needs a bit more action to balance out the story. By memory I mean the menu remembers your last cursor position. It's a luxury, but it makes things easier.
 
I uploaded a video of the last battle in the demo:

http://www.youtube.com/watch?v=TIf0wC52Mig

The current version of the demo is stable and working, but we're working on the improvements based on people's feedback. The dialogues are also being overhauled/improved by Zankoku no yami. The improved and final version of the demo will be ready in a few weeks. In the meanwhile, i'm working on chapter 3 of the game which is about 50% finished.
 
Finally we can bring you the final version of Ascension Part1: Rebirth Demo please have a look at our project, it has 2-3 hours of gameplay at this point!
This is the final version of the demo and these things have been improved:

* The install program should work faster and better
* The dialouges have been rewritten where needed by Zankoky No Yami.
* Jumping System has been improved, but isn't perfect yet.
* Minor bug fixes

Download here:




There's also a bunch of new screenshots:

More map screenshots:
nbos1.png

nbos2.png

nbos3.jpg

nbos4.png

nbos5.png

nbos6.png

nbos7.png

nbos8.png

System Screenshots:
craften.png

35008688.png

mythic.png

weaponskillsaccessories.png

I have also written some information about character upgrading, sidequests and use weapons and accessories:

Character upgrading:
You can upgrade your characters through the License Board. This is based on Final Fantasy XII's upgrade system and remade for RMXP by Juàn J. Sanchez.
Apart from raising stats, you'll also be able to learn new skills here.

Luke will learn arrow skills en white magic

Sokin: will learn elemental attacks and skills that will lower the ennemies' stats.

Susane will learn steal, scan and item skills.

Vidna: can't learn skills.Vidna can only learn new skills from the weapons he carries.Certain weapons will make a physical attack-type from Vinda
(for example the Battle Bamboo), while other weapons will make a magiccasting-type from Vidna. (for example an Oaken Rod).

Sidequests and Mythic Quests:
There are also many sidequests and minigames in Ascension.

As you can already see in teh demo, there will be many minigames throughout the game, such as jumping/platforms (which has been improved in the last version
of the demo), button-mash minigames that may appear at any moment in the game, but there also typical sidequests and Mythic Quests. The 10 Mythic Quests
are quests to find and defeat mythical ennemis. These fights will be hard, but you'll get rare items, playing cards and accessories from them.
When you defeat these creatures, you'll also be able to find out more secrets about the Ascension religion in an extra dungeon that, in all honesty, is
a rip-off from FF X-2's Via Infinito. Expect extremely hard boss battles and ultimate weapons here.

Lastly, we still have triple triad in the game, but we decided to alter this game to make it more original. We are still discussing on how to do this.

Weapons, Accessories and Loot:
In Ascension there are hundreds of weapons and accessories to discover, but there are no armors, helmets or shields.
Getting new weapons or accessories wont be as simple as goign to a shop and buy them. You'll have to gather loot and use this
to craft your new gear. In total there are 118 weapons, 124 accessories and even more loot items.

Weapons and accessories can raise your stats, protect you from certain magic element, but they can also your HP, AP.
And more important: They can teach you new skills, if you unequip these weapons, you'll also "forget" the skills.
Some weapons will change your attack to elemental attacks and will change your overdrive skills.

The combination of you weapons and accessory will be crucial on the battlefield.

While other party members will learn most skills from the license board, Vidna can only learn new skills from the weapons he carries.
certain weapons will make a physical attack-type from Vinda (for example the Battle Bamboo), while other weapons will make a magic-casting-type from
Vidna. (for example an Oaken Rod).

Lastly, some of the skills the party members can learn are item skills, so they requiere items in order to be used. Luke can use Arrow Skills, Susane can
combine items etc.


And lastly, another track from D33JNES:

http://www.youtube.com/watch?v=t0Nq_2Q-fMQ

We have to inform that D33JNES found a job in the professional music industry. We are very happy for him to have reached his goal, but he will not be able to compose the rest of the OST. We are mildly looking for a new composer to finish the OST. So if you feel intrested, you can always contact me.

The starting post of the thread has also been updated.

We would love to hear you guys feedback!
 
I'm glad to see you're using the license board. If you have any issues with it, don't hesitate to ask. Even though I'm not active with my own project, I regularly check on HBGames.org. The game is looking really great, and the OST is amazing. As soon as I get some free time from school, I'll work on reshaping the license board script. I will add some new functions such as zooming and drawing borders. If you have any requests, you better make them now.
 
Thanks Juan. Our team's scripter did a good job to implement the many scipts, because they did conflict with quiet a lot of other scripts :P

Something that might be intresting for your update is that if you have only 4 characters in your team, the mini-boards in the selection screen are spread equaly over the screen. Now there are 3 on the top row and only 1 on the bottom row, which looks kinda ugly :p

I'll probaply ask my scripter to fix that for me (if's thats alright for you), because if we have to implement a newer version, it will probpaply take a few hours ^^

Anway, your system is amazing thank you a lot for sharing it with the community ;)
 
There was a small error somewhere in the demo so i had to update and re-upload. if you had this error (the touchpad in Sokin's house) you can now download the new version and copy your savefile
 
Alright, I decided to check this out now. Overall, I'll have to say that I the story to gameplay ratio is extremely high at the moment. A lot of watching, and not a lot of playing. Luckily, it's somewhat intriguing. However, it just gets silly for me when the cutscenes are interrupted by more internal monologue. I know it's hard to show and not tell by simply using sprites, but it just slows everything down so much. I feel like a lot of things could be said with much less words: some of the lengthy dialogue feels awkward.

I've played through it once, but I didn't take notes, so I'll fly through it again. I may overreact at some parts, so don't be offended if I am nitpicky. Playing it a second time will direct my attention to different things. ALSO, THIS IS TOTALLY LONG.

My computer screen is widescreen: stretching the game out to widescreen at the beginning looks terrible, no matter what. I instinctively press alt+enter to get it into windowed mode, but that video forces itself onto my full screen. I can live with that, as it reverts to the small screen as soon as it's over. Good.
I really like how you tell the player about installing the font before starting the game: this is being considerate for your players and trying to avoid basic problems, and this is pretty awesome.

Okay! Game time. Susanne agreed to meet Luke in front of classroom 213? Why? So she can tell him off and then tell him to go to the assistant-principal? Also, is she speaking her thoughts out loud? Talking to yourself is the first sign of going crazy, man.
Alright, press D to run. I'll try to remember that. But I don't think I'll have a hard time, because the game reminds me almost every time I regain control of my character. I like how you tried to make the students in the hallways look like they were having conversations, but having to go back and forth from NPC to NPC is a bit stupid and the dialogue has the risk of not flowing right. The two girls conversating about the new student mention that he's rich, but if I talk to the topmost girl she'll say "He's rich?" even before the other girl mentions it. Seems a bit messy.
If I enter from the top, Drake tells me to play blackjack and he goes into the classroom. If I enter from the left however, he stands around and when I try moving around in that area he keeps repeating his speech. At least, I came from the left first time and he just kept repeating. Not sure why.

Let's sneak into the gym then. Is the gym outside? Huh. Oh, there's three armor-clad bad guys who walk onto the peaceful scene like it's no big deal. Oh. Dangerous sounding background sounds. Is there an alarm system going off or something? I like the ominous sound of this, though. You're right, the Mode07 looks absolutely horrific. So all of a sudden I'm playing as an obvious bad guy. But I have to help him. But I don't want to. But he's a baaaaad guuuy. Oh well. A sneaking minigame! No game is complete without one of those, so it's a good thing you get it out of the way so early already.

So we come across Luke again, now in the gym kicking a basketball which then slides away. Okay, I'll admit on my first playthrough I spent quite some time kicking all of the balls around and into the walls. It becomes scary when the balls start moving on their own after you step away from them, though.
And, cue porno music as Luke discovers Marty McStu. It's not Marty McStu? Oh, it's Sokin Sognavetr, the blue-eyes, blond-haired mysterious boy that has a strange 'aura' and that can shut people up just by looking at him with his dreamy flair and his very presence. Nice. His sprite is green-haired while his image has blonde hair. Fix that. Sokin gets totally offended when Luke says he looks fancy, and acts like a jerk. He'll later get totally offended when someone says thanks to him. He sure is from a weird parallel universe, man. But none of his weird behaviour matters, he's "just another person".
Are you trying to set Luke up as a bad-boy type of character who doesn't care about anything but himself? It seems like the dialogue keeps wanting to force that down your throat, while none of the actions that he takes actually support that idea. He goes on to steal Sokin's ring, which fell from his finger because he bumped into someone? Is that possible? I'll suspend my disbelief for this, but you'd think his very personal ring would fit on his own finger better.
Then we meet mom, someone who doesn't exactly seem fit to be the assistant-principal if for no other reason than that she's calling her students weirdo's. However, there's nothing wrong with weird people as long as they're rich: in fact, make friends with him immediately; he might give you money or something. So, according to Luke, mother was relaxed. Did he not see her face turning into a vicious frown every line she said? Did he not see the question mark followed by an exclamation mark?! Okay, I'm nitpicky as hell here.
You know, this music is a real earworm. It's incredibly catchy. So, the girls are trying to get the new kid, the rich kid, to go out with them. Probably so that they can get some of his money. It really doesn't matter that he doesn't want to talk about it and he's really strange and awkward, he's still RICH. So, let's take him to the park so we can, eheh, "get to know him", ehehe, ehehe-he... heh. Anyway, they mention Luke and Sokin remembers him by talking awkwardly. I do like how it's obvious Sokin's speech pattern is different from the other kids. But yeah, okay. When do I get to take my next five steps?
So now blue-haired Sarah makes a ridiculous accusation based on nothing that Sokin MUST be meeting Luke because Sokin remembered meeting him before! This is totally important because why?! Rou says they'll go to the park. Susanne says she'll go to Luke. Rou says she shouldn't go and he'll go. Make up your mind, characters, this scene could have been done a minute ago!
So Rou and Luke are now sweeping the floor together and talk some more lengthy dialogue. Cut this down to the essential lines, it's just saying the same thing over and over again. Which high school kid would say that someone has "a certain presence about him"? Awkard wording like that is strung all throughout the game. I know your (and my) native language isn't English though, so it's excusable.
"He's certainly not normal, that much is certain!". You're obviously related to Captain Obvious, that much is obvious! And, YES, we KNOW the girls asked him that; WE ACTUALLY SAW THAT SCENE. Let me PLAY. Why Luke? EXACTLY. If you've shown something, don't tell the exact same thing in the next scene. The bit about the weed is interesting, because it's new information. The rest is stuff we should know, unless we were not paying attention and just slamming the enter bar to get rid of all these dialogue windows so we could play.
(Also, I don't exactly follow the timeline here; Sokin runs away from the girls, Rou goes looking for Luke, Sokin runs away and discovers there's a barrier, then turns a corner and bumps into... wait, then the previous scene... has Sokin been running around the school for the past half hour?) Sokin acts weird and angry and Luke reacts the same way the audience would. I do fucking love the line "What the hell is his major malfunction?!". So good. Alright. Then he spends another twenty text boxes saying the same thing. AND HE RUNS LIKE A LITTLE GIRL TOO! No, I actually like this little bit of anger, it's totally justified.

Enter the BARRIER! What the hell just happened to Luke? He's in a strange parallel world or something. Where it's dark. And he, amazingly, has five fingers! And there's a thick mist! And the sun is setting! He hears a sound, and thinks that it sounds like a wolf. He's totally suprised when the sound that he thought came from a wolf turns out to come from a wolf. Shocker.
Awesome! Luke is going to use a Fire Extinguisher as a weapon?! YEEAHHH! Let's FIGHT!! ... Man, I love weapons that are silly like that. I hope he blows the wolf away with it. Oh? No? He just throws the thing? That's a shame. Still, the battle system I like. The Alma Skills require "Blitz" inputs. I'm still not sure how they affect them, because when I type them in correctly I can still miss and when I only type half of them because I don't immediately realise what to do, they still work too sometimes. Still, the idea is great and in general it works like you want it to. I like the bar that shows whose turn it's going to be, but be sure to update the graphics on that so we can see when it's WHICH character's turn.
So, now it's time to introduce the JUMP function. It works fine, but it's much safer to use it when you're not running because, while running, you're far more likely to jump into those holes. So, it's not so much running away from the white wolf as it's walking away. But it seems to work fine. I think on my first play, the wolf caught up to me once, and was then already visible at the start of one of the next maps, but when doing it regularly it doesn't do anything strange.
On top of the roof of this church... err, school, we see Sokin fighting a wolf. Well. It's obviously Sokin. Oh, it's someone with blonde hair. Okay, that could literally be anyone. ... Oh, no, it can only be one person, apparently, the only rich person with blonde hair that's strange enough to be fighting a wolf on top of the roof of this church-school we know! Sokin, whose power is outrageous and can't be real. My initial reaction would probably be "what the fuuuuuuuck", but that's good too.

So Sokin and Luke bicker a bit more and a new monster appears. His claw soared through the air where his head was just a second ago! Oh deary me! You mean he almost hit you. Damn. Sokin then tells you to run. Press D, right? Haha? Ha?
The hallway is filled with... what? Yeah, er, I guess so. Some more useful dialogue about the Barrier. It's an alternate reality that's filled with scary alternate reality monsters, and you can get in if you're wearing one of those rings. I see. Do you have to create a barrier and then populate it with creepy monsters, or are there several barriers all throughout the world and do you just have to "open them"? In any case: barriers are fucking scary. Take your rings off and live a peaceful life without being sucked into worlds of MONSTERS OF DOOM.

Ahh, and now we come again to the scene I don't get.

"Thanks for saving my life, Sokin."
"WHAT THE HELL, YOU'RE AN IDIOT! DON'T INSULT ME!"
"I said thanks."
"DON'T WARN OTHER PEOPLE!"
"That was like twenty message boxes ago, Sokin, I just wanted to than-"
"YOU'RE A MORON! AN IDIOT! IDIOT!"
"Stop saying idiot!"
"I CAN SAY IDIOT AS MUCH AS I WANT, I HAVE ENOUGH MONEY TO DO THAT! IDIOT!"
"Dude, this shit is insane, and you're out of your mind. You're weird." He's calling me an idiot and he's really weird, but he's not a bad guy! You know, he's rich! And he still has that certain presence about him! Not to mention his flair! He's so dreamy! "But I'll try it one more time: thanks."
"ALRIGHT! I will accept your thanks!"
"I knew it! He's easy!"
"What did you just say?"
"I SAID THANKS!!!"

... or something like that, I dunno, the childish insults were blinding me. Now if they hadn't had that little quarrel, they might've gotten through the door in time. You know, even with that Barian in the same hallway, they're two steps away from the exit. It's not that hard to step back and jump out, is it? But, what am I complaining about, there's some gameplay coming up, right? No? Luke runs away... past the door? Why?! Does the door not open until you defeat the Barian? Then why does he have to run anyway? If Sokin loses, then the Barian will chase after Luke and, I dunno, eat him or something. Either way, another fight!

"Woohoo! We made it!"
"Yeah, you fight well."
"You should thank me."
"Alright: thank you."
"YOU IDIOOOOT! DON'T INSULT ME!!!"

Oh, that's not what happens?

He blacks out, the evil guards discuss the situation and their evil plans, and then Luke wakes up in his own bed? Huh, strange. Susanne wakes him up and then runs out screaming when she realises that Luke isn't wearing any clothes. Well, he was just asleep, you dizzy cow, what'd you expect, that he'd be fully clothed and ready to go? Tssk. In his country, they spell late with just one a, so they walk to school. You're late, Luke! PRESS D!!!

Right, okay, this thing has been lengthy enough, and I think by now it's obvious what I like and dislike: I really like the look of the battle system, and I'm really curious how it'll work when the overdrives are implemented. I'll still go over some other things in short though.
I like how "Sokin's house" starts out with a little puzzle. It's nice. I spent some time with the crate pushing puzzle in the first room and decided that it was impossible. That is, until I realized that I could jump. So, all the puzzle really boils down to is pushing one crate and jumping over another. Deceptively easy. I actually like that, it's reminding the player that they can use all their commands at all times, as I forgot about that for a moment. I have no idea how I'm supposed to figure out the touch-pad puzzle though.
The larger 'jumping puzzle' in Sokin's house bothered me a bit, though. You have to constantly make turns so that you can jump in another direction, but it's impossible to just -face- another direction instead of taking a step in that direction. In other words, if you're facing the wall on a 1x1 square and you then want to jump to the left, you first have to fall off the platform and then respawn on top of it so you can make the proper jump. I don't think that's exactly what you want. You can still get across the gaps, but you should think about fixing that.
There's quite some "story moments" again in Sokin's house, and Luke's staring at Sokin, describing what he looks like etc. feels redundant. It would only work if you intend to show a picture of that scene instead of just the same old full-body shot of Sokin. We've seen it and it doesn't match Luke's text: he doesn't look much more determined or anything than before.
Also, I'm totally bummed out that Luke is now using a bow and arrow instead of a fire extinguisher. Bring it back. And add foam.

But blah blah, I'm now totally being nitpicky here and I'm actually annoying myself by doing it; I hope it was helpful in some way, though.

But when the game doesn't drag because of an endless avalanche of message boxes, it's pretty fun. The gameplay is decent, the jumping puzzles are still flawed but have a pretty good idea; but I know you're working on that. The battle system looks great and is promising. I ran out of SP in EVERY FIGHT, though, so had to finish with "attack" and some health tonics anyway. Still, you're doing a pretty solid job at making this and I did enjoy it!
 

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