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DEMO AVAILABLE!! - Rise of Aden - Tactical RPG

my.opium.eyes":1s7p1v2k said:
My main concern with the mapping is how those trees and the tiles clash. It's quite jarring.

Looking at the "Features" section, you've got some big expectations for your game. Which is fine, just don't get burnt out before you've released a decent demo. I just want to play a tactical RPG. ;)

Yeah I understand your concern with the trees. Those big ones are really only used for cut scenes. You won't see them in normal maps you can wander around in.

Yes I do have some really big expectations to fill in my features section, especially since this is my first game. All of them are more than do able at this point though. It's looking like the demo will have 120 or so maps and is about 5-6 hours long. The one thing I am really considering dropping is the voice acting for every cut scene. It's not so much how to do it but the fact that it's going to make the game ridiculously large. Either way it won't be in the demo. If I still do it there will be 2 versions available in the end. One with and one without the acting.

Thanks for wanting to play this game. I've put a ton of work into it. There should be a demo available by Christmas if things go according to plan. I also will be releasing a trailer with a lot of the in game art and game play here soon, so be sure to check back often!
 
I take one look at the screenshots, and I'm like holy crap this game is good. I like everything about this game. I especially like the battle system. All the other games are just boring, ABS, Side view, just boring battles. I think I will like this SRPG.
 
It's nice to see a game that uses something other than the standard turn-based battle system. How many playable characters do you plan to have in the demo? Will their classes be different enough for us to see the variety you ultimately plan to put in this game, or will it be limited for demo purposes?
 
Lazer Kirby":73jrzw9k said:
I take one look at the screenshots, and I'm like holy crap this game is good. I like everything about this game. I especially like the battle system. All the other games are just boring, ABS, Side view, just boring battles. I think I will like this SRPG.

I'm glad you like the screen shots. It really has been a learning process for me and I feel my maps have gotten better. I've actually redone the first maps I made about 4 times now to make them more interesting.

One Knight Stand":73jrzw9k said:
It's nice to see a game that uses something other than the standard turn-based battle system. How many playable characters do you plan to have in the demo? Will their classes be different enough for us to see the variety you ultimately plan to put in this game, or will it be limited for demo purposes?

There will be 8 different playable characters in the demo. Between the 8 there will be 6 of the 20 different classes available.
 

-LuX-

Member

I love this game.

I dont see too many tactical rpgs around...

But this is very promising. I really enjoy games where one can personally control the skills each unit possesses. Although there are a few cliches in the story and if you have too many they cannot be overlooked. The graphics look fine, except for the pictures maybe, but thats preference.

But other than that keep it up, and dont worry I WILL play this. :thumb:
 
-=_{LuX}_=-":1ak35r60 said:
I love this game.

I dont see too many tactical rpgs around...

But this is very promising. I really enjoy games where one can personally control the skills each unit possesses. Although there are a few cliches in the story and if you have too many they cannot be overlooked. The graphics look fine, except for the pictures maybe, but thats preference.

But other than that keep it up, and dont worry I WILL play this. :thumb:

Thanks for your support LuX. Those are some of my favorite things in games too. I look forward to hearing how you like it once the demo it out.

And now for this weeks update, new battle screen shots!

SewerBattle.png


MajaFight1.png


MajaFight2.png
 

-LuX-

Member

So, I played the demo and here is what I thought of everything:
Battle System: Enemies were a little on the weak side so they weren't very much of a challenge in the boss battle, but in the sewer battle the dragoon did die. I figured out too late that I should have kept them together, instead of seperating them (make more battles similar to this and you've got a winner). None of the enemies had any skills so it was rather easy to just rush in and attack; it didn't require too much thought.

Guild Hall: Very nice. Very thorough explanations about the various systems in the game; no problems there.

Class/Job System: I must say I do very much enjoy any type of game with a class system implimented, for it adds that extra degree of control that lets you make characters what you want them to be. And I'll haveyou know that out of respect for your excellent game I've decided not to add a job system to mine. A suggestion for the swordsingers and the like: Wouldn't it be better if they were a seperate category of classes, because when one thinks of a mystic they think more of just priests and mages. A swordsinger brigs to mind a cross between warriors and mages (but that's just my oppinion). Do you get job points after battle as well, or just from potions? Does each class have its own level, o do your stats increase according to class as you gain in levels?

Music: Excellent, just excellent.

Overall: The mapping was solid, mechanics were solid, Music was excellent, but the battles were a little easy. I understand since it was just a demo showcasing battle mechanics and all...

Nice Job so far anyway.

-LuX
 
-=_{LuX}_=-":10pjdhyx said:
So, I played the demo and here is what I thought of everything:
Battle System: Enemies were a little on the weak side so they weren't very much of a challenge in the boss battle, but in the sewer battle the dragoon did die. I figured out too late that I should have kept them together, instead of seperating them (make more battles similar to this and you've got a winner). None of the enemies had any skills so it was rather easy to just rush in and attack; it didn't require too much thought.

Guild Hall: Very nice. Very thorough explanations about the various systems in the game; no problems there.

Class/Job System: I must say I do very much enjoy any type of game with a class system implimented, for it adds that extra degree of control that lets you make characters what you want them to be. And I'll haveyou know that out of respect for your excellent game I've decided not to add a job system to mine. A suggestion for the swordsingers and the like: Wouldn't it be better if they were a seperate category of classes, because when one thinks of a mystic they think more of just priests and mages. A swordsinger brigs to mind a cross between warriors and mages (but that's just my oppinion). Do you get job points after battle as well, or just from potions? Does each class have its own level, o do your stats increase according to class as you gain in levels?

Music: Excellent, just excellent.

Overall: The mapping was solid, mechanics were solid, Music was excellent, but the battles were a little easy. I understand since it was just a demo showcasing battle mechanics and all...

Nice Job so far anyway.

-LuX

I appreciate the feedback Lux. It is most helpful and will play a part in adjusting the gameplay before the demo is officially released.

For this weeks update I thought it would be good to share some in game artwork. Enjoy!

Aden City
aden10.jpg


Narsoni Village
narson10.jpg
 
Diaforetikos":1hejau5k said:
Who painted the village picture?

A friend of mine painted these. There are several more that he did all throughout the game.

Here are this weeks updates; some new screenshots.

DemonCave.png

Animations.png

Mollil.png
 
The top screen shot is tinted way to dark. There are better ways to simulate night without rendering your darkest colors unseeable. Also your tilesets are really hit or miss at this point. It seems some are complete sets and others are hodgepodges of different art you've cobbled together. It looks very inconsistent and strange, the third screenshot is a prime example of such. You should look at your resources and pick a style to stick with and implement as what you use to design your maps around. Also why are you using interior stone wall autotile for the tops of the exterior stonewalls in the third screenshot? The black looks really out of place.
 
Captain Murphy":3nrqxhx6 said:
The top screen shot is tinted way to dark. There are better ways to simulate night without rendering your darkest colors unseeable. Also your tilesets are really hit or miss at this point. It seems some are complete sets and others are hodgepodges of different art you've cobbled together. It looks very inconsistent and strange, the third screenshot is a prime example of such. You should look at your resources and pick a style to stick with and implement as what you use to design your maps around. Also why are you using interior stone wall autotile for the tops of the exterior stonewalls in the third screenshot? The black looks really out of place.

Thanks for the feedback. I am still trying to find a decent tint for the top screen. It is supposed to simulate the inside of a very dark cave that is illuminated by crystals. I have since lightened up some of the areas though I feel it's not quite right. I also agree that the village looks much better with tops of the walls fixed. This work is still very much under progress and as such the tiles are constantly changing. For example the trees have since changed. I felt that the old ones showed too much detail and didn't match well with the main style. Anyway feel free to give any and all criticism, as I am always looking to improve this project.
 
Hello everyone. Here is our first post this year. I've included some more artwork that is appearing in the game as well as the theme song for our hero Duncan. I'd really like some feedback on this, as well as the rest of the game. So please share your thoughts with us.

Duncan's Theme

narsell.png


breka.png
 
Rise of Aden is near ready for a demo release. We'd like it to be out this month. It is a tactical rpg with a battle system similar to Final Fantasy tactics and a world you can explore much like Secret of Mana. We are looking for 2 or 3 beta testers, all from multiple communities, to help do some extensive beta testing to iron out any remaining bugs, grammatical errors, balance game play and give feedback on the story as a whole. If you would be interested in this please post here as to why you would like to beta this game. Thanks and please let me know if you have any questions.
 

-LuX-

Member

I definitely would like to Beta this game, and as before I'll give you a detailed report, except this time I'll be much less lenient as I want your game to be the best it can be. Furthermore, Tactical rpgs are my favorite genre, so I'm sure I can tell you what to improve. Either way I really would like to see how it has progressed since the battle demo...
 
A better way to simulate darkness is to lower all the levels a bit. Have blue be raised a bit above the others. And then desaturate the colors. Should give you a darkening with a greying effect that has a hint of blue in it, a sort of rm version of blue filter night seen commonly in B movies. It will be reminiscent of night without making your tiles invisible. If you are trying to limit site you should use an overlay with an opening that is static to the center of the screen.
 
-LuX-":3tmilifm said:
I definitely would like to Beta this game, and as before I'll give you a detailed report, except this time I'll be much less lenient as I want your game to be the best it can be. Furthermore, Tactical rpgs are my favorite genre, so I'm sure I can tell you what to improve. Either way I really would like to see how it has progressed since the battle demo...

Sounds great LuX. I loved your help with the battle demo. I'll send you a pm right now with a link to the beta download. The more detailed you are in your report the better I'll be able to improve the game, so please keep a running list as you go.

Captain Murphy":3tmilifm said:
A better way to simulate darkness is to lower all the levels a bit. Have blue be raised a bit above the others. And then desaturate the colors. Should give you a darkening with a greying effect that has a hint of blue in it, a sort of rm version of blue filter night seen commonly in B movies. It will be reminiscent of night without making your tiles invisible. If you are trying to limit site you should use an overlay with an opening that is static to the center of the screen.

Thanks for the tip Captain. I'll mess around with it some more and see if I can come up with a better result.
 
Thanks for everyone's input lately, as well as the help in beta testing. It has been most helpful! For this weeks update I included a picture by our artist Meisl of a ship, some face portraits for Airril and Kendrick by our other artist Malmquist, and the theme for Faitule by DrDisastro. Any comments from the community are always more than appreciated.

Faitule's Theme

ship2.png

ArrilOlder.jpg

Kendrick-1.jpg
 

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