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[demo] The only good VX game.

On Friday afternoon, I had a sudden burst on inspiration. On irc I told Wumpi "hey, let's make a game this weekend". Teloch joined too. The first of these was Bazonga Quest I: The Serach for Bazgonga;s, and Wumpi followed with part one of Hand in Hand. I'm last (but I still beat the midnight deadline). This is mine:

Gaydads Interactive presents...
A Seattle Five production...

UNTITLED

    Synopsis:
Elice is a young girl living in Kingdom City. Once day, she is visited by a man who claims that he is from the future. Elice learns that she is the only chance to save the Time Wanderers, and that she is the key to keeping the timeline intact.

The story followed Elice and her friends as they travel through time and unravel the mystery of the Day of Dust. Pretty straightforward.

    Characters:

HTML:
<IMG SRC="http://bb.xieke.com/files/c_elice.gif" ALIGN=LEFT>
Elice is the hero of the story (she can be renamed as you like). She is the fourteen-year-old daughter of Waldner, and as such possesses the ability to be a Time Wanderer. In the vein of classic RPGs, she is a typical silent protagonist.

HTML:
<IMG SRC="http://bb.xieke.com/files/c_gux.gif" ALIGN=LEFT>
Gux is a professor and researcher of time travel, and he works for a company two hundred years in the future (counting from Elice's time). He travels back to find Elice, to bring her to the future where her father can awaken her powers.

HTML:
<IMG SRC="http://bb.xieke.com/files/c_wheeler.gif" ALIGN=LEFT>
Wheeler is one of the early alchemists, and she lives a hundred years before Elice is born. When Elice and Gux are stranded in the past, she offers her talents and helps guide them back on track.

HTML:
<IMG SRC="http://bb.xieke.com/files/c_waldner.gif" ALIGN=LEFT>
Waldner, Elice's father, is one of the last of the Time Wanderers, an ancient group of people who travel through time and ensure that time-travelers do not create paradoxes. Recently his ability to travel through time gates has stopped working, and he calls upon Elice to find the source of the problem.


    Features:
Nothing exceptional, other than attention to detail. There's a custom leveling system, and equippable skills, but nothing fancy.

Most NPCs will have different things to say if you talk to them multiple times, most objects can be inspected, etc. Because of the restrictions and nature of the "weekend game", the game only uses the RTP.

The game is intended to be an example of a solid, well-made RMVX game, without being anything phenomenal. This could actually be considered the perfectly-average game. Anything better than this is good, anything worse than this is bad.

    Screenshots:

    Downloads:
Every week, until the game is complete, I'll hopefully release an installment, which would include everything up to the current position. Each installment will consist of a weekend's work. The plan is that every weekend, I put a mad rush and see how much I can get done (to keep in the spirit of the original challenge, which was "hey, let's make a game in a weekend"). They'll be listed here as I make them. RPG Maker VX RTP is required.

 
The game seems nice, though there isnt much to say at the moment, loved the details on the npc dialogues... city maps were a bit simple... but the swamp looks great.
Looking forward to the next chapter
 
Playing Teloch's game made me think that the other two were jokes as well.  :sad: That is clearly not the case.

As Avadan said, the amount of detail that you put into NPC dialogue is great. You managed to give NPCs dialogues that fleshed them out, but  wasn't boring, or long, and drawn-out. Of course, I expected nothing less. Also, I'm happy to say that I got most of the references.  :smile:

Oh, and I was pleasantly surprised by Wheeler's appearance.
 

Rare

Member

im playing this just because i know the dialog will be stellar.

EDIT:

woah wrong thread.

disregard the edit :3
 
Thanks. Fixed.

Also , at the modern bit on the farmers patch , you can walk through it all. but is he ment to say that every step you take? MEh.

Yes. Would a farmer really only yell at you once if you continued doing it in his plain site?
 

Kav

Sponsor

Though short, this game has lots of potential. I already told you what I liked about it on IRC, but I'll just say here that more people should give it a try. The work put into the NPC's and the town shows that you can make a good game using RTP and not copying Final Fantasy.
 
I liked the detail, but I feel you should give the main characters more personality.  The main characters don't have as much personality as some of the NPCs who curse out random stuff under their breath.  It's good, and the mapping detail is excellent.  It's given me some good ideas.

Of course, everyone differs in their styles of game making.  I tend to focus more on the characters, storyline, and gameplay, while you're excellent with effects (movements, animations, etc.), map details, and NPC dialogue.  Everyone gives a game their unique touch.

~Guardian1239
 
Guardian1239":88vpwnf6 said:
I liked the detail, but I feel you should give the main characters more personality.  The main characters don't have as much personality as some of the NPCs who curse out random stuff under their breath.  It's good, and the mapping detail is excellent.  It's given me some good ideas.

Of course, everyone differs in their styles of game making.  I tend to focus more on the characters, storyline, and gameplay, while you're excellent with effects (movements, animations, etc.), map details, and NPC dialogue.  Everyone gives a game their unique touch.

~Guardian1239

Show me someone that can show off fully fleshed out characters in a ten-fifteen minute demo(with only four, or five cut scenes!), and I'll show you talking owl named Skull McThatherton. :\
 
Luminier":wyg0ubok said:
Show me someone that can show off fully fleshed out characters in a ten-fifteen minute demo(with only four, or five cut scenes!), and I'll show you talking owl named Skull McThatherton. :\

"Hand in Hand"  :P
(Well... maybe not "fully fleshed"... but strong enough)
 
Elice has no personality. I know, the "it's intentional" thing is usually just a lame excuse, but maybe you didn't catch that she was an old-school silent protagonist, similar to Chrono. The kind where you're supposed to put your own personality onto her. In fact, I have since made it so that you name her when you start the new game.

No excuse for Gux, he's a horrible two-dimensional character that I haven't fleshed out yet. :)

And yeah, Wumpi's game is better than mine. :blush: But it's not a competition.
 
I added part two. Download it here. I've also added screenshots from Part Two into the first post.

Most of this weekend was spent getting the battle system working nicely. The Merzbow Swamp is more or less complete now.

HTML:
<blockquote>
Important: If you've played Part One and saved, I highly suggest that you restart Part Two from the beginning. A lot of my time working on the game this weekend was spent tweaking stats and the battle system, and if you use your old save file, things will not work right. In addition, I've added some changes to the early game (such as the ability to name the hero, and a way to obtain a necessary item).

Following this release, however, you will be able to transfer over save files from one Weekend to the next.
HTML:
</blockquote>
 
I guess I'll kick away the tumbleweeds here. I played some of this a while back (part 2 version, though), and I think it was the only VX game I've tried so far. It was a pleasant experience, with a clean and light hearted feel. The dialogues came out naturally, although I suppose that's a given.

Besides that, I don't have much to say about it in particular. It did give me some insights to the feel of games that VX RTP could produce, and I think it was probably for the better.
 
I'm not entirely sure if you're looking for real feedback, or if this is just one of those "I made this in an hour so it doesn't really matter anyway" kinds of things.  If the case is the latter, you can ignore these remarks.  If however you plan to write a more formal synopsis with a more coherent hook, this might be helpful to you.

I don't really mind one way or another how much a designer chooses to reveal about their story, but I'm recalling a comment you left in the Dark Era thread...

Same thing. We're your fellow game developers here, and the purpose of this forum isn't just "lol advertising". If you're not willing to discuss the story in detail, it will be hard to give you a detailed critique.
 

I think I'd have to agree with you on that.  One of my major contracts is a company that has a branch in the Ukraine; so I deal a lot with poorly translated instructions, plot explanations, etc.  Though there's no problem with your grammar or anything, your current synopsis reminds me a lot of content that still hasn't gone through a final pass, so I thought I'd give you a few pointers that I've picked up from the folks who deal with localization and text: 

Your current wording:
One day, she is visited by a man who claims that he is from the future. Elice learns that she is the only chance to save the Time Wanderers, and that she is the key to keeping the timeline intact.

You throw out "Time Wanderers" without even a hint of who they are or what their purpose is.  Are they an organization that maintains the flow of time?  Are they some kind of police force?  A good synopsis would be succinct, but still include pertinent information that would simultaneously spark interest.  This reworded version lets the player know a bit about (a hypothetical version of) the Time Wanderers while keeping it short and sweet:

One day, she is visited by a man who claims that he is from the future.  He tells her about the Time Wanderers, a mysterious organization that maintains the flow of time, and explains that she holds the key to their survival.  Without her help, the very fabric of time could fall apart.

Same goes for the "Day of Dust."  What is that?  What am I as a player supposed to think that is?  Given the Chrono references, I could assume that it's an apocalypse of some sort... but you'd have a lot more of a hook if you included a bit of detail.  Basically, the best synopses out there are the ones that can draw the player in with small succinct details... it doesn't give too much away, but gives the feeling that there's something to look forward to.

Hope this is helpful!
 
This game looks good, and I can't wait for part 3! It was kind of sad that I got to the temple and then-Come back next weekend!

This is an interesting idea, I'm going to enjoy the Mirror system.
 

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