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Excalistia

http://www.excalistia.com/RPG/extopic/extitle.png[/img]



http://www.excalistia.com/RPG/extopic/exintro.png[/img]
Excalistia is that game I've been working on for a long time. By a long time I mean around 7 years. Of course, it had many different forms and wasn't the same game the whole time, but it's always been my main project that never gets released. After trying almost every maker out there, and even some programming languages, I figured I'd go back to RPG Maker because I really wasn't doing any progress. So the current incarnation is being made with RPG Maker XP and there's some real progress being made this time. Excalistia is a 2D adventure/RPG of sorts, with focus on exploration and puzzles/minigames.


http://www.excalistia.com/RPG/extopic/exstory.png[/img]
In a post apocalyptic world being consumed by barren wastelands, the few remaining nations fight over scarce land and resources. They also fight the hordes of mutants, robots, and other abominations roaming the wastelands. One such nation is the Federal Republic of Vanalia, which is struggling to boost its crippled post-war economy. When a technology is invented to the suppress the need of sleep in humans, Vanalia is one of the first nations to enforce the use of that technology to maximize the productivity of its citizens.

With sleep banned, an underground black market thrives in Vanalia to provide sleeping pills that circumvent the technology. A dealer of said 'drugs' gets his hand on a sample of a newly invented and allegedly untested sleeping pill. However, when his daughter inadvertently consumes the pill, she falls into a state of deep sleep. Having tried everything in his power to wake her up without any success, the drug dealer decides to trace the origin of the new pill in hopes of finding a way to reverse its effects.

Elsewhere in Vanalia, in the basement of the city hall, a young man is being interrogated by his cruel jailers. He was found wandering aimlessly in the Forbidden Zone: an ancient metropolis now reduced to a jungle of polluted ruins, in his hands a bag of mysterious sleeping pills with unusual permanent effects. Directly above the young man's cell, the General of the Vanalian army is leading a coup d'etat against the elected president, and a terrorist group of Hotmog-worshipping cultists is planting explosives all around the building.

Vanalia as we know it is about to change, and what happens in Vanalia ripples throughout the entire world.


http://www.excalistia.com/RPG/extopic/exgame.png[/img]
Excalistia is an RPG, but without 'filler' battles. There are still some boss battles every now and then, but it's all scripted. The reason for this is that I wanted to make each battle unique, and also because I want to think of different approaches to gameplay. Dungeons are centered around solving puzzles and winning minigames, while towns have quests that involve certain tasks. Exploration and talking to people is very important, and your game experience is greatly influenced by what you know (what you've seen and who you talked to).

The game is generally open ended, in the sense that you can beat the game in a really short time, but by doing optional quests and unlocking certain scenes the story builds up and gets deeper. You also get different endings depending on what you did, kinda like Chrono Trigger. Boss battles use a turn based tactical battle system, and each battle is unique in a way. You raise stats by doing all sorts of things, such as increasing strength by pushing a boulder to solve a puzzle. Trading is a large part of the game and you can own a shop and deal with a simple market simulation.

http://www.excalistia.com/RPG/extopic/exbattle.png[/img]
While there aren't many battles in Excalistia, a turn-based tactical system is still used for certain optional boss battles. The battle system borrows elements from games like XCOM, Breath of Fire V, and Growlanser to name a few, but also introduces its own new concepts. It's hard to put the battle system in words; I think it's easier to understand when you play the game or see the battle system in action. Nevertheless, here's a more detailed explanation for people interested:
http://www.excalistia.com/RPG/extopic/screens/battlescr.PNG[/img]

http://www.excalistia.com/RPG/extopic/screens/item2.png[/img]
Battles are turn based, you get a party turn followed by enemy turn. You can freely cycle through characters and the character selected at one time is the active character. Characters can move around using arrow keys (instead of specifying where to go), and you can bring up the actions menu by pressign the action key. Moving and using actions (such as attack, magic, etc.) consumes time points and when you consume enough (enough depends on character speed) you can no longer use the character until the next party turn. In the screenshots, time points are represented by the yellow bar in the character info box, when selecting an action you see a preview indicating how much points the action consumes in the form of a blue extension of the time points bar (first screenshot), and if it requires too much time points the preview bar would be red (second screenshot). The neat thing about time points is that if you end the party turn without consuming all available time, you can still use them in enemy turn to get away from enemies (by using arrow keys to move around) or to trigger certain counter-skills.

Moving on, another thing you might notice in the screenshots are the shield and heart icons. Excalistia doesn't have HP or MP, at least not directly. The heart represents 'base defense', a relatively small value that gets you killed if it reaches 0. Base defense is generally so small that a hit or two from enemies will kill a character, and that's why characters us shields. The shield icon represents the equipped shield's "threshold" value. Unlike base defense, threshold can take on larger values and protects the character until it breaks. The shield threshold isn't simply damaged like HP, it uses a formula to make it degenerate through usage and battle stress; it provides the highest protection when first used but with repeated hits and heightened battle tension the threshold decreases and enemy attacks become more effective, to the point of enemies getting through the shield and to base defense without even breaking the shield. There are skills to repair shields and you can replace a broken shield, but both options leave you vulnerable for at least a turn, which might be just enough to get you killed.

Other aspects of the battle system include the effect of a weapon's weight and accuracy on available time points and on getting through enemy shields. Magic consumes several turns while inflicting powerful status effects on enemies. Skills simply consume time points and provides a variety of specialized attacks (such as a weaker attack that is more precise) that could be chained for interesting effects. A certain type of skills known as passive skills are always active in battle and effect characters and the battle field in different ways. There are also counter skills that can be used in enemy turns provided you have enough time points from party turn. However, I think the most defining feature of Excalistia's battles will be that each battle is unique. Since there are no random or filler battles, it's easy to focus on making battles different, kinda like bosses that have specific ways of beating them in some games.

As complex as all of this might sound, I think it's pretty intuitive in action. You'll just have to wait and see!


http://www.excalistia.com/RPG/extopic/exfeat.png[/img]
  • Original graphics and music
  • A fun turn based tactical battle system
  • Focus on exploration and puzzle-solving
  • A keyword system that allows you to inquire about certain keywords in message boxes to learn more
  • Many puzzles, minigames, and optional quests and cutscenes
  • Stats and skills that are usable outside battle
  • Your actions and choices tend to have real consequences and lead to multiple paths
  • A companion creature follows you around and can help you solve puzzles (or you could eat it when hungry...)
  • Many unique scripts made specifically for the game (is that a feature?)
  • Monkeys, cows, zombies, vampires, hotmogs, mutants, robots, slimes, communists, dinosaurs, Borglidde, and more!
  • An improved custom backshave system inspired by Potato Chaos

http://www.excalistia.com/RPG/extopic/exprogress.png[/img]
I REALLY want to release a demo this year, but progress on the game is slow because I want it to be good (and because I'm lazy). I'm not good with deadlines, and this game might take forever, but it will be released before Duke Nukem Forever... I promise!


http://www.excalistia.com/RPG/extopic/exscreens.png[/img]

http://www.excalistia.com/RPG/extopic/exmusic.png[/img]
Main Theme by Shannon Mason
Echoing Darkness by Aaron Eason

http://www.excalistia.com/RPG/extopic/excredits.png[/img]
These people rock:
  • Willow
    (Music)
  • Pongball
    (Music)
  • Ocean's Dream
    (Graphics)
  • TFT
    (Graphics)
  • ramirez
    (Misc. Help)
  • Drule
    (Website)
  • Medieve
    (Concept Art)


http://www.excalistia.com/RPG/extopic/exmore.png[/img]
Check The Official Site and the more frequently updated (yeah right) Development Blog.
 
Wow, this is a very well put together project/thread.  It certainly looks like you've put a lot of effort into this.

First, I like your story, it's got an interesting concept, and is very well written, but the third paragraph seems kind of thrown in.  The third paragraph does give it a sense of urgency, but I'm not really sure if that's all it's meant to do.

Your graphics are a breath of fresh air from the RTP, and I'm liking your style.  The only thing I can think to comment on them is they might look better with some shadows, and watch your lighting; some are pillowshaded, and some have lighting coming from the top-left. 

For the most part though, this project looks really promising;  7 years you said?  Mad props for dedication; that's a long time to stick with one project.  Good luck; I'll certainly play this when it's released.
 
Thanks for the replies, everyone.

Plubyblop":1hjg330v said:
Wow, this is a very well put together project/thread.  It certainly looks like you've put a lot of effort into this.

First, I like your story, it's got an interesting concept, and is very well written, but the third paragraph seems kind of thrown in.  The third paragraph does give it a sense of urgency, but I'm not really sure if that's all it's meant to do.

Your graphics are a breath of fresh air from the RTP, and I'm liking your style.  The only thing I can think to comment on them is they might look better with some shadows, and watch your lighting; some are pillowshaded, and some have lighting coming from the top-left. 

For the most part though, this project looks really promising;  7 years you said?  Mad props for dedication; that's a long time to stick with one project.  Good luck; I'll certainly play this when it's released.
Thanks. I appreciate your comments. I know about that third paragraph, unlike the other paragraphs, I added it word for word from an older story description that focused more on showing the diversity and amount of events and sidequests taking place. It probably doesn't work well with the rest, so I might change it later, I just thought it's important to present a glimpse of the various quests you could get involved in aside from the main plot.

Mismatched graphics happen when you work on something for so long and improve along the way, some screenshots are older than others too. I'll probably get around to improving consistency and reducing pillow shading, but it's not a priority for now.

Ynlraey":1hjg330v said:
Haha wow RPG!
Does this mean excalistia is almost done? *_*
*stalks you in the shadows*
No, it's not. It just means there's been more progress and that it's coming along nicely, but it's nowhere near done... someday though... someday... :(
 

Racab

Member

Hey, your project looks promising, I can't wait to see it finish. So far your story seems pretty original, keep it up and good luck. ;-D.
This looks like a good story, I wonder why you don't have more replies... When you said you've been working on your story for 7years, I kinda get what you mean. Haha I've been working on mine for a few years but not as long as you. But one thing I'm sure it that it should be good. looking forward to it.
 
looks promising game sense you going to use rpgtoolkit from long ago when I heard about it
the thing pay my attention was the original resources that you use and now the entire game mechanic looks unique ^^
great job and I wish you will finish as soon possible
good luck.
 
Thanks for all the replies, I appreciate them. I've been working on the battle system and sprites lately, and while the progress is very slow (my new job is consuming much of my time), it's steady. An artist is also helping me create a pretty neat graphical intro cutscene to replace the old sprite-based one.

Shingu":3o7rsg52 said:
7 Years?!
This better be worth your time man..
Maybe it wouldn't be worth my time if I did spend 7 full years on it, but there's a difference between starting something and working on it continuously. That is to say, I had the original concept 7 years ago, but the amount of real work done during that time is probably around 1-2 years (I'm lazy!). That and, regardless of the results, I did learn a whole lot since I started working on this game, and I worked with wonderful people. The experience and people involved are worth it.

I emphasized 7 years mainly to note the concept and story development time, rather than game development time. 7 years ago it was about a gate between an evil world and a 'normal' world,  forces of darkness, elves, airships, and evil empires. All traces of that are gone now, and the game developed into something more personal and unique (in my opinion), which I think is definitely worth my time!
 
This game looks terrifyingly good. I'm especially, seriously intrigued by that screenshot with the guy with the missing arm. That and the idea of the sleeping pills and enforced lack of sleep. That was a stroke of genius. I would very much like to play this.

Oh.

Criticism: you might want to consider changing the face graphic for Troys, because especially in that screenshot it clashes horribly with the rest of the content. =]
 
WeAreSuperhero":1t227xaw said:
This game looks terrifyingly good. I'm especially, seriously intrigued by that screenshot with the guy with the missing arm. That and the idea of the sleeping pills and enforced lack of sleep. That was a stroke of genius. I would very much like to play this.

Oh.

Criticism: you might want to consider changing the face graphic for Troys, because especially in that screenshot it clashes horribly with the rest of the content. =]

Thanks! That particular screenshot illustrates the degree of freedom choices give you, you could be a hero or a jerk, but it builds up gradually; that is to say, you wouldn't get a plain 'help the guy' OR 'cut his arm off' OR 'just leave' option; instead, you'd get a 'kill the guy and cut his arm off' OR 'cut his arm off and then mock him' OR 'just leave' if you've been going with more "evil" choices up to that point. With that said, the system isn't as complicated as some other games, because that'd take too much time to implement. All the choices are always there but some are disabled/swapped based on your good/evil ratio

As for the criticism, that screenshot is a bit old and we did change his face graphic to something more... emo:

http://img84.imageshack.us/img84/1717/troysfaceqb5.png[/img]

:)
 

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