The Eternal Storyteller
Member
My game.
In the universe, there exists many worlds, all connected by a single, invisible "force" that prevents worlds from seeing other worlds, thus, no one knows that there are other worlds because they cannot see past their own planet. Therefore, a string of isolation envelops these many worlds.
That used to be the case.
5,000 years ago.
Accidentally discovering the invisible energy, which they called "Solstisium," the technologically advanced, totalitarian planet of Magdonis quickly realized that the hundreds of astronomers and scientists they had executed were, in fact, correct: There were other worlds. But this didn't matter. After all, with their discovery, the only planet wary of this secret could greedily plummet nearby planets and conquer them with an iron fist.
And they did.
Fast foward to the present, where the planet of Magdonis no longer exists, but that doesn't stop everyone from whispering that feared name. It conquered the nearby larger planet of Hunan, now called Magdala. After many centuries or so, people had already forgotten what that planet once called Magdonis was, but they didn't forget what Magdonis meant now. It became a militant governmental organization of sorts, terrorizing and exploiting what it considers to be "their loyal subjects." In fact, Magdonis spread their tabloid propoganda that they were the good guys, and any rebel force was the bad guys. They think that because they have control, they can control whatever person and stomp out whatever force.
They are dead wrong.
Let the prelude to war begin...
Objective
In Catalyst, the game starts out by asking you personality questions about yourself (ala Pokemon). This determines who you would most likely like to play as. There are up to 10 different character outcomes at the start. The game is a mission-based non-linear style game (Please don't bring up FFX-2). Any of the missions you choose are open-ended and can have at least three different outcomes. Making even the slightest decision can change the pace of the game. This also will apply to character interactions. Example: Let's say that you meet up with some villain-esque character early in the game. You can end up fighting him, or becoming evil cohorts or something. The choice is yours! The battle system, which I am currently designing and scripting (I hate scripting) is under wraps at the moment, but it is called the 'Requiem' system and will be something like an extremely fast-paced strategy ATB combo, if you can imagine that, but that is the best way I can put it...
I know this may sound like a big undertaking for a first game, but anything is possible, I suppose.
So far, I am designing and scripting the battle system, and making artwork and story scenarios. This game will combine classic medieval styled RPG games and mix it with futuristic type games. I know this game sounds a little cliched, but...I really don't care.
Spriting starts today!
In the universe, there exists many worlds, all connected by a single, invisible "force" that prevents worlds from seeing other worlds, thus, no one knows that there are other worlds because they cannot see past their own planet. Therefore, a string of isolation envelops these many worlds.
That used to be the case.
5,000 years ago.
Accidentally discovering the invisible energy, which they called "Solstisium," the technologically advanced, totalitarian planet of Magdonis quickly realized that the hundreds of astronomers and scientists they had executed were, in fact, correct: There were other worlds. But this didn't matter. After all, with their discovery, the only planet wary of this secret could greedily plummet nearby planets and conquer them with an iron fist.
And they did.
Fast foward to the present, where the planet of Magdonis no longer exists, but that doesn't stop everyone from whispering that feared name. It conquered the nearby larger planet of Hunan, now called Magdala. After many centuries or so, people had already forgotten what that planet once called Magdonis was, but they didn't forget what Magdonis meant now. It became a militant governmental organization of sorts, terrorizing and exploiting what it considers to be "their loyal subjects." In fact, Magdonis spread their tabloid propoganda that they were the good guys, and any rebel force was the bad guys. They think that because they have control, they can control whatever person and stomp out whatever force.
They are dead wrong.
Let the prelude to war begin...
Objective
In Catalyst, the game starts out by asking you personality questions about yourself (ala Pokemon). This determines who you would most likely like to play as. There are up to 10 different character outcomes at the start. The game is a mission-based non-linear style game (Please don't bring up FFX-2). Any of the missions you choose are open-ended and can have at least three different outcomes. Making even the slightest decision can change the pace of the game. This also will apply to character interactions. Example: Let's say that you meet up with some villain-esque character early in the game. You can end up fighting him, or becoming evil cohorts or something. The choice is yours! The battle system, which I am currently designing and scripting (I hate scripting) is under wraps at the moment, but it is called the 'Requiem' system and will be something like an extremely fast-paced strategy ATB combo, if you can imagine that, but that is the best way I can put it...
I know this may sound like a big undertaking for a first game, but anything is possible, I suppose.
So far, I am designing and scripting the battle system, and making artwork and story scenarios. This game will combine classic medieval styled RPG games and mix it with futuristic type games. I know this game sounds a little cliched, but...I really don't care.
Spriting starts today!