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[Full Game] Lucid Awakening

DEMO UPDATE - First post.

Well, I released yet another demo. I know I keep releasing demos without really getting any further into the game, but I've made some big system changes that I think should be added. I THINK it leaves off where the last demo did (I'm not positive), but now it has my skill learning system implemented, and Moghunter menus. So check it out.
 
K well I'm still working on this. I'm already past the first Gate, and I'm working on the dungeon for the second Gate right now actually. Here are some things that would make my game better, and if anyone knows of anything that would help with them, or if someone would be willing to do them for me, that would be fantasmagorical--

1. A "sealed skill" graphic. It would just need to be one 24x24 graphic. It is for skill tiles that have not been unlocked in my skill system (if you've played my game, you probably know what I mean...they're blank white squares as of now lol).

2. A script that is compatible with RTAB, that will scroll through the different status effects on the characters and enemies. I got one, but it didn't work with RTAB, I got another, but it required a different graphic for each status effect, which I really did not want to have to deal with. So yeah.

3. A really nice looking world map. One that actually blends in with RTP. I have Aramon's world map (or something like that), and I suppose I could use it, but it just doesn't quite fit...or I forget why I'm not using it...okay let me go look at it again maybe it's fine LOL. Or I could just keep the world map how it is ^_^ (<--joking).

4. New graphics for Moghunter's stuff...mainly new menu graphics. The ones that come with it don't really fit in with my game all that well (even though they DO look really nice). Something slightly darker, and not leaf-themed or whatever the default is. If anyone knows of good graphics for Moghunter's stuff (I'm using almost everything--Treasure Popup, Map Name Popup, Menu, Shop, and more...can't think right now though).

5. Minkoff Animated RTAB battlers. Yeah. I got some from a friend, but they aren't for RTAB, and if you know me, you know I'm definitely too lazy to edit them all lol. So I need a good amount of battlers that are all ready to go, and need minimal, if any, editing on my part (again...lazy). I would prefer ones that are based on RTP characters and monsters, I know Greenraven was working on some RTP battlers in White Ties style. I'm not too fond of the White Ties style, but whatever. Btw, is he still making them? Does anyone know?


There's probably more...in fact, I know there's more; I'm tired though and I dunno what else I need.
 
PROGRESS REPORT
A while ago I finished the first Gate dungeon (which, btw, is under the Cornelle Castle throne room). And I am almost done with the 2nd Gate dungeon which takes place in the Eldinear Swamp. The layout is kinda cool imo, because it takes place mainly in the hidden caverns underneath the swamp, but a few times you'll go up to the swamp through these teleporty things and push stones down into holes to bridge gaps and stuff in the caverns. I haven't figured out any real way of making an interesting puzzle with this yet, so far it's just a VERY simple one where you push a rock into a hole so you can get across a row of spikes...and it's simple cuz the rock is right next to the hole, and it's the only rock and only hole, and you can only move it one way--into the hole LOL. This is kinda a freebie introduction thing though obviously...but again, I'm having trouble thinking of ways to implement a challenge into this.

So in other words, there will be times in the game where you go back to places you've already been and discover new paths that were previously unaccessible or something, which I like in games so I thought I'd implement it into my game.

I am actually not sure how linear the game would be...you would think that having a map of basically every dungeon you're gonna have to go to in the game would make it a free roaming game...but I just can't bring myself to do that. I don't know how I'd make it so the player could choose which ones to go to...also story stuff happens that makes it so you HAVE to go to certain ones first or the story won't make much sense...so I need feedback--do people care if it's linear? Although I guess either way I'm not going to change it lol...but I do need feedback to see if there's any way I could MODIFY (not completely change) my method of dungeon progression, or whatever you want to call it.


Also, I haven't worked on the skill trees AT ALL since I released my last demo lol...it's very stressful and I wanted to get away from that horrid creature I created for a while LOL.
 
Wow thx a lot ^_^. If you wouldn't mind, if you finish could you tell me what your total gameplay time was? I'm not sure how long my game is so far and I just wanted a general idea and I'm too sick of my game to replay through it again LOL.
 
Ya sure, I'll edit this post once I beat the demo.

Edit:My total gameplay time was 2 hours and 30 mins but it varies with different players so I guess around 2-3 hours.
Can't wait till next demo, peace!
 
@Meticlan: Thx!

@nick5674398: Thx for the play time, I wanted to see if I could get my thread moved to the Completed Projects & Demos section, and mine was eligible cuz it had enough play time. So yeah, thx.
 
Just in case anyone cares, I'm still working on this...I was just gone for 5 days on vacation though so yeah.

Right now I'm mainly focusing on redoing the stats and armor/weapon strengths and defenses for my game...and as all RMXP users know, this can be very difficult and time consuming.
 
Lol thx. I just wanted to post cuz you know...my thread got bumped down to the near bottom and since I usually update quite frequently I didn't want people to think it's cuz I gave up.
 
For the people who've played this, did you find money hard to come by? Cuz I think I was being a little to hard on the player by making them have to use monster spoils as the only way to make money AND the only way to make armor. I thought I had put treasure chests with money in them, but then I was looking through and I didn't see any O_o. So I added like at least one chest containing money in each dungeon, so in a future demo, I would suggest looking through all the chests.

I think I had balanced it out by being pretty generous with the healing items I gave in chests, so the only thing you really had to buy were empty defense gems, and weapons, but I still think I was a little to hard on money. I also increased the value by a little of the monster spoils so yeah.

Also, I got rid of the Mog Menus, cuz I couldn't make my own unique menus, and also I think they were messing with the variables used for AP, so that wasn't good. Also, Seph made me a quick script so it just adds to a variable via script right when an enemy dies. So yeah, the AP system is being fixed up too.

ALSO, in case anyone is wondering where I am in terms of story progress (I'm not sure what was in the last demo, so I'll just start somewhere).
-The dungeon under Cornelle Castle is complete (where the first Gate is).
-The cavern under the Eldinear Swamp is complete (where the second Gate is).
-After that is a point in the game where you have to do other stuff before you can go to the next Gate. The main part is that you have to get a ship, which of course involves a pirate captain lol. Oh, and don't worry, he doesn't say "Arr!" or stuff like that haha. He's actually kinda funny...since my game definitely doesn't have enough humor which I noticed.
 
Still working on this. Not as frequently as I should, but oh well. I posted this over on rpgrevolution.com too...so I'm lazy and I'm just going to copy and paste it straight from there...cuz again, I'm lazy lol.

Just something interesting in case you care about the history of this game and all, you can get the two previous versions of my game. And by "previous versions" I don't just mean demo releases, I mean there were 2 different versions of this game that I had demos of. You can kind of see the evolution of Lucid Awakening, and what it's origins were.

First Version

Second Version

Here's a little random fact: originally I had planned the main "meat" of the game to be going around the world destroying various towers. The towers were the "pillars" (referred to in the present game) that held the dream world and the real world apart. That is where the idea of the one pillar in this game came from. That pillar still serves the same purpose, but there's only one...or is there.......okay yes there is actually just one lol.
 
Thx for the positive feedback on the thing I'M NOT USING ANYMORE. Lol jk. Well, there still is ONE Pillar...so yeah haha. Basically I just replaced "destroying towers" with sealing Gates (Gates that lead to the world between).

I'm thinking the sequel could involve towers...yes, I am speaking as if it were definite that I'm making a sequel. If I'm still RPG Making by the time I finish Lucid Awakening, believe me, there WILL be a sequel. The ending I have in mind for Lucid Awakening is very similar to Kingdom Hearts in the fact that when you see the ending, you know there has to be a sequel.
 

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