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Ill Will - SMT meets The Divine Comedy in RMVX

Chaos Productions, Rei-, and Nessiah present:

"So, we're here. We're here and we don't know where "here" is. All we know is they want to eat us, and we don't want to be eaten by them. Oh, and we know they have some tricks we've never seen before. Throwin' fire and all that business. That's not good. Oh, and one last thing we know.

We can do it too."


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Screenshots

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Premise

Ill Will is a dungeon crawling RPG being produced for Game Chill 2009. The theme of playing opposite sides is represented here a little differently than might have been envised - your allies will hold opposing viewpoints as to what course of action should be taken in a given scenario. In order to keep them working together as a harmonious force, you have to carefully choose your words to play both sides with your choice of words to keep them focused on the matter at hand - making it out of Purgatory alive.

Gameplay

The gameplay consists of going through miniature dungeons to acquire Traces. Every Trace teaches certain skills at certain levels, has elemental affinities, and stat modifiers. Your allies are each restricted to a number of categories, such as Physical or Ailment Traces; you may use any Trace you please.

Skills are equipped for each character, taking up one to four of twelve slots. This means you have to choose between having Fire III and Fire/Earth/Elec I. Which is a meaningful decision - elemental affinities in this game are complicated and sadistic.

The Release

As stated above, this is being made for Game Chill 2009 at RMN. The contest ends December 28th, but there will invariably be bugs and other things that require fixing. I will have this ready for you guys to download by January 5th at the latest. If I forget to post it here, PM me at my RMN profile and I'll link the demo here.
 
Now I have something interesting. We're gonna teach Francesca some new skills.
(Yeah this is totally a bump in disguise. At least it has content!)

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Ignoring the fact that she's the spitting image of BOSS, we'll note that she has the Firestarter trace right now.
Obviously, that implies Fire magic.

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And Fire magic she has. But that's all she's going to get from Firestarter - Attago is learned at level 07, and it
doesn't teach any skills after that. So, time for a change.

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So we change to Brute. You'll notice that the skills are learned at levels 02, 03, and 06. Francesca is higher level
than each of these benchmarks, so she'll learn all of them at her next level-up.

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Then we kill shit with debug for massive EXP. Francesca levels twice.

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There you have it. France now has the all of the skills of both Firestarter and Brute at her disposal.

Hopefully this gives you a sense of how progression in this game works.
 
There are two types of touch encounters - wandering monsters and pit monsters.

Wandering enemies move faster than your walking speed but slower than your running speed. Meaning, in order to not get caught by the enemies that abound, you will have to do some running.

Now, there are pits in and about Purgatory. Pits you can fall into if you're not careful, whichvhave monsters considerably stronger than the wandering fiends of the same area. Careless running can send you into these fools, and they will wreck you. So, dungeons become mostly about watching your surroundings and your step.
 
This is looking pretty interesting. The battle and menus are pretty good, and maps are generally pleasing to the eye, although imo you've gone overboard with some of the lighting/fogs. Only thing that's really bothering me though is your use of old English. If you really want to keep it, at least fix your grammar: it's thou hast, and thy progress (thine is only for nouns that start with a vowel).
 
http://www.youtube.com/watch?v=J0asvdQW98Mhttp://www.youtube.com/watch?v=qzbIUUCP1-I

JimmyLy went and made us some vids of an early build. To bad he didn't have our actual music. :/
 
I have a question. Is the artwork completely custom? Francesca looks a bit like Chie from Persona 4 and Ethan looks very similar to Kanji from Persona 4 as well.
I was just curious, that's all.
...
I am impressed with your use of First Seed Material's tilesets. :D
 
I could tell that the art was based off of Persona 3-4 face sprites, since they have the same facial expressions and poses, but different hair colors and clothes.
 
Figured I'd update in response to an anonymous PM I received on RMN:

Hello ChaosProductions.
Is it alright with you if you can be able to link me the demo of "Ill Will?"

I'd give it if I had it. Rei has been taking much longer than expected to create the cutscenes. I'm actually wondering where my demo is and why it isn't here yet myself.

Sorry for the holdup. :/
 
Story: I would love to here more about the story. What you have here so far is nice, and I like the two sided aspect to the game. However, why are they two sided? I do not understand if its two different viewpoints unexpectedly working together or is it just two different groups? Basically, I want to know if its opposite side story wise or just game-play wise. Other than that though, there is not much here. I would love to here more about the story in general and how you plan to incorporate it in the game.

Graphics: The mapping is overall really well done, and you do a great job in doing so. I just have a few nit-picks here and there. First off, to me, your character sprite looks flat. Not only that, he looks a little bit goony as well, especially the face portion. My other thing is the fact that every map has custom fog. To me personally, too much fog can really bring a game down. You should showcase the beautiful maps, not hide them in fog. It makes it look like you are trying to cover something up. I would personally just cut down on some of the fog and lighting effects in unnecessary places.

Other: The game-play looks promising. I like the nice twist on skills and learning. I do have a question however: how does learning these skills affect the game-play? It looks like you have it planned out, but is it a significant factor or a minuscule one? Again, I also like the whole two story aspect as well. The dungeon crawling is a neat idea, but are the battle overbearing? How do you plan to level things out? Is the game solely game-play or story driven?

Conclusion: I think overall you have a really nice premise and you are executing it well. The story is a neat idea and can turn into something fresh and different if taken the right direction. The mapping is really well done, just some of the fog is overbearing. I do appreciate the use of custom tiles and objects, and commend you for that, as the style really shows. The game-play seems all set and done and I appreciate the twists you have in that area. Overall, this looks like a promising game that I shall keep my eye on. :D
 

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