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Kailis

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The Prophecies speak of a girl whose main purpose is to save Kailis from destruction... However, when this is to happen is left to the unknown.

Our heroine Luna Moonbane will be confronted by the Crystal Souls to fully understand what her true destiny shall be.

Many events stated by the Prophecies have lead up to the day when The Great War begins. The Great War that unites Kailisians, Wyvrans, and multiple other races together to fight against a new enemy... The Exvisians, who are being lead by none other, King Askar.

Askar is using any form of evil he can conjure to keep either side from obtaining the Soul Shards. The same shards that Askar has entrusted his most loyal and powerful guardians with...

However, even by shattering the Destiny Soul Crystal, it was not enough to bring Askar's Forgotten God back to the realm in which Kailis resides... Now he has set out on his own mission to uncover the mysteries behind his mistake, but only Luna holds the key to these secrets that are hidden in plain view of Askar...

Lokii, Luna's wise teacher and advisor, is the only one who has knowledge of where the locations of these Soul Shards are, but even his predictions may be off...

You must set out as Luna on her journey to fulfill the Prophecies that were created by the elders of the Kailisians, Wyvrans, and Exvisians hundreds of years before the Age of the Crystal Dawn...

Can Luna, with the help of her soon to be friends, accomplish such a task as gathering the eight Soul Shards, that were given to Askar's most loyal and powerful guardians?

If so what will they uncover, as the mysteries that Askar has placed over the entire world to shroud his true intentions unveil themselves...

Take heart and prepare for a long and satisfying journey with Luna and her friends as they uncover new secrets that will forever change the course of their world for the better.

The Prophecies have been spoken...

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Luna Moonbane
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Age: 17
Race: Kailisian
Class: Dragoon
Bio: Luna is the main character of Kailis. She is a dragoon initiate with a mysterious life she has yet to learn of and understand. Luna is said to be born into the fate of the Prophecies, which mark a chaotic time of Kailis's history. As a child much of her future life were hinted at, however not until recently did she pay any heed to them.

With her priorities in order, she is thrown into a journey that will forever change the course of not only her life, but all of those around her, By first becoming a living tale of the Prophecies,. The same Prophecies that Lokii and many of the wisest beings of Kailis spoke of.

Reyvk Vykar
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Age: 100(20)
Race: Wyvra
Class: Aero Guardian
Bio: Reyvk is a loyal follower of his leader Lord Longcrest. Taken into the Wyvran Military at a young age Reyvk spent his days training to become an Aero Guardian for a lucky Dragoon Initiate. Luckily for him, he chose Luna to be her Wyvra Companion. Reyvk set out to investigate a disturbance in near Sa'Ru Cave, to his surprise he meets Luna.

As a constant source of knowledge and motivation for Luna and her friends, Reyvk will strive to to make sure his companions and himself are safe and aware as they journey on.

Rikki Maldakar
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Age: 18
Race: Kailisian
Class: Abyssal Knight
Bio: Rikki is one of a kind. He is a stirring pool of emotions ranging from happy to sad to angry in a moments notice. He is one of King Shalma's loyal Mercenaries. He works as a special agent of the Kailisian Empire Army.

He is subject to be the love interest of Luna while also providing her with advice, letters, and more. While he may seem like a good hero, Rikki has quite a few darker secrets, in his past and future that may affect the course of history for Kailis...

Noki Civol
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Age: 17
Race: Soku Goblin
Class: Thief
Bio: Noki is a unique character, in the fact that the history behind him is quite sad and tragic. Noki was born into the Soku Goblin Clan of Cool Rush Cave. As a child he was always interested in what everyone had, so he learned the ways of a thief to obtain these objects of interest. In recent events he has become an exile of his clan and banned from entering his own home.

In an attempt to be allowed back into his own home again, he will join Luna and her companions in hopes of having his exile lifted. But to what avail and costs will this bring for him in the end...

Xisar "Lord" Longcrest
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Age: 300(60)
Race: Wyvra
Class: Templar
Bio: Longcrest is the newest leader of the Wyvra. He is strong, courageous, and has but one flaw. He soft when it comes to making dire decisions. As a leader this is seen as a point of weakness. He will change in time however, his importance is nothing far from dramatic. Under his own actions will he begin a course of change throughout Kailis to stop a new force threatening the lives of not only Wyvra, but the other races of Kailis.

Longcrest will play an even more important role later in his life as it may cost him his life under the circumstances. Until then, he will live his life to the fullest and make better choices for himself.

Askar "King" Novari
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Age: 35
Race: Exvisian
Class: Blade Hunter
Bio: If there was such thing as pure evil, Askar would be an almost exact replica. He is quite powerful, brave, and hardheaded. He tends to let his own bloodlust and crazed emotions get the best of him. However, Askar wasn't always like this, in years past when his father was still on Kailis, he was smart, head strong, and a loyal follower of his original god. Since his fathers departure he began to seek knowledge of a forgotten god, now he seeks nothing of his old god, some believe this is the cause of his obsessions, crazed ideas, and bloodlust actions.

Askar is one of two sons from King Karu. His only sibling is his younger brother Scry. Askar knows powerful dark elementra magic that he can use to infuse himself and become something more vile and grotesque than a mere mortal can imagine.

"Ryve"
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Age: Unknown
Race: Kailisian
Class: Guardian
Bio: Mysterious, smart, and kind... Traits that best describe Ryve. Not much is known about him until later, but in the beginning, he is seeking to finish what he feels will be an impossible task for Luna and her friends to complete. Surely after experiencing what they all can do on the battle field he will change his mind, but there is more to him than lust for battle.

On another side of himself he is facing an internal struggle of why he is so in love with Luna, something about this girl sets his mind to different places and he soon begins to judge if his actions to finish what Luna cannot finish would be to show his profound love for her or simply to prove himself... Only time will tell what becomes of Ryve, he is so shrouded in mystery that not even he knows what his reasoning for his actions and mission are...

Lokii "Wiseman" Aucuro
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Age: 83
Race: Kailisian
Class: Elementra Scholar
Bio: Lokki is Luna's teacher and mentor in her home town of Liena. He is a scholor of multiple elementra, as well very influenced by the teachings of the Prophecies. He is entrusted to guide Luna and her friends on their journey to collect the Soul Shards that have wrongfully fallen into the hands of Askar and his Guardians. As one of the eldest Kailisians in Kailis, he has respectfully earned the title of "Wiseman".

Lokii fully understanding the out come of the Prophecies, he is hard-set on trusting that Luna is the young girl that the Prophecies speak of. No matter if the people of Kailis agree or disagree, his words stand strong and ring true to Luna who follows her father like teacher and mentor's words with all respect, kindness, and trust.

Rictor "King" Shalma
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Age: 36
Race: Kailisian
Class: Knight
Bio: Shalma is a knight. He followed in the footsteps of his father Kail and became a prestigious leader of his race, the Kailisians. Shalma lately has become more dark and mysterious. His spirit isn't broken, but more so, much more vigilant and brave. He is also trying to make more relations with the other races much more noticable and presence of the Kailisians known.

Shalma tends to be a very tender and light hearted leader who cares for his people more than anything. Whether it means looking bad or not, he gets his job done and tries as hard as he can to be the best he can in his fathers image.

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Action Battle System (ABS)

One of the main features of Kailis is its battle system. It will be player controlled on the playable maps. Enemies will be wide and diverse. As you take control of Luna, you will immediately notice the time, patience, and customizations we have made to make Kailis special.

We have replaced the traditional RPG "Mana" or "Magic" for Endurance. What is Endurance? That is quite simple; Endurance is just like what any human needs to complete strenuous activities. Because our heroine Luna can't literally cast magic as a Dragoon, she must exert Endurance to perform the various attacks you see to your left. Luna's Endurance will be capped at 100/100, to challenge players in limiting skill usage, introduce technique priorities, and prevent technique spamming with Mana Potion usage that is seen commonly in RPG battle systems similar to Kailis.

In addition to Endurance, we limit the hotkeys that you can equip at a time to one. However, changing this hotkey is quite simple, but it allows the player to use a technique, switch to a new one strategically, and use this new technique in succession of the last used hotkey so the player has a never limited battle strategy. Techniques are far from non-existent. There will be quite a number of ways to acquire new skills, from leveling to certain levels, progressing in the storyline, completing side-quest lines, collecting special technique books, and more. Obviously, the better techniques will be harder to acquire, but in some cases the best technique won't always be the best choice in some circumstances, so being choosey will be an effective tool when in battle.

Aside from the Endurance spectrum of the ABS, we plan to make enemies and bosses quite unique and diverse, some enemies will follow you, some will shy away when in critical health; some will use magic, while some may use melee like Luna; some enemies will require certain skills to die, and much more. Our boss system, for the first game atleast, is quite unique. We plan for each boss to have two battle "phases", the first is the strategic and tactical battle, where the boss will have to have something happen to harm them. The second phase will be similar to normal enemy fighting, where they will use debilitating skills and magic against you, however you will have something in store for them during this "phase" as well...

Heads-Up Display (HUD)

With the style of battle system we use, it will have a HUD to compliment it. The HUD will be like a constant battle screen display, disappearing during cut-scenes and appearing everywhere else. The HUD will consist of a few key components:

A Mini-map, the current map name, your EXP, your HP, your END, your Level, your Buffs, your Debuffs, and your currently equipped Hotkey. The best part about the HUD, it is fully custom and fully animated at all times. So your screen will always be full of new information to take in and immerse you more into the game.

Episodic Releases

Unlike common RPG's, Kailis will be released in shorter game releases we call Episodes. Each episode is obviously going to be different than the last. Here are the specifics for an episode:

~2-5 Hours of game-play including side-quests, story-quests, and cut-scenes. A beginning cut-scene (Large), game-play and ONE dungeon, mid-game cut-scenes (Small), side-quests, final cut-scene (Large), credits, and continued game-play. When you complete an episode, you are allowed to go back and complete the optional side-quests or level Luna to the max level of the episode, or dilly-dally as much as you want!

When we have all the episodes for a game, we will then create a "hard-mode". This hard-mode, will be a combined version of all the episodes to create a full game as it was intended. This version of the game will not only be 2x, but in fact most will find it 5x harder than the episode releases. This is because in episodes, the player level is limited to 10 levels per episode, you also start at the max level of each episode when you start, however you are not required to reach the max level. So when the player beats the first dungeon at level 5, they may be able to continue on to the second dungeon, but they will find even enemies outside the dungeon to be difficult and the enemies inside the next dungeon impossible. So taking time to level and learn strategies to taking down enemies easily will be a key to this version of the game, it is obviously intended to be hard because we are not going to "dumb-down" enemies or boost Luna's abilities with this release, it will be released as Kailis was originally intended, challenging and difficult.

Deep Storyline

Sure, lots of RPG's out there have a good deep storyline, but how many of them actually focus real deep one one section of the story, most seem to magnify the situation as it is important and back away to the next part of the story often leaving players with an empty feeling. With Kailis we want to avoid this.

Instead, with each episode we have and will continue to try and provide deep long storylines for each episode that tell a story in their own while telling a larger story and the beginning of an even larger one beyond it. Doing this will encompass points of the story which we deem to be "critical" moments, without overshadowing minor details such as side-quests and side-stories intertwined with the story. Much of these stories will be unfolded in each episode and if one storyline leaves a gap questioning behind it, we promise we will close that gap at the correct time.

Most characters will have a sort of history behind them, obviously non playable characters won't, but anyone with a name or unique face to identify with will have some sort of history with them. If you have a mathematical mind, our script of dialogue and actions is over 62 pages long, just for the first episode, imagine what the whole story will have once it is completed, that could be as long as a novel on its own.

Other Features

Most of the above features are the key ones we would like to express in detail. However, there are quite a few others that should be addressed to an extent, we don't want you to be disappointed!

Puzzle System: The way we do puzzles is similar in some respects to traditional RPG's, pushing switches, boulders, and more. However, we also have sub-character puzzles. These puzzles allow you as a player to take control of a sub-character, to achieve a certain task to allow Luna to progress onward in a dungeon. We won't make one episode have a puzzle type and never reintroduce it in another dungeon, instead we will provide significantly more of the new puzzle object in new dungeons and mix the older puzzle types along with it to make dungeons more challenging as you progress through new dungeons to the end. Most puzzle objects will be obvious, with icons, animated sprites, and more signs of these puzzles, so you won't get stuck to often.

Side-Quest System: Sure, we all love the main story of any game we play, but some of us want more for their time. So to please the audiences like this, we have introduced a new concept, side-quests. When originally creating Kailis, I had planned on adding these in, but undoubtedly canned the idea as I figured it would drive the player away from the main story and often leave them confused. However, because of the way we will release the story, the player will know when they are on the right track with the main story. Side quests will consist of quests that you can even complete as you progress through the main story as well, complete them afterwards to add more game-play after you complete an episode. Side-quests will often introduce unique side stories that give the game more depth. Some episodes will have more side-quests than others and some episodes will even have side-quests that you must complete to obtain more main story information, thus suggesting the player involve themselves with side-quests as often as they occur.

Cut-Scenes: We have a unique way of displaying our cut-scenes and any dialogue. We have a very emotional picture based system. If a character is mad, scared, hyper, or even determined you will see it in their picture as they talk, recognizing who is speaking won't be difficult, we will have it set up to the extent where you'll catch on within minutes of who is speaking and to whom.

Custom Artwork: All of our art is custom made for Kailis, we even have it down to sketches and posters as well as official artwork.

Custom Music: All of our music is custom made for Kailis, every little song is unique and well thought out before we make it. We want you to have not only a visual pleasing experience and be immersed in our story, but we want you to be surrounded by music that will drive moments of the story further than mere words can speak. Music is done by Oceanwave Studios, which work in cooperation with Evermoon Designs.

Custom Spriting: Along with artwork and music, the game you see would not be there if it wasn't for the talented spriters within Evermoon Designs. Their time and effort are recognized time after time and will live on forever as long as this game exists.

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The Velli Isles- These islands are home to Luna's home town Liena. They are also home to Lokii, Luna's personal teacher and advisor. They are also home to the first dungeon, Cool Rush Cave.

Sanru- This continent is full of surprise and mysteries. Tales speak of magical presences within Highkeep Tower which resides in the center of Sanru'Sal Desert. The origin of this mysterious tower is beyond even some of the wisest beings of Kailis. However, there are multiple speculations that it was built by Wyvra as a sanctuary to reach the heavens and as prayer ground to the Destiny Soul Crystal.

It also houses the Sanru'Sal Fortress, home of the Wyvra, the Destiny Soul Crystal Shrine, Nim-Sal, Koku, 2 shallow isles, and Highkeep Tower, the 4th dungeon.

The White Sheet (Xounu'Sha)- Xounu'sha or in Kailisian language, The Mans Folly, this continent is a barren and frozen wasteland. Once a thriving and beautiful tropical paradise, because of trying times on the planet the continent continues to slip further down to the southern pole, freezing the continent as it moved. In the north is a gigantic frozen glacial mountain known as Frozen Falls Cavern. As its name implies it isn't simply frozen waterfalls, but quite slippery as well, very little of the cavern is stable, let alone little of it is ruins of old civilizations. This will be the 2nd dungeon. Xounu'Sha is also home to the quite snow town of Reyna, the ancient Wyvra castle Mithalas, an enormous frozen lake which the continent gets its nickname from, The White Sheet.

Droglore- There is much history behind Droglore. Along with Xounu'Sha, Droglore has slowly been drifting south, however its course of fate is exceptionally worse off. Droglore is currently over a sinking plate which broke all around the continent causing a collapse which will eventually sink the continent below the waves of the oceans of Kailis.

Much of the history of this continent lies in ruins outside and deep within the volcanic mountains of Droglore Depths, the 6th dungeon. Cultural finds are on top priority as this was the safe haven for the Shovi. Deep within these mountains are ruins that they built to try themselves and make them a worthy adversary in wars past. One of the cultural gems of this continent is Deadfall Bridge, it was used as a siege point where the Shovi pushed the opposing force off the bridge into a pit where they would join the ranks of the Shovi minutes later, supplying them with more numbers... Until now no living soul has seen the innards of these mountains. Other points of interest is Zetram, which is only accessible by Aero Guardian transportation.

Syra- The largest continent of all of Kailis, this continent as vast as it is, is quite remarkably barren, as its far stretching fields, tall snowcapped mountains, glistening desert, lush forests, and powerful volcanoes have become objects of protection under the watchful Kailisian eyes. Many of these places have small battle fields of the past one may come across small graveyards in the middle of fields while traveling.

Syra is not only home to simply one dungeon, but in fact, four dungeons. The 3rd, 5th, 7th and 8th dungeons. It is home to Xuno, the only place to have active Dimensionscape portals open. Xuno is one of the most magical and technological towns of Kailis. Xou-Riem Castle, home of the Kailisians, and the quaint town of Vistral are other unique spots to visit.

In addition to those towns, Vistral is said to be the home of the Portalis Temple, even if not directly connected to the town. Deepdark Depths is the name of the giant pit in the center of the continent. It was formed by the Shovi who used it like Droglore, a way to obtain ranks while fighting off a defense, after being abandoned, the Exvisians used this place as a temple and eventually turned it into the Warhammer Bastion. A place of trial and improvement for Exvisians to prove their worth. From the top down it is longer than two Highkeep Towers put together.

Syra also holds Mt. Vien and Mt. Lufka the two most active volcanoes on Kailis, both home to unique dungeons. It also in its oceans to the south and west of Mt.Lufka are the Gates of Siliak, beyond this gate portal, on the inside of Kailis below even the bottom of the Warhammer Bastion is the alternate world of Siliak, home of the Exvisians.

Siliak- Home of the Exvisians and a completely reversed landscape of Kailis. Oceans of lava, lands of basalt and rock, and tall walls of rock as far as the eyes can see going to the ceiling of this enormous hallow cavern below the lands of Kailis. Many wonder how this place exists without the world imploding in on itself, solution is simple, the Exvisians first used powerful magic of the earth elementra to form a bubble between the top and bottom of Siliak, thus allowing it to thrive without worry, however in return for such powerful magic, as all elements need a counter-balance, this magic was quite the same, so in return for this magic their seas below the land were turned into hot boiling seas of lava and fire.

Much of the Exvisian Empire stays in Siliak, safe below Kailis from harsh weather, because of their primarily underground behavior, most Exvisians skin tones are pale or even white, though the few who do venture and live up top, have noticeably more grey skin tones. Siliak is the final dungeon of Kailis 1, however like the surface, it has alternate versions of dungeons twisted and more dangerous than before, Siliak itself is a dungeon, and should not be a place to tread lightly, dangerous creatures lie in these depths waiting for an unsuspecting being to attack.

Other Places- A few more places that are worth noting are the Scape Dimensions and Estra. The Scape Dimensions are home to powerful magic of otherworldly power. They allow the travelers of these dimensions to see places that are unlike anything reality in Kailis may hold true. Some have said that they have seen a "heaven", though its location has been kept secret from prying eyes. Almost any situation has a Scape Dimension, all elements have a Scape Dimension, and many other things.

Estra is the name of a castle on an island east of Syra. It holds a portal to the ElementraScape Dimension. This Scape Dimension is the home of the Kovoo, elementals of Kailis. No living being has entered the gates of Estra, only under dire circumstances will one or any be allowed beyond its gates...

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iPhone Backgrounds: (More released as art is finished.)
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the description of your storyline is a little bit jumbled. Whats the purpose of the soul shards? whats the Destiny soul crystal? Why is the king trying to bring back this god and why is he at war with the world?

on another note though, your graphics really are amazing. the animations for your ABS are just about the best i've seen on this forum
 
About the soul crystal sanctuary. Don't you think it would look better if the floating platform had at least a few pixels of height. The perspective looks weird at place. Especially that winged gate thingy. The bottom of the pillars are parallel to the floor tile, making it look really flat. It can be probably fixed in making it curved (like those other smaller pillars).

Aside from that, interesting graphics. (But can you make the font a little bigger for the storyline part and all?).
 

boon

Sponsor

Really, just a little point that I really feel custom graphics, and deep storyline don't count as features, more of things you expect to see in a game.
 
First off, gonna say I'm glad people replied with some criticism, I was expecting it. Thanks

Roxas":2w3y5n2y said:
the description of your storyline is a little bit jumbled. Whats the purpose of the soul shards? whats the Destiny soul crystal? Why is the king trying to bring back this god and why is he at war with the world?

on another note though, your graphics really are amazing. the animations for your ABS are just about the best i've seen on this forum

First, there is a lot of history on this game on our website, you'd have to look at it to understand a lot of specific things. However, I understand where you are coming from. The game is split into episodes, thus I'm only giving small portions of the story, each episode is supposed to pack a lot of information into each. The Soul Shards are scattered fragments of the life force, The Destiny Soul Crystal. The DSC is a living organism, but it is in the form of a giant crystal formation. Everytime a new elementra is added to the spectrum in their world it will grow in power and physical appearance. This life form is what holds the balance of the world together, it is like a string of hope. If one strand is broken the string is damaged.

Askar, the main antagonist of the games, was researching more into a long forgotten god that his race, the Exvisians, used to worship. They stopped worshiping this god due to the acts he committed. I don't want to derive on what acts they are, because later episodes will release this information. One of the books that he read specifically says that if the life-force of a planet is disrupted then whomever brings this Forgotten God back by this action will be granted power over the planet.

As for why Askar is doing this, he has become consumed by what he started. This as well will be explained later. The Soul Shards are the fragments of the DSC. They represent a single form of each Elementra, thus why there are 8 of them. So the only logical idea would be to gather these shards back to reform the DSC as a whole once more.

Thanks for the graphics compliment. Our spriter has worked very hard on everything you've seen so far. I'm hoping to push them as far as I can.

Zekallinos":2w3y5n2y said:
About the soul crystal sanctuary. Don't you think it would look better if the floating platform had at least a few pixels of height. The perspective looks weird at place. Especially that winged gate thingy. The bottom of the pillars are parallel to the floor tile, making it look really flat. It can be probably fixed in making it curved (like those other smaller pillars).

Aside from that, interesting graphics. (But can you make the font a little bigger for the storyline part and all?).

I submitted that suggestion to my spriter, we're gonna get right on that. Thanks for the suggestion!
As for the font, sure I can adjust that.

Boon":2w3y5n2y said:
Really, just a little point that I really feel custom graphics, and deep storyline don't count as features, more of things you expect to see in a game.
Ironically enough, I agree... But look at 80% of all games found on any of these forums, what are the few things they are missing. But what I mean by a deep storyline, is that each episode has pages upon pages of dialogue and plot. Once the game is conjoined at a later date, then it will be as long if not longer than most commercial games on the market. Again the custom graphics, people may use a few custom things here and there, but not 100% I still find some sort of RTP in these games I've seen lately, which just turns me away from most projects, ones with custom graphics all across the board peak my interests. I do understand where you are coming from, thanks :)

Ashramaru":2w3y5n2y said:
I really like the look of this, it makes me want to get into a newer version of RPGmaker. :fap:
Thank you, by the way, this game is made in RPG Maker XP. The graphics are similar to VX, but I promise you it isn't made in VX. In fact I can't stand mapping in VX. I'd never be able to get these kinds of effects with that program.
 
Yea I realized the game was done in XP when it said Game Publisher: RPGmaker XP. I just utilize 2003 still and because of that XP and
VX are foreign territory for me.
 
Oh yeah. I understand completely. Eventually I want to try and see if I can get my game converted into DSiWare for the new DSi. It has helped make third party companies and game designers sell their unique creations. Would be cool to publish a game for the DSi if I can figure out how to.
 
Uhm.... Axe, how will you figure out the touch-screen? :huh:
This could become really troublesome, though when learned probably easy ^^

Your game looks great though, no critics here ;)

Gr. LM91
 
This looks really great, although that isn't a surprise or anything. I love the graphics and the story is set up very well too.
This looks like a game that has everything okay.

Axerax":ml6qrkel said:
Oh yeah. I understand completely. Eventually I want to try and see if I can get my game converted into DSiWare for the new DSi. It has helped make third party companies and game designers sell their unique creations. Would be cool to publish a game for the DSi if I can figure out how to.
Well, that's one hell of an idea man. I thought of it earlier, but I thought it wasn't possible. Now there's the DS game maker, so if you're really good at scripting and stuff, you could try to make something.
 
LiquidMetal91":p9gzf7df said:
Uhm.... Axe, how will you figure out the touch-screen? :huh:
This could become really troublesome, though when learned probably easy ^^

Your game looks great though, no critics here ;)

Gr. LM91

That is something I've already taken into account. I'll be looking into it for sure. It will be difficult, but more than likely, it will be just like adding a mouse or pointer selection script-like feature. Just the controls don't move the mouse. The mouse is likely invisible until touched on the screen, and even then a selection animation is all that will show, not something hard to create. They may even have their own way of doing this stuff already out there.

Thanks for the comment!

This looks really great, although that isn't a surprise or anything. I love the graphics and the story is set up very well too.
This looks like a game that has everything okay.
Much appreciated, a lot of work has gone into the development of this game.

Well, that's one hell of an idea man. I thought of it earlier, but I thought it wasn't possible. Now there's the DS game maker, so if you're really good at scripting and stuff, you could try to make something.

I will, like I said moments ago, look into it. My scripter may be interested in this stuff. I think the difficulty will be changing the resolution to one longer one, or even having two different screens working synchronously, the bottom one would likely be the static screen for menu and quick skill selections in battle. I'll definitely look into it once we decide on this route for the game.

EDIT:
I haven't really touched on the subject of our animations. Like everything in our game, our resources are 100% custom. However I haven't really even showed what they may be like except for a glimpse through a screenshot or two. Here is a full animation example of TimeStep, a hasting technique.
TimeStepAnimation.gif
 
Wow, that's a really smooth and cool animation. What does TimeStep do?

I love the story so far, the graphics are superb. I will be looking forward to playing this game
 
kiralim":2500zaih said:
Wow, that's a really smooth and cool animation. What does TimeStep do?

I love the story so far, the graphics are superb. I will be looking forward to playing this game

Time Step is a hasting technique. How I am going to go about using haste is a bit difficult for me to say what it will do, but here are a few ideas I have been throwing around in my head.
1. Increase Movement Speed
2. Increase Attack Speed, by lowering the delay time on the weapon.
3. Lowering the delay time on all skills and attacks.
4. Increase Dodging (Evade)
5. Increasing Agility, improving chance to hit.

I'm glad, we are hoping to have it in a presentable fashion by fall of this year.
 

mawk

Sponsor

so what do you know about programming in a format that would work with the dsi? I actually have no idea about how the dsi does this sort of thing so anything you say is news to me.

and how do you know nintendo would care enough to market what is frankly a very generic game for an engine that has essentially no global recognition? dsiware may be different somehow, but to get your game published you at least have to prove there's a market for it. market tests, etc. nintendo isn't a charity.

honestly I'm trying very hard not to say "bob's game" here until I know more about this but I'm def hearing parallels.
 
Axerax, the art for your game is most definetly...substandard. Have you considered studying anatomy, or even getting someone else to do the art? You could really use it.
 

mawk

Sponsor

I'm going to def agree, here.

like, one thing you're missing that is incredibly important is that with women, the hips tend to be wider than the shoulders. teenage girls can be roughly equal in width, but at no point are a woman's shoulders wider than her hips. as a result, most of the art of your female characters looks like boys in drag.

in addition, your spriting is decidedly poor. your colour choices are flat and ugly and your pixeling is clumsy, unappealing, and often loses sight of perspective

really these speak more on the subject than I could
VIScreen.png

oh god this grass those trees that ocean
DSCSScreen.png

I like the cardboard stand-up arches and photoshop-looking waterfalls too
 
маwк":1yihid9h said:
so what do you know about programming in a format that would work with the dsi? I actually have no idea about how the dsi does this sort of thing so anything you say is news to me.

and how do you know nintendo would care enough to market what is frankly a very generic game for an engine that has essentially no global recognition? dsiware may be different somehow, but to get your game published you at least have to prove there's a market for it. market tests, etc. nintendo isn't a charity.

honestly I'm trying very hard not to say "bob's game" here until I know more about this but I'm def hearing parallels.

Hello, honestly since the DSi only came out weeks ago, I can't say I know more than the next person. However, reading things from articles of interviews with the developers, they specifically state that the DSiWare is to help third party developers and indie developers create games to be shared. People already do this with WiiWare, so it isn't hard I assume. Different engines, I'm in the Navy, it will not be difficult for me to take classes on programing, or anything that I want to achieve with my game design.

A generic game in your eyes may be a masterpiece to another, so I'm not even going to fight on this subject as it has nothing to do with my game. We all know over 95% of all the games developed on RMXP have not seen the light of day outside of RM forums and a select few who got lucky and have their games well known over the internet. I realize Nintendo won't jump on things, but if you look they are expanding their markets towards adults, thus more mature games are being released along side teen rated games. I'd likely look into a third party company before I jump on Nintendo, I was using them as an example of a publishing company.

Ноııу":1yihid9h said:
Axerax, the art for your game is most definetly...substandard. Have you considered studying anatomy, or even getting someone else to do the art? You could really use it.

Considering I don't pay this artist for the art she makes, let alone the limited time schedule she has, and how long i've actually offered to pay people to do art and gotten no offers, I don't mind it so much. I personally like it more than the disorganized and often sketchy appeal that Final Fantasy draws for concept art. Also, not all art is proportional. Art is art, no matter how you look at it. Sure, I'd love to have a professional artist, even someone who works for Atlus doing the Luminous Art games to design my characters, but on my salary I highly doubt I can afford something like that on top of bills I pay. I don't do the art for my game, so me learning anatomy which i already know, would be pointless. I don't draw my art, only concept sketches.

маwк":1yihid9h said:
I'm going to def agree, here.

like, one thing you're missing that is incredibly important is that with women, the hips tend to be wider than the shoulders. teenage girls can be roughly equal in width, but at no point are a woman's shoulders wider than her hips. as a result, most of the art of your female characters looks like boys in drag.

in addition, your spriting is decidedly poor. your colour choices are flat and ugly and your pixeling is clumsy, unappealing, and often loses sight of perspective

really these speak more on the subject than I could
VIScreen.png

oh god this grass those trees that ocean
DSCSScreen.png

I like the cardboard stand-up arches and photoshop-looking waterfalls too

I've informed my artist of that, I'll see what she will do with the art, people can always change how they draw something. Thanks for being more specific than the last member.

As for spriting... You're actually the first person I've talked to who doesn't like it. I've already taken into account some of the flat-feel of the pixeling. I personally do like the color choices, they are supposed to be vibrant and semi-saturated. I'm trying to shoot for a more vibrant Legend of Zelda: Link To The Past style with the art, but it does need tweeking and I'm not afraid to state that.

spoilers:
1st one I've already mentioned before that I wanted a new ocean for this, he hasn't gotten around to spriting this yet and I will get there.

CSNew.png

2nd one I've already got fixed on the perspective, as for the waterfalls, that's your personal opinion, I think they look fine. I would like a more flat looking one, but all i can do is put in a request for this and wait for it to get done.

Thanks for the critiques. I'll be sure to take them into consideration.
 
There was no real need for specifics when it's substandard in every way. Whether you drew it or not, whoever has drawn it has given you a load of ill-proportioned, terribly coloured bad-ime characters, which for the most part look like they've recently collapsed a vein shooting heroin.

Even, then, you can't dodge the criticism bullet by saying "she does it for free I can't afford better whine whine". Firstly, if you designed the characters, you are partially responsible for how bad they are. Second, her doing it for free, and your not getting offers/not being able to afford otherwise does not mean they are exempt from being bad. Third, do not try to debunk valid points with "it's art". Any japfag without an iota of talent can scrawl ^_____^ on paper and call it art, but that doesn't quite make it so.

They really are bad, sorry.
 
The first screenshot is ok and I could play a game in that style. The pallettes are nice and the lineart is good on the tileset. The shop scene is also really well laid out, though the girl is a bit misproportioned and there are odd lines on her. She looks incredibly annorexic (if not a skeleton wrapped in clingfilm :cute: ).

The other screenshots however... well, they aren't as good as the first, I'm sorry. The grass is way too saturated compared to the first screenshot (you'd do yourself a huge favour sticking to one style).
 

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