Rails To Infinity is a short story or visual novel, not a game. RTI totaly focuses on the story. The story is based on "De trein der traagheid", a novel written by the Belgian author Johan Daisne. I'm not trying to steal from him! he is often credited in the game and my topics, and at the end of the game, i will refer to him VERY clear again.The book is pretty well known in Belgium and Holland, but not in any other country. I try to be original with my projects, i don't want to make the 1001th save-the-world rpg.I decided to make a short "game" of it for two reasons. The first is that i wanted to make something were I can practise my eventing and mood-setting with. I am also working on another game called Ascension. I have written about 200 pages of story for that game. Now i felt like i wanted to practise my rmxp skills a little more before turning my story into a (rather huge) game. The second reason is that Johan Daisne's stories have always been a great source of inspiration for me. I should also thank Kan Gao (Reives). Playing his games made me realise what rmxp is capable of.
The mood of this game is melancholic, mysterious and "surrealistic realism". As stated before it's based on a book by Johan Daisne, but there are some significant changes made in the story.The language Daisne used is very hard. I had to adapt it to suite this format. I also made some changes in the overall story and characters.The basic story and situations are still the same though.
You play the nameless protagonist. In a 1950's setting, for some reason you decided to take a train to a certain destination. Only throughout the story you'll see why you took that train and what consequences this has for both the train passengers as your family back home.
These screenshots are not final yet!
* note: The train moves over the tracks ingame.
* note: I'm still messing around with windowskin and font.
*note: i'll edit those down poses so they look better.
Playtime: 60 to 90 minutes of gameplay
Director: Kevin [gRaViJa] Verhoeven
Story: Johan Daisne (reworked by Kevin [gRaViJa] Verhoeven)
Music: Lennart Hillen, Brandon Abley, Yusei
Sound: http://www.freesoundproject.com, http://www.sounddogs.com (and Enterbrain)
Graphics: Fox5, Zanyzora, Reives, Euphony, gRaViJa, Maestro (and Enterbrain)
Scripts used:
SDK - SDK Team
Weatherscript - Ccoa
Universal Message System - ccoa
Auto Font Installer - Wachunga
Custom Title Screen - Moghunter (edited by me)
Splashscreens - Team genius (edited by me)
Shadows - Raitame
Betatesters: You could be here! (bugtesting/checking language/little help on the titlescreen)
Website will be online soon.
Launch date is scheduled for 31st of January 2010, but can be changed if needed.
I'm in the Beta testing phase now. Help here is very apreciated! If you want to Beta test, PM me. I'm also looking
someone who can fix a bug in the custom title screen and wants to help me out with a super easy saving
system.
Thanks for reading and/or downloading. I'm also working on another game, my main project. If you
are intrested, please subscribe to the forum at http://www.gravitygames.tk (when it's up) or PM.
I will be posting more info on that project soon.
(I'm searching for a spriter and drawing artist. Someone who wants to lend a hand at scripting
and eventing is welcome to).
someone who can fix a bug in the custom title screen and wants to help me out with a super easy saving
system.
Thanks for reading and/or downloading. I'm also working on another game, my main project. If you
are intrested, please subscribe to the forum at http://www.gravitygames.tk (when it's up) or PM.
I will be posting more info on that project soon.
(I'm searching for a spriter and drawing artist. Someone who wants to lend a hand at scripting
and eventing is welcome to).
Any kind of feedback motivates me to continue working on this project. So please post something, even if it's just one sentence, it will give me a boost of morale!