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[RTPC] Inner Reflections

Inner Reflections

Demo
This Demo included a few minutes of play and a Demo of the Battle System modeled after Despain's "DJ Erg" combat system.

Download Now! (Version 1.02 - 7-28-2006)
7-26-2006 1.01: Changed Battle System to be less complicated.
7-27-2006 1.02: Fixed bug allowing you to skip tutorial.

Story


The world of Terra is vast, and it's history long. Our story centers on a small tale, as history goes; important to those cushioned in it's few soft pages, but of little note to the librarian who shelves its containing volume among a mass.

This story begins as a minor occurance at one of the Meetings of the Nations, held annually by the 4 nations of Terra Prime:

The Holy Land of Ceylium, with it's stone bastions and civil turmoil.
The Islands of Danarul, with their passive view of the world and peaceful existance.
Baylea, with it's icy winds and chilling mountains.
The Deserts of Surzea, with it's endless and deceptive dunes.

This Meeting of the Nations is a large event in Terra Prime; heads of the four great nations meet and discuss a wide range of topics. Held this year at Tyrsone, capital of the Holy Land of Ceylium, this Meeting promises to be one of minor import to the great nations.

However, to one individual, this Meeting will change her life forever.

Characters

Raine: Age 17
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Young Raine is a promising young Weaver, and has been granted the grand duty of escorting the Chancellor of the Island Nations of Danarul, along with General Ozar and his new Guard Corp., to the Holy Land of Ceylium. Raine is a very shy girl at first, and only becomes very vocal when over-excited, caught up in events, or when her strong sense of justice arises.

Chancellor Caysar: Age 52
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The Chancellor of the Island Nations of Danarul, Caysar is a wise man who sometimes is forced to step back from his humanity to make tough decisions to keep Danarul in it's peaceful state.

General Ozar: Age 41
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A defect from the Holy Land of Ceylium, General Ozar was a powerful man before he left the country of Ceylium. At odd ends, he came to Danarul and offered to ply his trade to turn the brash youths of Danarul who were not interested in a quiet life or the life of a Weaver into a professional fighting force.

[More Characters to be Released]

Features

1. A Story driven Game: Although featuring a custom combat system, it's application is to be minor. The game's main focus will be the exploration of the world of Terra and the story that unfolds.

2. Custom Combat System: Based on the combat system created by "Despain" for his "Prize" game and for "DJ Erg," this event driven system will feature multiple characters with multiple attacks and will help to keep the story from being interrupted.

3. Personality Options: Throughout the game, young Raine will be able to initiate and choose among multiple lines of conversation; how you answer will change Raine's attitude and the attitude of people to her. You may find yourself with additional story, teammates, or other "extras" based on how you develop her personality.

Screenshots


Entry for RTP Challenge.
 
I'd have to agree Anaryu. Although it was expertly made, I found it far easier to use when it was in DJ erg rather than here. The fact that it was so complicated also made it very hard, I soon died. I think that games made on RMXP are generally more exciting with a sort of ABS but found this a little to hard and to be honest, if I had to use that battle system throughout the whole game, it may well become very tedious. It seems like it's more suited to the occasional side quest mini game. Maybe it just takes some getting used to, I'm just offering my thoughts.

I personally think I'd prefer the on screen prompt arrows to return. I may well be the only one who thinks this though!

As for the rest of the game, the dialogue seemed very well written and the mapping was very good for having the restrictions you have placed on you. Looks like you may well be on your way to becoming the famous winner of all competitions.
 
I think perhaps I'm just introducing too much too fast. Once you're used to each step, the next one really isn't all that complicated overall.

If I just introduce the 3 steps:
1. Matching movements
2. Changing modes
3. Attacking in different modes

I think people will find the entire system much, much easier.

Sadly, since it's RTP only I cannot use something with an easier to follow direction. So my question is: Which part of the system was hardest to understand/get accustomed to? (or if all of it, why was it difficult?)

I definitely want to pull this battle system away from being the main attraction or headache for the entire game. :/
 
I can get the idea of pressing the opposite arrows to defend easily enough, and normally to attack, but then when you have to start pushing all the z and x buttons to change modes, and then having to remembering blockign then attacking in certain modes it all became a bit too much. i died on the first bat and tried, and it even took me a few minutes to get past the general!
Wait and listen for more feedback from others though, maybe I'm a just a klutz...
 
Geez, you're in all these competitions and such that require much work to finish and you do a damn good job at doing so. I wish you the best of luck in this one too. I would join, but I'm a judge :x
 
I also died on the first bat :(

I suggest dumbing the Battle System down a bit. For example, get rid of the Z and X button pressing to switch between modes. Keep it simple, with just the Passive and Agressive parries, and the attack. And for magic, use the Z and X commands for hotkeys, so you are limited to only using two skills in battle. I'm not sure, but I think that will make it much simpler, more enjoyable and easier for players to get used to and play :P

But after all, it is your decision.
 
I uploaded a new Demo, version 1.01.

I changed the combat Tutorial to ignore the Mode changes and did so with the bat fights as well. While I won't be removing those things from the game, once you're familiar with the system, they will become much easier to understand (I promise!) so I'll introduce them gradually as the game advances.
 
Good, good. I'm off to try it out now ;)

EDIT: I dunno about this.. but you either forgot to get rid of Frenzy or mention it in the tutorial...
 
The problem was the animations you used, which were hard to follow. I understand the RTP rstrictions though (although you didn't have a problem using pictures or a non-rtp windowskin.

The second problem was having two buttons to switch between modes. If you had made it only one button, the system would be infinitely less confusing. Just pressing z to "switch" to the other mode would be much better than making me remember which button was which mode.

I, too, died on the first bat.

The other pboelm is, like you said, too much at once. I'd suggest that, in the full version, you learn the basics (directional) in the beginning, and fight some enemies. Then, after playing a bit, you learn the mode thing.

Ultimately, I liked it. It's a cool little twist on my system. Congrats.

Edit:

Way to reply while I was playing and typing this. :X
 
@Draken: Hmm, the feature is completely disabled for the Bats and the tutorial, you might want to try redownloading, perhaps you still got an old copy?

@Despain: My timing is ever perfect. :D
 
Yay! I completed the demo :P

But one thing I noticed, the sprite of the young guard changes when you wake up in the morning :\
 
There are two of them actually (in the opening scene Ozar tells two guards to guard the Chancellor with their lives) the second guard went to sleep early, the first guard (from the night before) should be at the dead firepit.
 

Zoom

Member

There are lots of 16-bit era RPGs that made use of custom battle systems. Those that didn't work were still somewhat popular because there were relatively few RPGs, owing to Marketing looking at sales figures rather than customer demand.

Today, however, is another story, and CBSes (other than the one with the eyeball and Chuck Norris) that don't work will cause people to shout, "Pass!" and delete the folder.

I noticed I was able to bypass the tutorial and go straight to the campsite to the North. This is a mistake. Complicated CBSes like this one demand a runthrough of the basics even if the player doesn't want it.

Hope you provide decent competition in the contest (not that I'm fool enough to enter it).
 
Tis true, actually, that you should not allow the player to pass through the tutorial, but, my thought on it is, if the player doesn't want to take the time to run through the tutorial, it's their loss that they don't get to learn the battle system or anything. What I suggest is allowing the player to go through the tutorial if they wish, or bypassing it if they desire, just leave a disclaimer afterwards that says "I am not responsible for you not knowing the battle system if you really don't want to play the tutorial." It's what I do.

I also force the player to choose the option twice, so that, should they select "skip tutorial" on accident, they get a second chance to select "play tutorial" and vice versa. Either way, I don't really care.
 
Hmm I didn't die in the first battle but in the second. It's confusing to me as to which direction I'm supposed to press. I wish it were a little more clear in the animation. Like maybe assoicate colors with direction because I'm confused as to how it goes exactly. :( If you don't make it more clear it's too frustraiting to figure out and I'm sure more than just me will toss it aside and not bother to play it... which is a shame.
 
Tried the battles.... confusing.
I played erg, it made sense there.
I think replace the battle animation with arrows, there were some times when I didnt know which way to press just because I was confused on the animation. Use arrows, and I thinkn like will be a whole lot easier.
 

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