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Sorrows at Solaqui

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Here's my game, Sorrows at Soloqui. Check out the info below and please give me feedback. I will be updating this topic as the game progresses. I hope to have some game play videos up soon and a working demo some time after that (last I checked, there's about a half hour of game play). While I am not specfically looking for any help on the game at this time, if you have burning desire to contribute, shoot me a PM and what you would like to help with and I will consider it. Thanks for looking!

Story.png


You are a mercenary in the land of Heath. When the king of Soloqui solicits your services to kill an innocent man, you turn down the job. This action lands you in prison, set for execution. You are able to escape, yet you feel duty bound to protect the subject of the king’s assassination plot as you are the only person who is aware of it and suspect the king has hired less scrupulous cronies to carry out his dastardly deed. To that end you travel to the town of West Pana, the home of the king’s target. In attempting to protect this man, you realize the king’s plans are much more sinister than originally suspected, and find yourself pitted in a direct struggle against the king, all the while with a price on your head due to your prison escape.

Characters.png


thHero.png
You: A mercenary with a conscience. See the story above.

thCalia.png
Calia: The daughter of the man the king is trying to have assassinated, and who survived an assassination attempt by the king on herself. Your paths become entwined as you fight to save your own lives and to thwart the king’s evil schemes.

Features.png


I. Action Battle System
A. Small group of specialized weapons to choose from, all of which can be leveled up through the game at blacksmiths


B. Selection of various battle items, including:

1. Bombs: Used to dead damage to all enemies in a localized area and to expose secret passages

2. Boomerang: Used for ranged attacks on enemies and to paralyze enemies

3. Magical Gloves: These gloves make ranged attacks on enemies and deal element-specific damage. Use of them requires magic points

4. Lantern: Used to light up dark areas

5. Pendant: Used to change your character into a wolf

6. Smoke Pellets: Used to turn your character invisible to avoid detection by enemies and guards

C. Character’s ability to dash is limited by the amount of stamina they have, requiring the player to be selective with what battles they try to run through. The character’s ability to dash is also limited if the player’s inventory weighs too much (weight system described more below with the bank system).

D. Certain enemies are set up as guards and will only attack you if you are spotted

II. Full Ring Menu System

A. The entire menu is set in a ring menu format

B. The weapon equip menu is in a ring menu format with a glove icon indicating which weapon you have equipped

C. The item equip menu (you can equip up to 3 items) is in a ring menu format with number icons indicating which item is set to what number key

D. All the shops, banks, blacksmiths, et cetera, are set up in a ring menu format

III. Stat Distribution System

A. Upon leveling up, the character is provided a certain amount of points that can be used to increase whatever stats the player chooses, including stamina

B. Depending on what stats you increase, your ability to hold more weight in your inventory can increase and your ability to use less magic points when using a magical item can increase

IV. Banking System
A. There are banks in the towns where you can deposit gold and items

B. Each item in the game has an assigned weight, as does the gold. The bank will have to be used from time to time to store items and gold when the player reaches the weight limit on what they can carry.

C. There is a vault at the bank that will allow characters to store up to 64 items.

D. There is a savings account at the bank that the player can deposit gold into. The account will accrue interest based on the time system implemented in the game (i.e. after 7 days in the game pass), not actual time (i.e. after two minutes in real life).

Screenshots.png


Item Menu
Items.png



Blacksmith
Blacksmith.png



Status Screen
Status.png



World Map
Heath.png



West Pana
WestPana.png



Ophara
Ophara.png



Galamar's Watch
Galamar.png



Miltook Manor
Miltook.png

Credits.png


Scripts:
Midget Man
D�vic
Woratana
Vlad
Syvkal
Lettuce
Kylock
Akin
Snstar2006
Onidsouza
BulletXt
Cmpsr2000
OriginalWij
Modern Algebra
Reijubv
Breadlord

Art:
Ariel Williams
YanXie
mega456789
Soullesslocke
Mr. Dingo
Leper
Kingoftheroad
Aindra
Hirashin
Reijubv
Social Damage
Macys Hero
Blake Ezra
Antares
Dai
Lunara
Antheia
Jessie
Hana
Eathrock
Knuckleman
Zalbag 330
Kirbypwn45
Inquisitor
Mack
Avadan
Grandma Deb
Jadak
Orae
Amaranth
Liverachi
Sechs
Katsujin
Emuas
Ryzor
DoubleAx
FlyUnderBoy
Soldier Record
Kaduki
SD-Arius
rgangsta
Zany Zora
Venetia
Marshall Meilunas
Jebbou
Kira Tofveson
P Squiddy
Miyuki Utada
Swaroop R
Whitecat
CounterClockwise
Kasasiti
Diedrupo
Twilight
PinedaVX
Woratana

Sound:
nthompson
Ned Bouhalassa
Tigersound
Robinhood76
Benboncan
Shriek
SFX Bible
Reeouchii
Radio Mall
Airborne Sound
Justine Angus
Blastwave FX
AeroGP
Fandrey
Arcanum
J-Street
Marius Masalar
Milkman Dan
Dayjo
Matti Paalanen
Adavan
Milton


If I used your stuff and your name isn't included, please let me know so I can add you to the list.
 

Nolund

Sponsor

Overall story seems a little cliche, but it's not bad.

I'm curious to see what a ABS looks like in VX, having never seen one personally. I'll give this a try when you have a demo up and let you know what I think.
 
Hmm well this doesn't look bad but there a few things that look a little off from the screens. The font you use on the menu doesn't look very practical at all, you'd probably do a bit better with a simpler font and making it smaller maybe? It looks a bit claustrophobic. Your floating weapon selection menu just makes me think of boredom, you could make them bigger, flash and sparkle, pulsate bigger and smaller I dunno but something to make it more interesting to look at because it does look very humdrum as is.

Your maps are as humdrum as they get not interesting at all. You should either have them more filled with stuff or have more happening, preferably both. And definitely do something abort all the bright orange not very appetising.
 
ebhz.Ash.4rm":3lgb8y6u said:
Hmm well this doesn't look bad but there a few things that look a little off from the screens. The font you use on the menu doesn't look very practical at all, you'd probably do a bit better with a simpler font and making it smaller maybe? It looks a bit claustrophobic. Your floating weapon selection menu just makes me think of boredom, you could make them bigger, flash and sparkle, pulsate bigger and smaller I dunno but something to make it more interesting to look at because it does look very humdrum as is.

Your maps are as humdrum as they get not interesting at all. You should either have them more filled with stuff or have more happening, preferably both. And definitely do something abort all the bright orange not very appetising.

I don't know what you are talking about with the menu, I think it's awesome. I mean, would you rather look at the same menu you always see with a different color and slightly different shape? The ring menu totally makes sense and if that is all you are bored with in this game then he's doing a pretty good job. Anything that isn't the default or side view battle system is pretty innovative when it comes to RPG Maker games if you ask me.
 
@ebhz: I agree with about the orange tint. It's a default tint implemented by Kylock's Time Script. If you (or anyone else) knows of some better settings for that, I'd appreciate a point in the right direction. Working with tinting is not my strong suit.

As for the maps, a lot of them still need the eventing done for them, so they look a bit bare. Hopefully once all the events are done, it will look better. Were there any specific maps that looked particularly bare?
 

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