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Three Immortal

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Three Immortal is my first rpgxp release and venture into game making. However, the major direction and characters of the story have been around for awhile. Three Immortal is a small scale tactical rpg. As of the major revision, It has also become a venture into original artwork, as I decided to incorporate original tilesets into the project. The focus is on individual units, and strategy, rather than larger battles. Three Immortal is a bit different than some tactics games in that there is more focus and interaction outside of battle. The goal for Three Immortal is for it to play more like a standard rpg, but with the battles being tactic oriented.

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Three Immortal takes place on the world of Dresemith, a world dominated by the large power of the city of Omenia. Despite this Dominance, Omenia is a benine, democratic power that has never been at war. Even the great militairy power that Omenia holds is used more akin to a police task force or protectors. Omenia was formed shortly after the fall of the previous ruling power, the Immortal Triumvirate. The Triumvirate (and events leading to its fall) is a large reason why Omenia turned out the way it did. But that is in the past, something that has become merely "history" to the world. For over the last 600 years, Omenia has ruled, and the people have grown dull to the terrors of the past.

The story follows Adele, a high ranking soldier in Omenia's forces who will soon find herself holding the position of General. A member of the Seventh Division, she is used to traveling around the world to carry out the various missions assigned to the division. This time the division has been dispatched to take care of an infestation of risen skeletons that are hampering the investigation of a local archaeological team. While clearing out the relatively weak undead, Adele's group stumbles upon a deep chamber hidden within the ruins and begins to investigate. What they find is something that would best be left to the unknown, as they suddenly find themselves facing a man named Chros, who arrives to deal with the situation. Chros, a powerful figure in Dresemith's History, is the last immortal...

I feel that I also have to say, as it seems like people always jump on it otherwise, this is only the premise and basis for the story. More stuff happens when, you know, you actually play the game.

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Note that these are only a few of the characters! the major ones that will appear in Arc I!
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This video is old. However, the opening cinematic remains much the same except for now incorporating an original tileset.
http://www.youtube.com/watch?v=rdLEOpBdLR0

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Not available yet! hang in there!

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RGSS Scripts

GubiD
SephirothSpawn
LegACy
Ccoa
Blizzard

Graphical Rescources

Mack

Soundtrack & Audio

Enterbrain
Digicube
Iwasaki Taku
Robyn Miller
Yoko Kanno
Norikazu Miura
Go Shiina
Motoi Sakuraba
Kenji Ito
Tsuyoshi Sekito

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Copy into your sig on this or other forums!

Criticisms\initial impressions\Questions are most welcome! :toot:

Interested in Helping with this Project? (Recruitment)
After working on this project solo for quite some time, I have decided to try and expand this out of a one-man project.

Scripter - I am hoping to find at least a moderately skilled scripter to help me with this project. There will be no need for any robust or unique new systems, I mostly need someone who can answer some questions, and hack in a few relatively simple changes into pre-existing scripts.

Artist - I'm possibly looking for someone who would be willing to do some character artwork. I am fairly open to the style used, but somewhat picky on the quality, just try to be realistic if you contact me. What I would be wanting is around 20 facesets total, over the course of several months. If I can't find a good artist willing to do this I will continue doing it myself.

Pixel Artist - Currently the plan is not to use unique sprites, since I'm not up to the time requirements of doing all of those and tilesets. Although I do not expect there is, if there is a spriter out there interested in making sprites for this project, by all means please contact me.

General - If you would like to help this project, but do not have any of the above skills, I could still possibly use your help. I am possibly the slowest mapper ever, so if you would like to lend your assistance in that area, it would greatly speed up the project. If you feel you have some other skill I could use, you can contact me as well, the worst that can happen is that I say 'no'.

Send me a PM if you are interested in any of this for more info.

Approximate completion of Demo: at the very least a month or two. As those of you who have been following this have seen, this is likely to be a bad approximation.
 
Hey, the tactical battle system. 'Bout time a game used it.

This looks impressive for your first project. If I had to guess I'd say it's your second or third, easily. The maps are very well done, and I like the atmosphere you give.

What I've read on the story is a little cliche, but of course that's only the basic premises. I've seen this kind of idea done before, but they were never pulled off really well, so it'll be interesting to see where you take this.

I can't believe I'm saying this, but I'm actually looking forward to a demo from you. I love the idea of tactical battles, and I've tried to use it before, but I couldn't really implement it very well. Best of luck piggman!
 
This looks fantastic, and welcome to the forums (even though I'm 5 post late :] )

I love games with the tactical battle systems and the screenshots look great. Awesome mapping, and i like the effects you used. Your story is top notch and am looking forward to a demo.
 
@saikyo765

Thanks for the welcome! Hopefully the story still seems top notch after you play it as well! I'm not sure I could call it top notch myself just based on the info I've posted here.

@Dadevster

I'm glad you think it's impressive for a first game; it may be my first but it took quite a number of practice maps to get it looking like this.

I do agree that the story I've included here is pretty cliche sounding in parts (hello murdered father.) I think it's a bit hard not to have a premise for a story not sound a bit cliche, hopefully when the demo is out and more of the story is out there it will seem better (I'm actually fairly confident on this part). The TBS is definately interesting to work with and implement. Not really from a difficulty of building and working with it perspective, but just from a gameplay point of view. It's pretty difficult to balance, and keep the difficulty from being either too hard or too easy.

Hopefully I'll get the demo out when I expect it!
 
This really is very impresive, nice job. Your mapping is very pleasing, and you have a quite solid storyline. I just wich all first projects were as organised as yours. Good luck with this, and I hope to see a demo soon.
 
If they've been at peace for 600 years, then why would they have anything to do with this immortal sage? it doesnt really make much sense to have the father go after this guy while the world has been at peace and who's done nothing for the past 600 years. if the sage has been doing something evil like kidnapping people and dragging them off to the darkness, then you'd have more of a reason. but right now it looks like theyve all had peace but suddenly want to get rid of this evil guy whos not threatening them. hes only a threat after the father tries to get rid of him for no good reason?

some comments on your screens and some errors:

screen 1: the floor is sand colored rocks while the part that disapears into the darkness is large dark brick. i would edit one or the other to make it look like they mesh better.

screen 2: same as above. the statues shadows also dont look transparent enough. Nice large casket BTW, i like it.

screen 3: not much to say here, but the bridge doesnt connect to the first tile.

screen 4: in the hole in floor you may want to edit the autotile, make it look more like the floor is disappearing into the darkness, it looks a little odd right now.

screen 5: the round towers look like they were ripped from some GBA game. they dont mesh well and are way to dark to mesh well with their surroundings. also the supports on the very bottom have some glitches, you may want to double check them.

Good luck. :]
 
Congratulations on the presentation, it's rare to see well done presentations here, your thread is very well organized, that's already a plus.

I like what I've seen here, storyline is rather cliche, but that something that haunts us all, today is very difficult to avoid cliches without developing a ridiculous storyline.

Your mapping is really good, the atmosphere is nice, combines with your setting, I hope to see more maps with different Tileset to see if you will be able to keep the atmosphere.

I'm not sure about the Tactical Battle System, even though I like it, I don't like it in RMXP, that's because I've never seen it used properly, it just doesn't flow well, I wish best of luck with it. I'm sure it will be really hard to implement it well.

I'll keep an eye on the demo, after playing I'll be able to give a more solid feedback, I'm sure that's what you're looking for.
Good luck.

EDIT:I'm sorry for spelling errors, I've just woke up.
 
duuude! this looks awesome! People really shouldn't be picking apart the story. As far as I can tell the father seems to have become privvy to some information about Chros throughout his lifetime one way or another and now must past his mission on to his son. Sounds typical and while it's hard to avoid a lot of cliche's in todayz world I think you are well on your way to avoiding copy/pasting and creating a fleshy story, the details of which we are not privvy to, that some people have failed to realise.

Anywho, I had no idea doing a tactics type game with rmxp was possible! I am super excited to see how this works out. I have fire emblem on gameboy, so much fun. ^.^

Good luck!!!
 
Hello there ^^
nice project you have going on here :P
good atmosphere and the story dosent seem so bad either ^^
just a little cliche but well it is hard to make a rpg without any cliche at all :D
good luck with your project ^^

ps. I see you using the statues I have made ^^
 
@ellenor: Yes I am using them! thanks for sharing them here!

@p-kitty: People actually should pick apart the story, it's a good way to see what works and what doesn't. It also lets me make sure that I have the right story elements in game that answer the right questions. The game won't quite play like fire emblem, it will be more akin to a final fantasy tactics game. Even then though, it will be a bit different since you will only have your primary group that is always in battle.

@Delmaschio: Thanks for checking it out. There's a few different tilesets in the demo, but they are mostly only during the cut scenes. Hopefully I'll be able to implement the TBS adequately, it's something I'm trying to keep an eye on. When you say 'flow' are you talking about the flow into and between the battles, or the actual battle itself?

@Nickster: The best I can say without giving away too much of the story is that Chros is far from the standard evil dark sage that wishes to destroy/take over the world. He does go around killing people (usually just 1 at a time) on a fairly consistent basis, which is enough of a reason to be Omenia's enemy and for some individuals to go after him. His father does have an additional reason he's going after Chros, that probably won't appear until Arc II though.

Thanks for the map comments, I'll try and edit the ones you pointed out. The screen 5 pillars/towers will be the tough one, I actually think they don't look too bad right now, but they are a noticeable clash in style if you look close. I'll see what lightening them up does, and see if I can't get it closer to rtp style with some edits (especially on the top part).

@fox5: Thanks for the compliments! I've seen enough of the terrible project posts here that I tried to spend a bit of time with this first.

Thanks for the responses everyone, hopefully I'll have a demo out in due time.
 
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ATTENTION: Posting "this looks cool, i look forward to demo" is not a legitimate comment. Please refrain from making contentless posts like this in the future. Thank you.
 
Dadevster":o0dqzz2j said:
Hey, the tactical battle system. 'Bout time a game used it.

Agreed! I love the TBS style RPGs, and they are too few and far inbetween. The best of luck and skill to you piggman, I am looking forward to a good demo from you. I hope to find an interesting story alongside of well ballanced TBS gameplay.
Do you have any interesting animations when people attack, or have you been forced into doing a basic TBS due to the limits of XP?
 
@Wolfgang: If you mean actual character animations in battle (which is what I think you mean), then no. It could be something I add in eventually, but it's not one of my primary concerns right now. I am trying to get some non-standard RTP spell/skill animations that look nice in the TBS though.

@Ares + Superman:Thanks, I hope to have the demo out soon. If you two could let me know what about it looks good or great in the future, it would be some better feedback.

@HavanaAffair08: Please take a bit more time and thought responding next time.

As far as updates on the demo progress, I don't have much to add right now. I think I finally got the skill system bug free, and I'm currently working on a new tileset, expect a larger update to come either tomorrow or Saturday.
 
this looks really good. you're mapping is good overall, i like the tactical battle system, and the skill advancement thing. i really look forward to playing this. :thumb:
 
Long Time no update!

A sample of the intro has been posted in the main topic above, under the screenshots section.

For those of you wondering if this project was dead or not, the answer is no. The main reason for delay is that I have re-shifted the starting point of the story. Originally, the story started a couple weeks from the starting events (Lux's father getting killed, ect.) While I liked starting in the middle of things, and leaving much up to question about how the party arrived at the position they were in...it just wasn't working. It also seemed really wierd to carry over levels & skills from the future events back into the past events. If that's too convoluted, basically just think of it that I'm switching Arc I and II around, and making the story have a linear time line.

This coupled with the arrival of the new semester has kept me from making any huge leaps of progress, but work has been coming along steady on Three Immortal. Unfortunately I also fell back into my bad habit of just lurking on the board, something I'll try to start correcting again.

Be sure to check out the intro vid up above, its a bit choppy in places, but I would still appreciate some feedback on it. I already know a couple things I want to change.

Progress overall has been shifted back by quite a bit, The Skill system however is 100% complete, since that is one of the few things that carries over from the previous work I was doing. I would expect at least 6 weeks or so until the possibility of a demo.
 
This looks very well put together. If you ever need or want any help let me know. I'd love to work on a project with someone who's taking this seriously.

Is that skill system custom? It looks very well done.
 

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