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Tower of the Moon

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The Setting
This game takes place in a world where the sun has suddenly failed to rise for six days. The situation is urgent and the world is in panic, four brave heroes travel to the mystical Tower of the Moon in the hopes of solving this disaster. To do this, one must travel through a moonlit, enchanted forest, scale a mountain, and then ascend the interior of the tower itself.
image

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Game Goal
It will play as an extremely streamlined turn-based RPG. The idea is to make a jrpg that can be played in under two hours, but usually result's in the player getting a Game Over. So basically it's a JRPG roguelike.
I was feeling upset that so many turn based rpgs seem to rely on grinding to play. While many do allow for strategy, the general solution to a problem is just to go earn more money to buy better equipment or to level up. Furthermore, the actual act of leveling up seldom requires much build-thought, are is usually just an improvement to all your character's stats. Most of the game is spent in minor battles which mostly act as nothing more than a distraction, causing most of the real thought to occur only in boss fights.
I want to make a game that has scarce resources, no grinding, and requires thought and strategy even in minor battles while also being artistically beautiful. I believe that Tower of the Moon can achieve this.
image

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Gameplay
Your party will be taken through progressively more difficult areas. Each area will consist of at least three minor battles and a single boss fight. Effects from previous battles will carry over, so if a minor battle caused you to take wounds, become inflicted with a status effect, or use a limited resource, you might regret not being more careful when the boss fight comes. It is probably unlikely that you will wipe to minor fights, but in this way they still will demand to be taken seriously. Finally, magic users will have limited casts on each of their spells, their uses of which carry over between fights. Any characters who die stay dead essentially forever, save the use of rare and expensive resurrection magic.
Upon defeating the boss, the party receives an amount of currency and is refreshed from the chance for a respite. Characters will gain a level, in which the most important decision will be a new ability to learn. Spells and health are restored, and the party visits a shop. Decisions on what to buy will be difficult but crucial, as the party will never have enough money to buy everything that they want.

Game progress can be tracked from the devlog (http://towerofthemoon.tumblr.com/) and feel free to come say hi at my Twitter: https://twitter.com/Erichermit.
 
The Artworks really intriguing and I cant what you do with the environments. I like the philosophy of the old school almost survival-horror like gameplay. Learn how to play the game well and play it over and over again till you've got it down to a tee. (sweet shit)

I don't know how your going do story segments but if you intend for them to be replayed skippable would be a good idea. Maybe even a system whereby they are added to or changed the further you get before GameOver'd (like in BOF Dragon Quarter)

Bookmarking your devlog bro and look forward to seeing some more.

Tower image is Rad.
 
Thank you for the encouraging words you two! Story elements will definitely be skippable (not to mention fairly rare.) Most of the extended story / lore will be told through monster and item descriptions.

And yes, Hi Potion, I do have some new stuff to show!

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I've spent a lot of time lately obsessing about how I want the UI to work / look. I think I finally feel comfortable! A lot of this is still very much placeholder stuff (such as the healthbar.) If you want to read a long stream of my thoughts on the matter, I've written them here: http://towerofthemoon.tumblr.com/post/9 ... i-scramble But I figure most people will be more interested in just seeing a few progress gifs!
 
Thank you Amy! There's still a lot that I'm not satisfied with, but I am glad that my early UI animations are nice looking!

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The skills are placeholders (a lot of stuff still is!) but here is a working skill system!
It reuses a lot of the code for Attacking / using an Item except that targeting is dynamic. Skills also keep track of their uses, have a cost in gold to use, that sort of thing.
Looking forward to when the stuff I show off here doesn’t reuse the exact same Monster - Character Sprite - Background, but I’m still getting basic functionality down!
 
Beautiful... Seriously dude, I think this may be my most anticipated indie game right now!
And that's contending with things such as Heat Signature!
You're doing well!
I presume there's going to be things outside of battle. Like map exploration and stuff.
 
HiPoyion":1x3s8a7p said:
Beautiful... Seriously dude, I think this may be my most anticipated indie game right now!
And that's contending with things such as Heat Signature!
You're doing well!
I presume there's going to be things outside of battle. Like map exploration and stuff.

Oh wow! This is quite the compliment, thank you :) I've never had this amount of excitement for a game before and I'm really enjoying it! I shall try my very best to meet everyone's expectations.

There actually won't be any map exploration! Well, not in the way you might be thinking. You won't be physically moving any characters around, but you will be choosing routes through various areas as you reach and then climb the Tower of the Moon. Your most important choices will be what to spend your limited currency on and how to allocate levels.

baghead_jackson":1x3s8a7p said:
Dem Screens!!... if you animated the backgrounds slightly this game would be shroomtastic.

Oh yes! This is certainly something I have plans to do. I'm hoping to use something like this other thing I made for the background, as well as other movement elements :

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Also,
Today I have a progress update!

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Things continue moving along! Today marks the day that Tower of the Moon actually has the first semblance of playability. I can now take turns with an enemy, who will attack me during its turn, and can even be defeated!

I plan on giving monsters the ability to use skills (involve some AI tricks which I’ll start off as pretty simple) and extending this functionality to actually allow a full party (and multiple monsters!)

Eventually I’m going to add in animations and such so it isn’t just random numbers popping up from seemingly no source, but I have that at a lower priority than other, more integral, functionalities.

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Also for your enjoyment: This Glitch
 
Erichermit":103kur2x said:
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Oh hey! Check it out! An actual full party turn! Now to add some character variety.

Just throwing some props your way bro, new images and those Animated backgrounds deserve encouraging praise. Keep working at it bro looking forward to some sort of demo.
 
Wow! I haven't posted here in a while, but I have been saving up lots of NEAT STUFF! Let me show you! And thank you for your continued compliments and support, they really mean a lot to me!

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I ended up having a sudden decision to make positioning somewhat important. There are now three positions for your characters to occupy, one of which is a front line space and the other two are backline.
I haven’t yet completely decided the meaning behind this but it probably involves stuff like “Some moves can only target the front line space.”
I’m going to be very careful to make sure “Stick a warrior-type in the front line always only” isn’t the only decision to make. I’m okay with the idea that *most* of the time the front line will be occupied with a warrior, though. You’ll be able to switch positions throughout the battle.
I had to split the inventory/skill menu in two to stop this new change from causing the menu to occupy too much vertical space. I think this is fine.
Oh also, that little thing you see down at the bottom there is a Star Tear. It’s money.

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Sprite variety based on class is now functional. Although all the classes are still the exact same on the inside, it's now ready to be set up.

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I just started work on the character creation screen. Like everything else, I really want this to be pretty.

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How do you want your hair to look?
 

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