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Tower of the Spirit World

Rast

Member

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Eons ago, the tower spewed forth beasts and monsters of many kinds. Adventurers set forth to end the invasions, sealing the tower with a magical artifact and hiding it away. However, rumors spread that the tower is leads to Paradise. Unsatisfied with their land, a fearsome battle raged between kings who sought to become the supreme ruler and claim Paradise for their own. Many have challenged the secret of the tower, but no one knows what became of them.

Now there is another who will brave the adventure.



Races & Classes
Humans have the highest HP of all characters, and moderate attack and defense. Humans expend Stamina to use their class's special skills. They rely on equipment for stats. Humans can equip styles, which represent their fighting style and further customize their stats and abilities. Some styles add unique skills. Every human can choose one of four different classes:

Slasher: Specializes in melee combat. Gains high damage skills and attack boosting stances.
Scout: Disables or hinders enemies with traps and debuffs. These traps work on most enemies and bosses and will be useful throughout the game.
Medic: Provides healing and support. Can cure status effects.
Protector: Specializes in defense. Takes reduced damage with guard and can boost party defense.

Mutants have the lowest HP of all characters, and are unable to use most weapons and armor(though there are a few they can use). They instead use attack skills and spells, relying on their own abilities rather than equipment. Opting to wear their natural armor offers increased MP regeneration and bonus defensive effects. Some unique mutant weapons exist. Each mutant can specialize in one elemental type: Fire, Ice or Lightning(previously Wind). Earth will be available eventually. Each elemental school has it's own offensive or defensive spells:

Fire: Specializes in moderate damage AoE and DoT spells.
Water: Specializes in low damage debuffs and healing/support spells.
Lightning: Specializes in high damage single target spells, with some AoE spells. Spells can stun enemies.
Earth: Specializes in AoE status effects, with low damage and defensive spells.
Heart: Does not and will not exist.

Monster(WIP)
Monsters have overall average stats and do not excel at anything by default. They are able to use special skills learned by devouring the corpses of enemies. Monsters cannot equip any standard equipment, and instead increase their own abilities by utilizing monster soul-gems. Monsters will be able to choose a monster type eventually, which effects defense, agility, HP and elemental resistances. More details will be added when available.


Screenshots
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Music
Below are some sample of the music that will be used in the game. Subject to change on a whim. I'll periodically add tracks.
https://soundcloud.com/rastsekyd/ffl-battle1
https://soundcloud.com/rastsekyd/ffl-boss1
https://soundcloud.com/rastsekyd/ffl-overworld2
https://soundcloud.com/rastsekyd/ffl-intro-1


Features
-Fully customizable party - Create four unique heroes from 3 races.

-Grinding isn't neccesary. Experience is gained from major fights or quests, and can be used to level characters. Leveling a character grants additional class-specific skills

-Combat is focused on skills and equipment, rather than level.


Credits
Story and concept based off and inspired by the SaGa/Final Fantasy Legend trilogy by Square Co.

The music was composed by Nobou Uematsu, and is from the Final Fantasy Legend/SaGa trilogy, as well as Final Fantasy Adventure. The music was then rearranged and/or remixed by me. I may eventually compose an original soundtrack for the game. For those interested, all music is in 160kbps bitrate and mixed to -9.4 dB.

Current sound effects are slight edits of the RM2K3 RTP - These are stand-ins until I get around to finding/creating some more appropriate sounds.

Original uncolored sprites from The Shyguy Kingdom. They were then edited, resized, and recolored by me. Human class sprites(Slasher, Medic, Protector, Scout) sprites were created/edited by Heaven Miracle.

Special thanks to Cherry for RPG Maker 2009 Ultimate, which has made development of this project much easier.
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This game is in the mid to late stages of development. Almost all of the sprites and music are finished. Sound effects are next on the list, and I'm currently testing through the first half or so of the game. Humans and Mutants are around 80% finished - Mutants are (probably) getting one more element, and I still need to test and tweak their abilities. Monsters will be getting their own "class" soon. A demo is planned to be released once I've finished fixing any bugs and polished the game up in general.

Comments, critique, suggestions, etc etc are more than welcome.
 
This looks really unique graphics wise, and interesting to see a game made in RPG Maker 2009 - I don't think we've had any before! This could turn out quite good, the retro effect has been done nicely, not just old for the sake of being old, it matches the game well I reckon.
 

Injury

Awesome Bro

I wonder if your named in tribute to Rast of Bob's Big Adventure and Dragon Destiny?

Both great games. This looks nice, just hope to see more!
 

Rast

Member

I nearly forgot about this. Need to remember to check up on my forum posts from time to time. I've actually got a fair amount of updates and some new screenshots, which will be updated in the first post once I get everything sorted out. Mutants now have an Earth element option(still working on skills and such for that). At the suggestion of someone else(and the overall approval of the idea), I've decided to add a fourth race to all this madness: Robots. They were in SaGa(though not playable), and would add a little more variety to things. I don't know when or how I'll implement them, though. Ideas and thoughts on that are welcome.

I wonder if your named in tribute to Rast of Bob's Big Adventure and Dragon Destiny?

I actually didn't know of the guy at the time. My exposure to RPG Maker was pretty limited. I was stuck on a 56k dial-up connection and waited the better part of a day merely to get RPG Maker 2000, and I rarely browsed around forums or anything of that sort. Didn't even know of his existence until someone on the one forum I frequented asked me the same thing. I'm also considering composing an original soundtrack for it, rather than using 8-bit styled arrangements. If I do that I'll probably go all the way and follow the same sound limits the Gameboy had.

This looks really unique graphics wise, and interesting to see a game made in RPG Maker 2009 - I don't think we've had any before! This could turn out quite good, the retro effect has been done nicely, not just old for the sake of being old, it matches the game well I reckon.

Yeah, it's actually somewhat disappointing. I can tell a lot of work went into RM2009, but I rarely see anyone using it. I'd imagine if Cherry had continued the development of CGGS it might be a bit more popular(and powerful - Oh, the things I could do with Lua in RM2K3).


EDIT: New screenshots. These have also been added to the first post.
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