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Vacant Sky: Contention

Vacant Sky Complete Edition: Act I+ Released!

http://vacantsky.bandcamp.com/

The complete Vacant Sky soundtrack, Sounds of Contention, is now available for digital download on Bandcamp.com. The soundtrack contains comes packaged with 70 songs plus another 10 previously-unheard tracks as a special bonus.

Support Vacant Sky and get great music while you're at it!

Amazing. With both the complete version of Vacant Sky, Vacant Sky Origins and the commercial products (OST and artbook) you have all the tools to introduce your project to a large crowd and make a nice prodit out of it. I'll definitly play the complete version of the game and i'll also have a look at the originas novel (it's a visual novel, right?)

Also, what software/service do you use to print the artbooks? Professional printing is probaply too expensive (and they don't even bother too pint less than 500 copies mostly) and services that will print just 1-500 copies instead of bulk-amounts ussualy tend to have lesser quality.
The novel will be an actual traditional novel (hopefully available in both paperback and ebook formats). My vision for Vacant Sky is to continue producing the games for free and using the merchandise to support the games' development. I'd like the games to stay free, so hopefully this proves to be sustainable!

I'm not settled on a service for the artbooks, although I'm leaning on Createspace on the moment since that goes through Google and Amazon and I trust their quality.
 
Createspace looks like the best way to go, yes. I used Blurb before and while their printing was okay, i didn't find it good enough for commercial goals.

I'm watching this project closely because i find it higly intresting to see an rmxp project evolve to something much bigger. Motion picture in 2019? :p
 
gRaViJa":15prhtjy said:
Createspace looks like the best way to go, yes. I used Blurb before and while their printing was okay, i didn't find it good enough for commercial goals.

I'm watching this project closely because i find it higly intresting to see an rmxp project evolve to something much bigger. Motion picture in 2019? :p
Starring Nicholas Cage as Blaise Tearson.
 
Okay, I only got to the point after she's murdered because my computer is a douchebag, and I lost the post I was originally writing, but let's see if I can reconstruct it here.

First of all, I wanna say that this game looks very nice for something that uses RTP. The intro was technically impressive, and there was voice acting that actually didn't suck, which amazed me. The music is also stellar. I love the vocal intro theme.

I thought the actual content of the intro was odd, though. Like, you have her saying stuff that I guess sounds cool, but it doesn't actually mean anything to me. If you drop mysteries on me, I want them explained soon, or by the time they're explained, I've forgotten and/or don't care anymore. So we see Auria saying some mysterious stuff and then switch to the Virad. That knocked me out of things a bit because here I was about to meet a character and then I'm jerked away from her and thrown into another group of characters, but it wasn't a big deal, and I thought it was cool that you got to play as the villains for a bit. However, you might consider at least showing them in the intro so it's not like "who are these people I have never seen before let me go back to the chick I know about."

Anyway, the first cutscene in the prison is overly long, and there was a LOT happening in a very short period of time that doesn't have much meaning without context. Like you have Michael captured, and the other guy dropping a bunch of names, and then Sandarga shows up, and then Michael turns into some faceless guy. I didn't find this to be a HUGE issue, but if you can spread it out more, it might feel less like a sudden huge influx of information. Like, say, starting with Sandarga breaking out of her cell and telling Weapon that she's going to save Michael or whatever (was she imprisoned with Weapon? I forget now). Kind of stagger the influx a bit and also get the player playing sooner. I felt a little overloaded with all of these apparently very important events going on in very close succession when I had no idea what the significance of them was, and I also wasn't engaged in the story yet.

Speaking of Sandarga, I thought her flippancy and badassness came off forced. I thought the comments on the corpses were unnecessary, for example. Badassness is something that's much better left understated; let actions speak for themselves instead of making a huge deal about it. I think it would be more impressive if she just killed a bunch of dudes with as much drama as scratching her nose, really casually, like these guys aren't even worth the effort. In general, I think scenes of massive slaughter are more impressive with buildup, but you don't have room to do a lot of buildup here, and playing as the villain is pretty cool, so idk that I'd recommend changing the whole thing. I'm also really left wondering how they got captured in the first place if they're that ruinous, so that could be a point to bring up if you move the beginning back a bit.

Okay, then we switch back to Auria. Since I know she dies soon, I found the little conversation with her friend to be poignant rather than dull like it would normally be. Actually, that brings me back to the intro again. One of the reasons I played this game was because I thought the hook of the main character being dead was really interesting, and that knowledge made her slice of life segment tenser, so maybe you should talk about that in the opening cutscene instead of the "if I want to live, I have to kill him" thing that had no meaning for me at all.

Anyway, I digress. I was talking about Auria's playable segment. Running errands was really boring and has no reason to be there, so I strongly recommend you axe that segment. I think you have a great opportunity here to show everything she has to lose when she gets killed, but you're only capitalizing on it a little bit. Focus on her relationships and her hopes and dreams and life goals and all of that instead of her grocery shopping. I'm not saying have her do long soliloquies, but some casual references to stuff she's invested in would go a long way. Her promise to attend the play no matter what is a great example of this; I really enjoyed that. The friend came off more as a plot device than a friend, though. Consider making it a boyfriend or something to up the stakes and give you a chance to do some more character development, although idk if you wanna make a change that major. Regardless, I think Auria really needs to show more emotion in this part so we have a feel for what she has to lose.

Okay, enough about that. So we have the friend talking about murders by some place I've forgotten now, and I expect that we're going to go to the place, but instead she gets on a train. If the place she went was the place with the murders, it either wasn't clear or I wasn't really paying attention, but anyway, it could be clearer if so, like the friend could express concern for her going somewhere dangerous.

Then she takes the train and gets murdered by some guy who claims to be a police officer but probably isn't, and he drops yet more names that I don't know anything about, and then he shoots her. I was expecting this scene to be more emotional, but it just kind of left me confused instead after the weird interrogation, and the esoteric explanations immediately afterwards didn't help, and the immediate promise of life again before she even knows she's dead kind of ruined some of the tension. I stopped playing around that point because my machine was acting up.

Overall, there were a LOT of things mentioned offhand that weren't explained, and I felt a bit like I was floundering in this sea of elaborate names with no idea what was going on, which made me not very interested in the story. I liked that you didn't infodump about them, but try to resolve some of the previous mysteries a bit before introducing more. I did like Auria, though, and she seemed to share my annoyance at all the mystery, so that was good.
 
For reasons Perihelion stated, I found the intro to be overwhelming. I know it'll be worth it to get past that part, but I haven't quite managed to.
 
It's time for Screenshot Saturday!

The Complete Edition is coming along nicely. At the moment, the finishing touches are being put on Act II. I've been holding off on putting out new screenshots for a while since the game is getting some heavy graphical updates and most of them aren't in place yet.

However, here's a look at the new Hall of Legends:

cess01.png


The static effect looks no good on a still image, but otherwise you can see some of the new visual effects: cosmetic lighting has been added to certain areas and a new scrolling backdrop has been added to enhance the feel of the Void.

Stay tuned next week, hopefully with some new features!
 
This week's screenshot is from Act I+ and shows off one of the new areas.
cess02.png

The beginning of Act I has been completely overhauled and a couple new areas have been added to explore in Act I+, including this mountain pass north of Ciel. You'll be able to return here in Act II and Act III for an optional dungeon and some sidequests.
 
This week's update is from the new ending of Act I. The Mortagne and Kinthrope segments have been streamlined into one scene which combines the events of both.
cess04.png
 
you'll have to forgive me for not wanting to read through all 13 pages of this thread, but i'm sort of in the mood to dive into a GOOD rpgmaker game to help get my own inspiration flowing. and i'm thinking about this one!!! i mean for the most part it seems very ehhhh I can't even think of the right words but um very much in the MODERN SCHOOL OF RPGMAKER DESIGN if that makes sense: lots of overlays, gradient text, flashy windows and whatnot. but still this seems really solid and im planning on trying it out.

so then this is my question dude: how close are you to this COMPLETE EDITION? i doubt i'll want to play the game twice (although you never know, i've played MotW like four or five times (although that was largely because i think i have a really good relationship with the creators and i've helped with some testing and stuff)) but yeah: should i wait for the complete edition or should i just go ahead with the current versions?
 
The Complete Edition is still quite a ways off, but the first (of three) episode has been finished and the second is almost ready for beta. If you're interested, I could send you the beta for the first episode.
 
oooh you're not gonna like me after this post man ahahhah

VACANT SKY Volume 1: CONTENTION
by Sailerius (wellllll project BC i suppose but Sailerius certainly seems to be THE FACE)

note: i write my reviews/critiques as i play the game (i think this will also be a great benefit because i'm playing the beta version of the next releast) so because i'm writing AS I GO, this is going to more or less be a chronological compilation of notes and comments that will seem largely unintelligible to anyone but YOU, the developer (but at the same time ideally it serves as a kind of review). i'm also probably going to be unreasonably harsh on some things. but note that I do have very high expectations of this game or else I wouldn't be playing it.

note 2: i didnt read much (or any) of the thread or your first post. largely because i'm lazy but also because i want to just DIVE INTO IT without any kind of idea of what to expect (other than knowing that you've got lots of flashy graphics and a massive multi-page thread on multiple forums)

so i open this up and right off the bat i'm impressed. a projectBC logo and a little splash map thing. cool. also FANTASTIC haunting title screen music and a pretty pro logo (i dont really get the "Welcome to Halo Locks."—is it another subtitle? but im sure it will make sense later on) so far so good.

as for the title itself: this is VOLUME ONE and ACT ONE? i don't really get it and think that your titling system seems like it needs a serious restructuring.

what@choosing difficulty. this seems stupid, but whatever. the brief description implies that BEGINNER will have lots of tutorials and stuff, and while I would rather have easy battles, i dont want to sit through tutorials, so i'll go with veteran.

YOUR INTRODUCTION

i see that the sprite has FLIPPED HAIR when she walks. LAZY! really, dude, that is not the first sprite that you want the player to see.

OKAY MAJOR PROBLEM!!! voice acting is cool and all, but PLEASE find (or make) a script that STOPS the sound effect when i click away from the game's window. yeah, i know: the easy answer is "well play it fullscreen and don't click away dummy" but you don't want to force your player how to play the game. something like this makes a difference to only a small number of players, but it makes a HUGE difference to them.

the voice acting sounds good enough, even though personally i think voice over is totally annoying and has no place whatsoever in a game with text dialogue (especially a game that uses pixel graphics which just clashes).

the dialogue is vague and uninteresting.

hemmingway's advice to new writers is "cut your first twenty pages" (or something like that idr the exact quote). if you don't want to cut everything before "i'm going to kill him" (which i'd personally use "i will kill him" instead), then TIGHTEN it up and make it shorter and snappier. the whole waify vague dialogue thing is offputting if you have no idea what the context is.

that said, your introductory cutscene is VERY pretty (which im sure you already know)

ACT I+ "death & rebirth"

ugh okay. in the VERY FIRST DIALOGUE BOX of the game you give me FOUR new names: abraham, ranksmith, Virad and Delphon. this is a problem that seems to be present in every single fucking rpgmaker game. you just THROW names and shit at the player with the idea that it will help get us acclimated to the world but it does just the opposite. this whole conversation with abraham and michael is ummmmm. i dont want to say bad but i mean it seems about STANDARD for rpgmaker, in terms of writing quality. in other words, it's very expository. VASTALE SANDARGA. just WE DONT WANT THIS NOW.

"Oh God. Don't kill me! NO! STAY AWAY!" really?

well okay so now i have control of the character (after a horrible unnecessary message telling me information that already know (telling me to press enter to go through messages is stupid because i've already been doing that or I wouldn't have gotten to this point)). the main sprite is pretty cool—i've always been a fan of facelessness—but the map is too dark to really get a good view. maybe that's intentional?

there's a map on the wall, and when i check it out I am TOLD that it's a map but I don't get to LOOK AT IT? dude MAKE A MAP, and let us see it. if not, take out that event completely. it's like taunting the players "hey here is some information that i'm not gonna let you have"

okay so there are a bunch of doors that I can't get through. why have them at all? or PLEASE give me a better reason than "THERES NO REASON TO GO INSIDE". i mean this just seems lazy bro. this game is fucking GORGEOUS but the writing is a real turnoff. and i've only been playing for like ten minutes.

okay so i'm in the first battle with the guards:

the battle system is badass. i love how the enemies fall on the ground and just lie there after we kill them. what I don't like is how the enemies have an "E" icon with no way to tell which icon goes to which enemy.

another critique is that i have to use the up and down arrows to select my enemy target and the right and left arrows don't work. that seems counterintuitive, especially when you consider the horizontal target display at the top of the screen.

what is the purpose of selecting a party member at the end of the battle? doesnt seem to do anything.

why is it that I can interract with every dead person EXCEPT the two on the floor in E-block?

the cutscene fight with Weapon is cool, but Weapon's sprite is at the very bottom tile of the screen for most of the fight. it makes for a strange effect where we can't see EXACTLY what's going on and we're not sure who we are supposed to focus on. center the screen on the action.

THIS IS LORD VASTALE LIVING AVATAR OF DICK (Torklemmor is a HORRIBLE name)

When Weapon joins the party, he just DISAPPEARs. it would be very easy to have him walk into the hero sprite.

I actually like Weapon's dialogue so far. Saying "Suck it" when inspecting a dead guard is pretty rad. A guard says "Oh Christ". is christianity a thing in this world? RUN OR HELL EAT YOU ALIVE ahahahaahhah

There's an open door in the top right corner of A BLOCK that doesn't lead anywhere. in the other top corner, there's a really really stupid scene where weapon kills a guard who is begging for this life. the dialogue here is horribly horribly unrealistic.

after the battle with the guards: "what about Weapon?" *explosion noise* "nevermind" uhhh what? did he just die offscreen or something? i can't even open a menu to check if he's in my party. that part needs work it's confusing.

there are bathrooms that I can't go into... UM WAIT. the reasoning being turning off the power is so that cameras don't see us do our magic. bathrooms do not have cameras (and for that matter, i'm sure there were plenty of places that don't have cameras). why not open our gate in the bathroom? it just seems like an arbitrary device to make us wander around in the building.

"this door requires a code. its a waste of time" no, the waste of time was coming down this corridor. why have it there in the first place? i just don't get the logic of most of this area. it seems like you're trying to encourage exporation but without letting me actually go anywhere.

what is with this blond guy? i never really see him arrive because the lights go out and it seems like we're just suddenly in the middle of a conversation with him.

TWO WEEKS LATER

okay so now we actually see the hero, which renders everything that I've done for the past fifteen minutes a complete waste of time. thanks for that. i never really understood the rpgmaker trope of putting us in the badguy's shoes for an intro dungeon. it seems like every game does that and it only ever feels like a waste of time. cut the entire thing, or turn it into a short cutscene. this is an RPG, which means that playtime should equate to powering up the characters that matter.

anyway, now i'm banivia in barette talking to zomeone named zaqris and now i have to go to Ciel. PLEASE STOP THROWING NAMES AT ME ALL AT ONCE. i am not going to remember them and they are all going to blend together anyway.

wait what. now sudenly i have enough exp to level up? but i didnt even DO ANYTHING YET.

"might i suggest that you continue voicing your complaints as we travel. i have no desire to be ambushed at nightfall." dude PEOPLE DONT TALK LIKE THAT. this is a problem in pretty much every rpgmaker game (and fantasy movie, comic, etc): there's this horrible unrealistic dialogue because there's this idea that fantasy people talk proper. no dude. EVEN if you give me the "well its his personality" excuse, i have a feeling that there's going to be a lot of this kind of dialogue as the game goes on.

passability with the stone well is awkward. i should be able to walk behind and in front of it.

leveling up system is stupid in general but you get a free pass because this is largely personal bias. :)
Why can't I level up my other party members? I choose "level up" from the menu and can only level auria.
please tell me the COMPASSION/INTELLIGENCE etc chart has a PURPOSE and isn't just there to look cool. the menu is bombarding me with a ridiculous amount of intormation all at once. in fact that seems like what the entire game has been doing so far.
I have a journal entry for Barette telling me about the village BEFORE i've even explored it.

there are THREE DIFFERENT KINDS OF SKILLS WHAT? again, dude, too much at once. it seems like this is one of those games that just piles on feature after feature just because you can.

i like cameos on gravestone markers.

ohhh duuuude i can walk to the VERY EDGE OF THE MAP and not teleport off of it? AND THERES A PATH THAT LEADS THAT WAY TOO. this is a seriously rookie mistake, bro. this game keeps telling me "HEY YOU CAN GO HERE" but you actually CANT.

why would a woman tell a random stranger to get her husband "and tell him to help store my valuables". that's like inviting theft: "yeah lady my husband's gone and all our valuables are strewn haphazardly all over the place and aren't scure in any way." just say "hey if you see my man tell him to come home"

passability issue: i can walk on the cracks in the houses.

and now there's an ARROW CLEARLY MARKING THE MAP'S EXIT? that's so lazy man. but i'm not gonna sit here and be a dick about it without explaining WHY. your maps are very pretty but you CANNOT FORGET ABOUT FUNCTION. really, using an arrow to say that "these two tiles can teleport you away" tells me that you made your maps to be pretty and then decided at the end how you were going to piece them all together. even if this isn't true, the game is sending that message. immersion into your world is totally shattered, and the result will feel like a set of loosely-collected individual (and seriously linear without room for exploration) pieces of tile art. when creating a game, you HAVE to think about PLAYER EXPERIENCE first.

hey so before i leave barette i'm gonna check out the hall of legends. is this supposed to be like the "end of time" in chrono trigger? because remember that they didn't introduce it until like halfway in the game. this whole hall of legends thing seems like even more "throw heaps of information at the player all at once". my diary tells me i'm a random lost highschool girl, but i have the ability to teleport to this MYSTICAL CASTLE REALM WITH MAGIC ORBS. ummmm ok. and YAY. more menus, more stats, more arbitrary customization.

When I tell the guy I want to "leave" he doesn't teleport me away. instead i have to walk all the way back down to the teleport point. i don't really get the purpose behind the hall of legends except to say "it's a game feature" and rack up playtime hours.

one thing that i really do like is the enemy encounters and how they are shadows out on the map.

what do the boots and shields floating abot our heads signify?

so I die after two consecutive battles. the enemies all have priority and i don't have any useful skills (despite having "reactions", "passives", and "techniques"), so they slaughter me. after this i have no real desire to continue playing because i've been bored out of my mind.

i do plan on finishing this, so i'll give it another go whenever i feel in the mood but dude, seriously. this is the bottomline on Vacant Sky: Contention Act I:

This game is truly among the most beautiful RPGMaker games, but discards legitimate gameplay or story in favor of extraneous information, menus and "features"

hopefully the game gets better as it goes on, and i'm willing to bet that it probably does. but if you bore or—even worse—overload a player right in the beginning, then he's probably not going to stick around long enough to get that far.
 

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Sponsor

I read your whole review and I'd have to say almost everything you wrote I was thinking at one point or another when I played this game. I felt like the game was so boring when we switch to the Hero compared to the opening scene, that I found myself falling asleep. And I too got murdered by the enemies after only a couple battles. If the game didn't look so good I wouldn't have forced myself to play act 2. I tried playing act 1 multiple times but it's too long winded. However, act 2 is alot better in comparison imo.

Sn: Bout to give act one another try.
 
oooh you're not gonna like me after this post man ahahhah
Au contraire, I really appreciate the detailed feedback.

what@choosing difficulty. this seems stupid, but whatever. the brief description implies that BEGINNER will have lots of tutorials and stuff, and while I would rather have easy battles, i dont want to sit through tutorials, so i'll go with veteran.
Beginner doesn't have more tutorials, it's just easier. It's designed for people who aren't experienced with RPGs.

voice acting is cool and all, but PLEASE find (or make) a script that STOPS the sound effect when i click away from the game's window.
It's a lot harder than you think; believe me, I've tried to do that. The problem is that the RGSS player stops running when it doesn't have focus, so scripts can't run when you've clicked away from it.

hemmingway's advice to new writers is "cut your first twenty pages" (or something like that idr the exact quote). if you don't want to cut everything before "i'm going to kill him" (which i'd personally use "i will kill him" instead), then TIGHTEN it up and make it shorter and snappier.
This actually is the cut down version, but I'll look at trimming it down more.

in other words, it's very expository.
I'm really glad I didn't send you the original Act I. What would you suggest I do to convey the information without being expository?

there's a map on the wall, and when i check it out I am TOLD that it's a map but I don't get to LOOK AT IT? dude MAKE A MAP, and let us see it. if not, take out that event completely. it's like taunting the players "hey here is some information that i'm not gonna let you have"
Fair enough.

the battle system is badass. i love how the enemies fall on the ground and just lie there after we kill them. what I don't like is how the enemies have an "E" icon with no way to tell which icon goes to which enemy.
When you target an enemy, their icon is highlighted.

another critique is that i have to use the up and down arrows to select my enemy target and the right and left arrows don't work. that seems counterintuitive, especially when you consider the horizontal target display at the top of the screen.
Ah, good call.

"this door requires a code. its a waste of time" no, the waste of time was coming down this corridor. why have it there in the first place? i just don't get the logic of most of this area. it seems like you're trying to encourage exporation but without letting me actually go anywhere.
There is a sidequest here which involves you opening those doors.

cut the entire thing, or turn it into a short cutscene. this is an RPG, which means that playtime should equate to powering up the characters that matter.
I'm divided on what to do here because there are some people who really don't like the Virad prologue and some people who really love it. I'm hesitant to cut out a segment that a lot of people enjoy unless there's something structurally wrong with it. I also feel that it teaches you the battle system basics pretty well since there are no consequences for failure.

wait what. now sudenly i have enough exp to level up? but i didnt even DO ANYTHING YET.
That's relevant. It comes up shortly.

EVEN if you give me the "well its his personality" excuse, i have a feeling that there's going to be a lot of this kind of dialogue as the game goes on.
Zaqris and Seri are the only two people who speak like that. The oddity of their speech patterns is relevant, not just thrown in because lolfantasy.

Why can't I level up my other party members? I choose "level up" from the menu and can only level auria.
Auria is the only person whose stats and abilities you can customize.

there are THREE DIFFERENT KINDS OF SKILLS WHAT? again, dude, too much at once. it seems like this is one of those games that just piles on feature after feature just because you can.
Three? I believe there are only techniques and reactions.

and now there's an ARROW CLEARLY MARKING THE MAP'S EXIT?
It's not the arrow's presence that's important so much as its color. Later on, the coloring of arrows indicate what sort of exit it is. Red arrows indicate intra-area movement, green arrows indicate movement which leaves the area, and blue arrows indicate inter-dungeon phase movement.

When I tell the guy I want to "leave" he doesn't teleport me away. instead i have to walk all the way back down to the teleport point. i don't really get the purpose behind the hall of legends except to say "it's a game feature" and rack up playtime hours.
You'll see shortly.

what do the boots and shields floating abot our heads signify?
It's part of the core battle system mechanic, which will be explained shortly. They signify reactions. A pair of boots means the actor is trying to dodge attacks and a shield indicates that they are guarding against attacks.

so I die after two consecutive battles.
Really? The last round of testers complained that battles were too easy, so I made them harder. I suppose I overdid it. For what it's worth, remember that returning to a save point fully heals you.
 

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