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World's Dawn (Demo Released!)

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. . . WaywardProphet.com/WD . . .
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After the release and eventual termination of my previous project, I was able to sit back and look at my passion for RPG Maker through more relaxed eyes. Prophecy was a terrific project to work on, but for a long while it had felt like a huge weight on my shoulders, as much a heavy burden as it was a fun hobby. So when I opened up the software again, I knew from the start I would be creating a very different sort of game this time around. World's Dawn is that game.

This unconventional title lacks many tropes of the genre (one criticism of PtDK was its overly traditional story and gameplay). In World's Dawn there are no enemies, no battles, no vast kingdoms to explore nor deep-rooted political corruption to uncover. The project yanks the focus away from a linear, frantic melee-filled story, and instead concentrates on aesthetic imagination, addictive, open-ended gameplay, and innovation through dozens of original evented systems.

Inspired by slow-paced games like the Harvest Moon series, World's Dawn will allow players to experience life in a tiny town that hums its rural tune a good ways off the beaten path. If the village is ever to rediscover the life and spirited essence it once held, its newest resident must make it so... through your hands.

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One of the major design-related goals of the World's Dawn project is to create a fully realized and highly interactive environment around the player. This undertaking has resulted in the cozy rural hamlet of "Sugar Blossom Village", a town brimming with personality that acts both as the game's setting and home to its charismatic cast of characters.

The residents of Sugar Blossom rely mainly on agriculture and trade for their livelihood. As such, the town contains a few small farmhouses, as well as a variety of craft markets and workshops. Most of the local tenants live in the upper floors of their shops, an idyllic lifestyle that lends itself to the quiet, rustic charm of the community.

The game world is comprised of entirely original graphics, giving the town a look that is both vibrant and visually memorable. Bright, spirited colors bring the world to life and establish an aesthetic style unique to World's Dawn.

The dynamic nature of Sugar Blossom provides perhaps the most interesting aspect of the project; decor and activity within the town vary with special events, turning seasons, and player actions. Meant to be thoroughly traversed and appreciated, the peaceful village even harbors a few fun secrets for those curious enough to ask around and dig a little deeper.

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Players of World's Dawn will assume the role of an ambitious youth who, seeking a change of scenery, moves into an old farmhouse in Sugar Blossom Village. Everything about the character, including name, gender, appearance and personality, is decided by the player over the course of the game.

A large chunk of the gameplay involves meeting and forming relationships with the town's small but friendly population. Thirty-two personalities (excluding the player) make up this community, and each one offers a unique look on local life through -- literally -- hundreds of lines of dialogue, as well as special festivals and character-driven events.

As a designer, character development is deeply important to me, and while it would be easy to let Sugar Blossom's residents slip into stereotypical roles, they each harbor quirky personality traits that will only present themselves to players willing to work towards deeper relationships.

Players can also court and marry one of several romantic options for both male and female characters.

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Below are a few examples of the visual style World's Dawn will present upon its release. All graphics are entirely original and made custom for this particular project, which will hopefully lend a unique sense of aesthetic style to the project. Keep in mind all screenshots are work in progress...


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Bright, original graphics establish a colorful world.


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Sugar Blossom Village as it appears in the game.


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Weather changes drastically based on time and season.


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Before customization, the player's house is rather bare.

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A complex relationship system handles character interaction.


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Hundreds of collectible items each hold a unique purpose.


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Shops in town offer a variety of trinkets, features, and services.


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The following videos showcase a few different types of gameplay World's Dawn will include upon release (if you have a Youtube account, comments are welcome!) :

Gameplay Trailer . . .
http://www.youtube.com/watch?v=AOj7RwuoBVo

"Home Decor" Demo Video . . .
http://www.youtube.com/watch?v=fi1hRD1huoc

"LockBall" Demo Video . . .
http://www.youtube.com/watch?v=9rRYztoq6PQ

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World's Dawn is planned to contain tons of unique features and systems (many of which are completed already) that will add a substantial amount of spice to the gameplay. The features listed here are just a few that will end up in the final version of the game...

- Original graphics (tile, icon, face...) in a colorful, compelling visual style

- Advanced day / night system, with an interactive environment that changes in accordance with time, season, and special events

- Extremely open-ended gameplay allowing individual players to experience the game whatever way they see fit

- Hundreds upon hundreds of lines of dialogue to establish realistic personality and backstory in the game's characters

- Rewarding relationship (and marriage) system that involves building affection levels with every single villager

- Farming, ranching, fishing, cooking, woodcutting, sport and part-time job systems for earning an income

- Highly customizable options for character and household appearance, as well as the overall direction of the plot

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An hour-long "Guided Demo" for World's Dawn was released on November 26, 2010. It offers a taste of several types of gameplay that will feature in the finished project. Click the download link below and be sure to leave your comments.

The full game is expected for release sometime in 2011. Until then, enjoy the demo and keep checking back for more updates!



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As of right now, I am using several scripts from this forum and a few other external resources. Expect a lengthy list of credits when the actual game is released!

I would like to thank the wonderful members of the wider RM community who give/have given up their time to provide general help and feedback for aspiring designers like myself... And especially the followers of Prophecy who have offered so much positive support and inspiration over the past year. I hope you will also enjoy this (admittedly different) project.

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I am working on World's Dawn at a very casual pace. Although much work has already been put into the project, the sheer scope of the game and the planned features will call for an extremely long development period. The expected release date for the full game is sometime in May 2011, but that could change depending on a number of variables.

I will post a few important updates here if I come across any. Until then, you can check the official website and blog for occasional developmental updates and, most of all, be patient with me...


If you wish to show your support for this project, please take the World's Dawn userbar and spread the word around!


Code:
[url=http://www.arpgmaker.com/threads/71720][img]http://www.waywardprophet.com/wd/images/userbar.png[/img][/url]

Thanks for taking the time to read about this new project, and I appreciate any and all feedback you're willing to offer.
 

moxie

Sponsor

This looks really cute! I'd like to see more about the characters soon. :)

How mandatory is the farming compared to Harvest Moon? I always give up halfway through because of how grindy and dull it can get every day. You mentioned all kinds of different ways to earn a living, so it'd be nice if you could just go with whatever you find most entertaining.
 
It's nice to see some custom graphics every once and while, and these look pretty slick. They could maybe use a little work to add some depth (the trees in partciular stand out to me - they look a bit flat) but otherwise everything looks solid. I was never a big fan of Harvest Moon mostly because I like exploring vast worlds, but I will definitely give this a shot.
 

Star

Sponsor

dadevster":273ld81c said:
It's nice to see some custom graphics every once and while, and these look pretty slick. They could maybe use a little work to add some depth (the trees in partciular stand out to me - they look a bit flat) but otherwise everything looks solid. I was never a big fan of Harvest Moon mostly because I like exploring vast worlds, but I will definitely give this a shot.
You don't look very hard.

I very much like this. It's full of hardwork and sweat and blood. Demo soon I hope? I think your sprites are rather unique, but I do get the feel that you made your own tilesets right over the top of RTP tilesets, I did that once, and I think it shows.
 
its always good to see custom art in games. I'm really diggin the character sprites, the simplistic colors just seem to stand out more and is more appealing to the eyes imo. the trailer really showcases the project. but one question though, i couldnt tell if this was vx or not? either way lookin pretty good
 
Thanks for all the quick feedback, everyone! Look for specific responses in the spoiler...

@Moe : I wasn't sure how to go about posting some character information, but I'll try to come up with something soon... I'm glad you're curious about them! And I've definitely tried to lessen the emphasis on farming compared to something like Harvest Moon. Growing crops is still a solid way to make a living, but you should be able to rely on other sources of income if you so choose. Thanks so much for the comments!

@dadevster : I appreciate your feedback, and it's great to know you like the custom graphics. I've gotten a few other comments about those trees, I think I've just been avoiding having to fix them... but I will definitely try and add a little more depth to the scenery before the final release. You know, most of the time I'm like you, I enjoy playing games with vast worlds and deep stories, but it's nice to be able to pick up a more relaxed title every once in awhile. I hope this project doesn't disappoint!

@Commodore Whynot : Glad to see that you appreciate the artwork! Hopefully a demo's not too far off...

@Star : Demo soon, I hope too! You're definitely right about the sweat and blood, this project has seen its fair share of it... Ah, I'm embarrassed to say those sprites are not custom, though they've been heavily edited. They were originally made with Mack's fantastic XP generator, and because I'm not the most skilled spriter in the world they'll most likely stay that way. I'll edit the original post to make that more clear as soon as I get a chance... And I'm definitely keeping in mind your comment about the tileset. Truly distinguishing it from the RTP is something I know I have to work on.

@Admiral David : Thanks a bunch for the feedback! See my response to Star about the spritework... Other than that though, I'm glad you like the colors and graphics, and it's good to get a comment on the trailer. Oh, and this is definitely a VX project!

Alright, it may seem weird, but I have a few updates since creating this topic just a couple days ago.

I added few new demo videos to the original post, including this one which I'm excited for everyone to see... This video it offers a first look at "LockBall", the unique sport within World's Dawn that should hopefully (if nothing else) add a bit of variety in terms of gameplay. Check it out here and let me know what you think...

http://www.youtube.com/watch?v=9rRYztoq6PQ


I've also updated a few of the screenshots in the original post. The two biggest changes are 1) the path has been redesigned and 2) I removed the Fog script I was using because I think it was taking away from the clean, colorful art style.

All feedback (and any other kind of support) is extremely helpful at this point in development, so keep it coming!
 
Lockball looks AWEsome!! it didnt really catch my attention at first, but after viewing the vid I really got a feel for how it works. i like how the ball actually bounces back when hit offbounds, looks smooth and i wanna get vx just to play it now XD (also something about the character walking animation in vx is different than xp ?) but good luck on those tilesets
 
Really cool! I'm looking forward to playing this. The graphics look great, gameplay looks unique, and the jumping cat makes me lol.
 
It's been a long time coming, but the World's Dawn demo has finally arrived! This is the main project I've been working on for close to a year, so I'm proud to say players can finally experience the game for themselves through this special teaser.

The "Guided Demo" includes original graphics and gameplay systems that will appear in the final product (scheduled for a 2011 release). I will personally guide you through the demo as Sagitar to ensure you get the most out of the contained features... I'll even let you know if you missed anything important upon completion! A single playthrough should take about one hour.

I purposely avoided including any unfinished features or systems in the demo. Houses with incomplete maps will be locked from the outside; characters missing facesets or dialogue are left out completely... So while it's clear this is not a finished product, the demo should show a fair amount of polish. I didn't want players to encounter any strange glitches or vacant locales in Sugar Blossom Village.

Click the image below to download the demo! (If you need to find this link in the future, it's located on World's Dawn site as well as a number of project threads around the RM community). Once you play, do me a favor and leave your comments. Feedback is always welcome, and player input is vital in helping the game grow.


A hearty thanks goes out to everyone who has offered their resources, wisdom, and support throughout this year-long process.

Enjoy the demo!
 
I am just responding so I can not forget this thread by going through my posts. Forum needs a "Add Thread to favorites" feature.
 

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