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Author Topic: -Daybringer-  (Read 5066 times)

Offline Crazetex

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-Daybringer-
« on: September 10, 2007, 09:31:49 AM »
-DAYBRINGER-
Demo One


Terrath's Sun, Omnipotent, has been mysteriously attacked and her sisters imprisoned. Before heading off to ask another Sun, Luxara, for assistance she creates four humanoids to train and prepare to rescue the kidnapped demigods....

Features
-A unique mapping style and atmosphere sure to work in unison creating a fun experience the entire game
-Highly-detailed Naramura character artwork allows you, the player, to more readily bond with your characters and mentally shape their personalities
-Six possible heroes and twenty-four followers at your disposal let you subconciously create the perfect party via Omnipotent's love of words
-A simple yet elegant battle system with easy-to-understand yet powerful skills let your party do everything from torturing the enemy to playing a game of "bullet tennis"
-Dungeon locales, even darker than the norm, house dangerous and scary monsters just waiting to be slain... or kill you themselves
-A story that will excite to the end; back-stabbing, weakness, seduction, and other ageless themes played out by the greatest actors of them all: the gods
-And to top it all off, a gorgeous soundtrack that will make you want to sit back and listen- then keep playing because you can't believe you stopped


Screenshots





Current Demo Info
-Roughly 30 minutes long.
-My biggest concern is the Monk class being too strong. If I get enough feedback supporting this then their attacks with be somewhat nerfed.
-This is the first demo of a game that may or may not be liked! I'm hoping for a good reaction, but the mapping style and darkness might irk some people. We'll see!
-Tip: You may have to *gasp* leave the dungeon a few times to heal and/or buy new equipment. Scary, I know.


Currently Known Issues:
-Have to use action key to exit armory and enter/exit the item shop. Whoops!


-DAYBRINGER-
Demo One


Note: Credits for various resources can be found in the "Features" spoiler; whenever something is mentioned a link will be provided.

IMPORTANT: Whenever you start a new party in this game, please tell me who is in and whether or not you like the classes. Thanks!

-<3Craze
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Offline Prpl_Mage

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« Reply #1 on: September 10, 2007, 02:54:59 PM »
This is made with RpgmXP right? It's a shame as it really looked great.
Good luck with this either way.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline DragonBlaze

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« Reply #2 on: September 10, 2007, 03:00:59 PM »
I just laughed at half of your features.

Features
-A unique mapping style and atmosphere sure to work in unison creating a fun experience the entire game
(your mapping isn't that great)
 part looks good)

-A simple yet elegant battle system with easy-to-understand yet powerful skills let your party do everything from torturing the enemy to playing a game of "bullet tennis"
(its the defult battle system! I wouldn't call that a feature of your game, at least not a very impressive one.)

-Dungeon locales, even darker than the norm, house dangerous and scary monsters just waiting to be slain... or kill you themselves
(congradulations, you have dungeons, just like almost every other game, again, not a real good feature)

-A story that will excite to the end; back-stabbing, weakness, seduction, and other ageless themes played out by the greatest actors of them all: the gods
(You hardly said anything about your plotline, so its kinda hard for any of us to see that.)

Real features are things like, custom graphics (which you did) custome battle system, basically unique stuff that makes your game stand out from others, not the defult battle system, not having dungeons, not bad mapping. I'm not saying theres anything wrong with having these things, Its just annoying when people list them under their features.

But all in all, you're game doesn't look that bad, I don't have rmxp at the moment, but when I get it I'll test this out.
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Offline A Forgotten Legend

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« Reply #3 on: September 10, 2007, 08:51:55 PM »
Tilesets are default though... the town one is.  Its Farm town right?  (or at least thats what I though the name was...)


I've seen those Battle Graphics before.  Its a more serious looking version of the RTP (So then you can still sue the original Character Sets).  I like those ones.

Anything you have that isn't default?
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Offline Crazetex

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« Reply #4 on: September 10, 2007, 11:33:14 PM »
This game is heavily based on Etrian Odyssey and the idea that exploring is fun. That and feedback from others has lead to a few changes for the next demo:

-more chests
-monsters have less hp but do more damage
-more touch encounters (waaay more)
-a few tweaks in character balance

The next demo with feature four more areas (including the expansive Western Farmlands and the chilly cell of Omnipotent's first sister), a better first dungeon and introduce all of the main characters- that means the arch-nemesis will declare herself, yes.

While the next demo will be a great expansion to this 'teaser,' I still hope you'll try a party and report your feelings about the classes the game decided you'd like in this demo. Thanks!
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Offline Vlad Shadeu

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« Reply #5 on: September 11, 2007, 02:23:47 AM »
Quote
Originally posted by Crazetex
This game is heavily based on Etrian Odyssey and the idea that exploring is fun. That and feedback from others has lead to a few changes for the next demo:

-more chests
-monsters have less hp but do more damage
-more touch encounters (waaay more)
-a few tweaks in character balance

The next demo with feature four more areas (including the expansive Western Farmlands and the chilly cell of Omnipotent's first sister), a better first dungeon and introduce all of the main characters- that means the arch-nemesis will declare herself, yes.

While the next demo will be a great expansion to this 'teaser,' I still hope you'll try a party and report your feelings about the classes the game decided you'd like in this demo. Thanks!


umm... PLEASE correct me if i'm wrong here, but didn't he totally ignore what that DragonBlaze and AFL said?

-more chests

whoopee. new chest. what does this do to set the game apart?

-monsters have less hp but do more damage

once again, we are shooting for Uniqueness if you plan to call the above a system

-more touch encounters (waaay more)

don't understand it, so i wont comment.

-a few tweaks in character balance

big whoop.

no offense, but from what i hear, the game needs a little spice. take those default systems and look at them in a new way. apparently you are using RMXP, which has some sort of coding language, so it has a lot more potential than most RPG creators.

now lets take a quick look at a couple SMALL, WORTHLESS ideas for custom systems that i am working in RM2K3:

you learn new skills based on what area you are in
(this is just a modded  version of the class system)

overworld encounters
(these are so much fun, so easy to make, and so variableable)

okay. now think. what makes these lousy systems so interesting? its not because they are fancy (which they aren't) or in most peoples opinions worth showing as examples (  :(  please don't flame me) but still, think unique.
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Offline Crazetex

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« Reply #6 on: September 11, 2007, 07:12:10 AM »
The game has plenty interesting features. You create a party at the begining of the game from a database with six heroes (on-screen characters) and 24 "followers," with 6 hero classes and 10 normal classes. Daybringer also uses a mix of visible and random encounters; enemies that are known to live there/important to quests walk around on the map while random encounters are the lesser-known and somewhat camoflauged monsters. Dungeons also feature traps you should keep an eye out for.

How's that?
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Offline Roland_Deschain

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« Reply #7 on: September 11, 2007, 06:42:37 PM »
I was going to say it looked REALLY good for a minute... then I learned it was RMXP. I don't use XP, since I like free programs more and haven't used a coding language since my failed attempt at a school website, but if that's the default, then I recommend moving away from that and using either self-drawn or, if you can't make those, custom sets from other people. As for visible encounters, plenty of games I've seen have those so it's a bit overdone, but can still be pretty cool if done right.
Traps can be pretty cool, too... I'm currently working on a trap system where, if you have the right person in your party, you play a mini-game to try to disable them.

Now, to the real reason I posted: Please add more to the story! I love a good story line and typically spend more time on my stories than games themselves!  
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Offline Yellowvanblake

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« Reply #8 on: September 12, 2007, 01:23:47 PM »
Quote
Originally posted by Crazetex
The game has plenty interesting features. You create a party at the begining of the game from a database with six heroes (on-screen characters) and 24 "followers," with 6 hero classes and 10 normal classes. Daybringer also uses a mix of visible and random encounters; enemies that are known to live there/important to quests walk around on the map while random encounters are the lesser-known and somewhat camoflauged monsters. Dungeons also feature traps you should keep an eye out for.

How's that?



I think that sounds alright. I don't have XP though.

Also, I think what others are trying to say is to not 'spunk' this thing out by saying 'Look at all my great features', and to stop acting like you're trying to sell us on something. Normally, RPG Maker games are free right? So the truly good ones should sell themselves... right?
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Offline Crazetex

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« Reply #9 on: September 13, 2007, 11:28:50 PM »
Yellow: I said in the topic title that it was "over-the-top." If you really thought I was being serious than it is not my fault.

Roland: I'll be releasing the next demo in a few days packed so that you don't need rmxp to play, as well as more storyline.... but I'll quench your thirst somewhat right now.

Basically, there are two goddesses, Omnipotent and Luxara. Omnipotent and her demigods are attacked by a draining blast from the middle of nowhere; her power fades incredibly, the demigods are sent to various prisons and her world is plunged into a darker state. Luxara quickly learns about this, and being the eldest goddess in this galaxy, quickly rushes to take care of Omni's planet.

That is, until Luxara's demigods attempt to attack Omnipotent's heroes created to free her own demigods. From there on out, it becomes all too clear that Luxara wants to take over the planet. But why?

Features, plot-wise:
-Your PCs don't speak but are a big part of the storyline. I'm sure you'll become attached to them by the end... especially when you have to say goodbye. =D
-No more henchmen-escaping-constantly or only one at a time. Luxara ain't no dumb-dumb; after only one demigod doesn't work don't expect the same treatment again... but don't expect to face them more than once, either.
-Several bonus party members will replace your "hero/heroine" character throughout the story. Don't worry, though; Sylvis the Bastard Bard will be sure to fill the hero in on the experience [sic].
-No stalling or filler dungeons/towns. There are four towns, two open-ended explorable areas and seven dungeons. The story is told efficently and without pause- the only possible exception is the pre-final part of the game where two of the towns, one exploration area and three dungeons open up. But really, that's so much content to explore (complete with a few sidequests and random plot tie-ups), you won't need the story to be entertained.
-No freaking epiphanies.



On first glance, this game seems n00bish and ugly. A closer look, however, and you'll realize that a lot of thought and experience has gone into this game. Maps are extremely functional and well-planned (but not so spartan that they're boring); the story is told at a fast but not confusing pace; each boss encounter is carefully balanced for practically any party at a certain level of EXP and equipment; dungeons are tailored to get you to that certain level in the few run-throughs it will take you to do them completely.

Please, charas forum-goers, even if you don't have RMXP give the second demo a chance. I'm sure you won't hate it... I've been putting a lot of work into this game.


EDIT: Vlad, please don't advertise your game in my topic. I find that very offensive, even when it's not my topic. That's what your signature is for.
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Offline Arcanagirl

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« Reply #10 on: September 14, 2007, 02:33:56 AM »
Quote
Originally posted by Crazetex
EDIT: Vlad, please don't advertise your game in my topic. I find that very offensive, even when it's not my topic. That's what your signature is for.


Actually Vlad wasnt advertising his game, he was trying to help you with listing game features.

Other then that, the story sounds very interesting to me, I might give it a play.
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Offline aboutasoandthis

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« Reply #11 on: September 14, 2007, 11:08:09 AM »
Quote

On first glance, this game seems n00bish and ugly. A closer look, however, and you'll realize that a lot of thought and experience has gone into this game. Maps are extremely functional and well-planned (but not so spartan that they're boring); the story is told at a fast but not confusing pace; each boss encounter is carefully balanced for practically any party at a certain level of EXP and equipment; dungeons are tailored to get you to that certain level in the few run-throughs it will take you to do them completely.

Please, charas forum-goers, even if you don't have RMXP give the second demo a chance. I'm sure you won't hate it... I've been putting a lot of work into this game.
[/B]


Well here's the thing...this is Charas Project. Nobody here plays these kinds of games. You can't have a game with the default systems and expect to get responses at all. That's just how most of us are. I admit, we have less games because of it.

I do think your game will get much better feedback on say...Gaming World.

 :)
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