itch.iohttp://itch.iohttps://itch.io/t/324588/project-kittyz-3d-platformervisual-novel-for-cat-lovers-and-everybody-else-3[Project Kittyz] 3D Platformer/Visual Novel (For cat lovers... And everybody else! :3)https://itch.io/t/324588/project-kittyz-3d-platformervisual-novel-for-cat-lovers-and-everybody-else-3Mon, 29 Oct 2018 18:09:09 GMTMon, 29 Oct 2018 18:09:09 GMTMon, 29 Oct 2018 18:09:09 GMTHi, fellow gamedevs! :3
I'm Andy Miira, game developer (mostly experienced with Unity) and otaku gamer (and anime lover, all that stuff xD).

Inspired by Watermark RPG's Project Thread, I'm also creating my own project thread, to give you some info about the project's development. To spice things up a bit! And to see if this will help me procrastinate less during this game jam, haha :'D
It's my first time creating this kind of development thread, hope this can exercise my writing skills too!

I joined this game jam to see if I can finally realize a game idea I had since some time ago... Or at least make a fun and interesting prototype of it. (it's probably the latter, hehe)
I want to create a 3D Platformer/Visual Novel hybrid, because I really like these genres of games. <3

I like the challenges, gameplay interactions and exploration that are present in the 3D worlds, and I also like the character/relationships-focused storytelling that is a staple of many VNs, so I want to create a game that combines these two genres. Maybe it's not the most original combination, but it's one I want to try... And add my own twist on things, of course! ;)

Stay tuned for more info!
--^---^--
o(>ω<)o

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https://itch.io/t/324469/survival-horror-mv-open-devlog-follow-our-progressSurvival Horror MV <<OPEN DEVLOG! Follow our progress!>>https://itch.io/t/324469/survival-horror-mv-open-devlog-follow-our-progressMon, 29 Oct 2018 14:37:14 GMTMon, 29 Oct 2018 14:37:14 GMTMon, 29 Oct 2018 14:37:14 GMTYay! There's now a project subforum! 

So...about our project. SURVIVAL HORROR MV!!!!!

Ok honestly, we don't know what the title will be yet. That's just a working title. But why start posting now? Because...

This year our team would like to try something completely different: OPEN DEVELOPMENT! In years previously, we’ve gone the secretive route where nothing is revealed until the game is nearly done. This year we want to try the opposite: you will get a firsthand look at how the game is progressing. I will try to update daily if possible. NO SECRETS!

The general idea is this: We post our progress on our entry openly for everyone to see. You are free to comment or leave suggestions. In fact, we may actively ask for your opinion on certain things. We welcome any and all comments on the game: positive or negative. Later on we may even post alphas for people to try out. If we do end up using your idea you will be credited in the Special Thanks section of the credits! (This doesn't count as direct participation in the contest and won't count towards your quota. In other words, you don't get any prize money if we win. LOL.)

Frankly, we don't worry that anyone will steal our ideas cause we're all creative people here who wants to do our own thing, eh? XD We think this method might be fun; we might get some interesting feedback. Also maybe this could be helpful to newbies who would like to see how someone else creates a game from scratch.

Well, as the contest just started we have absolutely no idea what we'll be doing except that it's gonna be a survival horror game. And that it will use Vexed's Pop horror tilesets as the base. So for now, we're just gonna call the game "Survival Horror MV" till we figure out the official name.

Here goes. You're welcome to leave feedback.

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https://itch.io/t/341867/rhuneworld-a-story-driven-apocalyptic-rpgRhuneworld | A story-driven apocalyptic RPGhttps://itch.io/t/341867/rhuneworld-a-story-driven-apocalyptic-rpgMon, 26 Nov 2018 02:44:03 GMTMon, 26 Nov 2018 02:44:03 GMTMon, 26 Nov 2018 02:44:03 GMT

[IMG]
Story-driven game of an apocalyptic magical world.


TRY IT HERE!

SYNOPSIS
A classic style RPG with a standard turn based battle system focused on story, choices and exploration. The journey is about a group of friends who try to survive in a world where a magical virus spreads, making anyone a possible enemy. Throughout the game there will be a focus on survival and morality.

SCREENSHOTS*
[IMG]

[IMG]

CHARACTERS**
[IMG]
  • Main Character
  • Observative, caring, serious, shy
[IMG]
  • Supporting Character
  • Quick thinker, playful
STORYLINE/PLOT
Deikun leads a peaceful life with his grandmother at the edge of town. After encountering a long lost friend, the world is turned into an magical apocalypse overnight! The pair are driven to question their morals as they acquire friends, new knowledge and new enemies along the way, a fight for survival lies ahead of them with a hope of restoring the world to it's previous peace.

CREDITS
Extra information to know
  • This game may have a commercial release, but this hasn't been decided yet.
  • Tilesets may be lacking in terms of extras for detail and quality because I wanted to get far enough into the demo so that it can amount to something. Once the demo is complete, I will start to remake and add new tiles to add a nicer look. (Feel free to give feedback on the current tileset anyhow~)
  • This game is still in progress and is not fully planned, therefore it is open to feedback to help with improvement and changes! (This includes ART , STORY , CHARACTERS , GAMEPLAY and so on~)
  • ** The names for the characters are placeholders and not final. (Feel free to give any ideas you come up with~)
    • The characters' names will become final after all.
  • Because the demo/begging of the game is important to show of the feel of the game and themes I would really appreciate any feedback you can give!
Twitter | SmashArtist


TRY IT HERE!

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https://itch.io/t/349946/creaptive-heart-chapter-iCreAPTIVE Heart - Chapter Ihttps://itch.io/t/349946/creaptive-heart-chapter-iTue, 04 Dec 2018 05:01:01 GMTTue, 04 Dec 2018 05:01:01 GMTTue, 04 Dec 2018 05:01:01 GMTJust doing some Art Work, hope y'all like it. It was too late when I realised I was drawing in a note pad, so, yeah, lines, lines, lines...

1000 Filters later, lines are gone, And then I realised the hand drawn/amateur/note pad style would fit perfectly the tone of the game - one of those happy coincidences.

The symbol in the middle of the Screen is a fusion of two HUDs which the player should recognize from the Demo. Together, they form what seems to be an inverted diamond ring (because symbolism, I like it, you like it, we all like it!) - And yes, this will be a really important piece, should the future chapters come to life.



Give it a try: https://itch.io/jam/igmc2018/rate/333239

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https://itch.io/t/363515/twigs-and-scales-unreleased-updateTwigs and Scales unreleased updatehttps://itch.io/t/363515/twigs-and-scales-unreleased-updateFri, 28 Dec 2018 14:55:50 GMTFri, 28 Dec 2018 14:55:50 GMTFri, 28 Dec 2018 14:55:50 GMTThanks in part to feedback, I have updated my game. 

The following are some changes made to the game which are to be uploaded on the end of IGMC'18 (so far).

Battle:

 - Starting equip changes: 

  Vegard starts with a standard weak chest armor, making him slightly less squishy in the first dungeon.  

 - Skill changes:

  Mundr's Pick up hammer is now unusable if he has the hammer.

  - Vigor:

   Party members now always starts battle with a full HP, making vigor more crucial. 

  - Enemies: 

   First boss given a massive boost.

Field:

Now showing place names when entering all relevant locations. Place names were already existing, but never being shown.

Fixed bug in Bifrost tower, allowing player to walk onto the top wall.

Dialogue happen automatically when trying to cross a bridge which you are not allowed to cross yet.

Decreased encounter rates in locations where enemies can appear. 

Menu:

Added Mead efficiency and Avg. vigor to gold window in main menu. Added a new (currently empty) sub-menu to the main menu to be used for something currently not implemented.

Mead efficiency:  

Mead efficiency drops twice as quick.

Vigor:

Vigor also lost per battle attended at a starting value of 0.4% per battle fought, including steps party has taken.

Other:

Fixed some typos, including the currency displayed by the inn maid when resting, as well as translated text going past the screen width. Changed the text with potions received in the beginning to 20 potions (20 were already given, just not shown in the message). 

Added more NPCs.

Immediate TODO:

- Add vigor effect for incoming attacks, not only outgoing.

- Add enemy attacks. This will be done in conjunction to the bellow

- Add more NPCs.

Subclass system:

I have added a new subclass system where you can add 2 sub-classes per character. I have added a new menu item called Souls, to hold this. The sub-menu works quite well, correctly showing all stat changes when equipping/unequipping/changing a soul (read: class). 

Each soul has their own, currently working leveling system in conjunction with the character's class. It has stats (hp, mp, atk, def, matk, mdef, agi, luck) that adds to the character when equipped, much like equipment. Each soul has it's own level and experience value, and as the level goes up, the stat increase of the item goes up (quite intuitively). 

Each soul also has a set of skills that it will learn as that soul gains a level. A character who has a soul equipped will learn the skills of the soul it has equipped. Note that a soul can freely be changed around as it keeps its level even when unequipped. 

This feature leads to another big feature: 

Tiered skills. If a character equips a soul who has the same skill as that character already knows, either innately or from another soul, the already known skill is replaced by a new, stronger version of that skill. Similarly, if a character unequips a soul which has a skill, that skill is forgotten or downgraded. There are three tiers; a base one, a stronger one, and an ultimate one. 

Three things remains to do here; 

One - add mechanism for gaining new souls.  The blueprints for this is more or less clear, but unimplemented, and will largely be related to defeating enemies in a certain way. 

Two - add the souls themselves, one per defeatable enemy. The big part of work here is to balance the available skills and stats per soul.

Three - add three tiers for every new skill. The skills already in the game per now have working tiered skills.

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https://itch.io/t/360284/kiaraKiarahttps://itch.io/t/360284/kiaraThu, 20 Dec 2018 18:00:15 GMTThu, 20 Dec 2018 18:00:15 GMTThu, 20 Dec 2018 18:00:15 GMTWhat is Kiara?
https://itch.io/jam/igmc2018/rate/336860
 Kiara is a unique suspense adventure/puzzle game with strong emphasis on story. You play as Mina, a young woman who gets trapped in another dimension after her elevator ride goes awry. In exchange of her freedom, she must help trapped souls by piecing together their past from manifested objects.

If you enjoy mystery and detective games, we think you might like Kiara.

Vision
A team member had this idea of a game that is inspired of the urban legend “elevator game”. The entire team started to build a story around that idea and then our writer started to write all our thoughts into one solid concept.
As we started to plan a horror game, we gathered some inspiration for art from Junji Ito’s manga, Parasite Eve, Clock tower, Pan’s Labyrinth and Crimson peak just to name a few.
We wanted to create more creepy atmosphere and make the player feel uneasy. Being alone in a place that doesn’t make sense makes most of us feel unease. We decided to go with grayscale after the artists played around with the idea and the entire team liked the outcome. Also, we really wanted to try creating a game that felt or looked like a manga.

Screenshots

Current features

  • Playable from start to finish
  • Puzzles, everyone loves them.
  • Mysterious plot, this demo has two endings
  • Original music and fully custom artwork
  • Voice acting during cutscenes
  • No game-breaking bugs!

Future
We are aware that the first puzzle ended up being too hard, this will be fixed as soon as we're allowed to make patch the demo and have more time. Lots of stuff had to be cut due to time constraints, those will be added too. We're very happy of the setting and how it gives us nearly unlimited possibilities to tell stories all while keeping the core of the urban legend intact.
We haven't decided how many "floors" (levels) this game will have but it will be multiple. We plan to add gameplay that happens before the demo to flesh out the story better and there will be a lot of variation to puzzles. We can't wait to tell the rest of Kiara.

Feedback
So far the feedback we've got has been very positive with people wanting more. We've written down everything that has been pointed out or critiqued.
Hearing your feedback helps us to learn more and we value the time you have spent to play our game and sharing your thoughts, thank you.

If you cannot play the game but want to know what is it about, we have gathered a playlist on youtube.

If you wish to read more about the development of Kiara, we wrote about our original game vision and what went right and what went wrong and lastly we shared some of the concept art and things you didn't see. (Spoiler warning!)

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https://itch.io/t/359468/save-your-cogs-puzzle-platformerSave Your Cogs - puzzle platformerhttps://itch.io/t/359468/save-your-cogs-puzzle-platformerWed, 19 Dec 2018 08:10:56 GMTWed, 19 Dec 2018 08:10:56 GMTWed, 19 Dec 2018 08:10:56 GMTHello.

About. This is a logic platformer. Help robots reach level exit but before collect all cogs. I do not focus on physics, physics just a part of gameplay. I am not a master of presentations) just download and try) The game is better played than it looks

Current state. Beta version contain all 20 completed levels. 2 levels need rework by the reaction of players. Need create menus, add some arts, fix some minor bugs, but game a ready. 

What is next? Wait end of igmc2018 and pitch game to the HTML5 portals. In same time think about next world with another 20 levels. Unfortunately game controls not friendly to mobile platforms ( but i try publish game on Andoid later too.

Player reaction? I get feedback from players and reaction is positive. But many players try complete levels in style “try, rewind, try, rewind …” instead “think, try, rewind, correct mistakes, complete”)

Sorry currently i hasnt WEB build because I have little time. So use native builds. Win and MacOS builds works greate but Linux build is broken - i create separate bug report today. Cannot change files before end of judgement. PLEASE DONT USE LINUX BUILD

Please support me and project at https://itch.io/jam/igmc2018/rate/336032 8

Thank you!



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https://itch.io/t/354268/rising-saga-originsRising Saga: Originshttps://itch.io/t/354268/rising-saga-originsTue, 11 Dec 2018 05:00:16 GMTTue, 11 Dec 2018 05:00:16 GMTTue, 11 Dec 2018 05:00:16 GMT


Hey everyone! Just a quick update for my game Rising Saga: Origins! 


Everything rn is WIP credits to BlackRoseMii, CrunchyCookiez  and Elwi_Art for the amazing art!

I had to turn in the game with mostly RTP stuff but I’ve gotten some of the art commissions for the game post IGMC submission date as part of the promised visual novel elements of the game.


Stay tuned for more updates after the IGMC!

Anyway, here’s some of them! Let me know what you guys think!

(All artwork is subject to change in the final version, I’m still in the middle of commissions atm)

Some character portraits:


Main character female

Main character male

Myrana WIP

Erika WIP

Kuro WIP

Kyrra WIP






[Spoiler]


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https://itch.io/t/352847/project-thread-legends-of-crystalProject Thread 🌀Legends Of Crystalhttps://itch.io/t/352847/project-thread-legends-of-crystalSat, 08 Dec 2018 16:42:23 GMTSat, 08 Dec 2018 16:42:23 GMTSat, 08 Dec 2018 16:42:23 GMT

In 2100 on earth a sign of the end of the age has arrived. A group of demonic and demonic creatures began to appear on earth. The wall of Zulfikri which has held back the destructive creature called ya'juj and ma'juj has been destroyed. The creature destroys everything on earth. However there is still hope. Only someone from the past has the power of crystals that can help defeat all of them, before the time of the resurrection of the Dajjal (the strongest creature that has the cruelest power on earth)  

Created with RPG Maker MV for the Indie Game Maker Contest 18.



PLAY IT NOW!

Make sure to rate and comment! We'd love to hear your feedback!


 

Live a cinematic story driven adventure

Discover a plethora of secrets, collectables to gather, secret bosses to fight

Play with advanced interactions and visual effects

Over 20 floors to explore

A 5 hour epic, written as a heavily character-driven narrative

Quest Mission System

Legend History Of Kingdom In Indonesian

Forge unique master weapons and armor

 

Customise heroes with unique stances and techniques

Over 10 character can be play with a lot of animate skill 

Explore this group of characters, and learn how their lives have been affected by the past, their friends, and their own actions

Main Character
Hero of Light
Special Agent
Special Agent
Prabu Siliwangi
Prabu Siliwangi
Joko Tingkir
Joko Tingkir
Dewi Kadita
Dewi Kadita
Ratu Kidul
Ratu Kidul
Gajah Mada
Gajah Mada
Leak Rangda
Leak Rangda
Azazil (Devil's King)
Azazil (Devil's King)
Special Character
Hero of Dark

Battle over 80 fully animated monsters  

Relive the glory days of JRPGs Style  

Discover a plethora of secrets 

Collectables to gather, secret bosses to fight  

Randomized monsters & Randomized loot  

Contains colourful and lively graphics  

Detailed sprites, creepy-cute monsters 

Fun turned-based combat made amusing



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https://itch.io/t/351353/princess-showdownPrincess Showdownhttps://itch.io/t/351353/princess-showdownThu, 06 Dec 2018 02:29:16 GMTThu, 06 Dec 2018 02:29:16 GMTThu, 06 Dec 2018 02:29:16 GMT

Game Link: https://itch.io/jam/igmc2018/rate/336498

Introduction

Hello, and welcome to a very late project thread for Princess Showdown. I will kick this off by writing a postmortem for the prototype, outlining what was the original vision of the game, what went right, what went wrong, and the lessons learned for the future. I hope it can be an interesting read! Before starting however, let me say that even though it is called a postmortem, my intention is to continue developing the game. The few people that have played it so far have given me a lot of confidence in its potential and we are excited to add more content to the game! Without further ado, lets get started


What is Princess Showdown?

Princess Showdown is a short platformer focused on precision jumping and character controls rather than combat, although there is a bunch of enemies to defeat too! The player controls Rose, a princess who has been kidnapped by Serena, her rival from a neighboring kingdom, in order to prove her superiority as a sorcerer and monarch. Rose is able to change between two forms; Water and Wind (unlocked about midway through the game). Both forms have an unique ability, and the idea is for Rose to dynamically switch between them to get through the hazards and enemies in her way to freedom


Water Form

In this form you have a short ranged ice attack and can shield from enemy projectiles

Wind Form

This form lets you double jump, air dash and features an attack with slightly longer range, but less damage

As they progress through the stage, players can find objects that the forms' special abilities can interact with, for example a bouncer that propels Rose upwards if she hits it while inside her bubble shield


Original Game Vision

The game started as a platformer all the same, but with a much bigger focus on combat and rpg elements. The plan included elemental weaknesses, 3 forms (Power, Defense and Speed), 2 special abilities per form, more enemies and rpg stats like magic attack and physical defense. It soon became obvious that it was way too big of a scope for the required time, not to mention a little bit too complex for an action game. Switching between 2 forms in the current version is already hard enough. 3 forms would have been a big hassle, specially for just under an hour of gameplay. As I worked on the game, I realized that combat wasn't really the most fun part to play or develop. Instead, the actual platforming seemed to be the entertaining part. With that in mind, I changed the scope and focus of the project to be more manageable and concise. Some of it went well. Some, not so much


What Went Right?

I spent a lot of time working on the background engine of the game so I could easily add new objects or enemies with little extra coding or tinkering. It took a big chunk of the development time, but it was worth it. I was done with all that about 1 week and a half before the deadline, but by then, I was basically only doing eventing, placing objects in the map and playtesting. Everything was good and smooth, or so I thought (more on that on the next section)

Halfway through the project, my girlfriend (god bless her soul) offered to help me. Until then, I only had some mismatched free assets and tilesets. She gave me Rose's sprite as a quick job just for fun. As the game progressed however, she became much more interested, and became a huge contributor to the project, going so far as to doing the voices for Rose, the dialogue portraits and the enemies. We had everything except for backgrounds and platform tiles, which fell out of her expertise. Luckily, a coworker in my company offered to help me out so the game could be complete, aesthetically speaking


What Went Wrong?


The project had two major disruptions that affected the final release. The first one was the animations. I used Anima2D to do 2D Skeletal Animations, hoping it would lower the amount of art needed while still providing good visuals. I was partly right, but Anima2D was a real pain to use. I realized far too late that Unity already had a better version of it integrated in the engine, so I was stuck with the limitations of the old one in terms of rigging and applying special effects to the sprites. Beyond that, the actual animating took a very long time. It was a first for me and boy it was frustrating in the beginning. So much that it almost made me give up entirely. I still believe the animations need some polish, but they are somewhat decent in their current state. Too bad it ate too much into dev time

The second disruption was the eventing, particularly with camera movements and cutscenes. Doing the dialogues was pretty time consuming already, but synchronizing them with animations and other effects was quite troublesome. I also had problems figuring out the best way to do the triggers for the cameras so you could enter and exit sections where the camera would change to static with no issues. The most noticeable bugs in the game are precisely the camera ones, where sometimes the camera would just stay in place while the player is not visible or follow the player when it should be showing a particular area in a static manner, Even so, the bugs can be fixed by either dying or just walking through the camera triggers again, so it is not really a bother though it makes the game look bad for a while. I also made dying as painless as possible by including a lot of checkpoints and a killswitch. The prototype has infinite lives too so people can see the content without having to start from the very beginning on every death

Speaking of bugs, the current version has the following:

-Aforementioned camera bugs

-A hazard activates in the wrong place if you die just before encountering it

-One cutscene has a dialogue that repeats once

-There is a VERY small chance Rose will become stuck inside the ground if she dashes too close to a ceiling (During normal gameplay I mean. If you try really hard to replicate it it might be easier). This can be alleviated by using the killswitch and respawning on a checkpoint


Conclusion and Future Work

All the problems the game has can be boiled down to one word: Scope. Even the revised scope was a little too big so I didn't have enough time to squash all the bugs. Good planning goes a long way! That said, I am still happy with the reactions of the people who have been able to give the game a try, and I am definitely going to expand it into a full game!

So, what will I be doing for the game? First, I need to go back and fix the bugs. Then I will have to rework a lot of the code since it turned ugly near the end as I frantically tried to make it to the deadline. 

On less technical terms, If you complete the game, you will see that *SPOILER* Rose is able to change into a Fire and an Earth form as well *END SPOILER*. The extra gameplay and design coming from this is already being worked on. We already have 4 new forms planned, with extra stuff to interact with using the original 2 as well. There is also a rough draft for the story going forward, the characters involved, and the gameplay systems to add on top of the core experience. It will definitely take way more than 1 month, but I am very excited to work on it! 

Well, that's it for now. I hope you enjoyed reading through this. If you have any questions/feedback/concerns feel free to post them here. And also please leave a rating for the game! I made a list of games I wanted to play, review and rate before the voting period ends. If you want me to play your game too, don't hesitate to ask!

Cheers,

MiracleJester


EDIT: Added this post to the game as a devlog as well

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https://itch.io/t/350923/nightmare-novemberNightmare Novemberhttps://itch.io/t/350923/nightmare-novemberWed, 05 Dec 2018 13:17:06 GMTWed, 05 Dec 2018 13:17:06 GMTWed, 05 Dec 2018 13:17:06 GMT

So let's talk about my entry for this years IGMC, Nightmare November.

First off, I spent way to much time "Researching" for this game as the original idea required a full moon to last on Saturday, the 31st of November... turns out that'll never happen.

Next, let's talk about design. 

Yes the characters as Generator created, but they still look OK, not great, but OK. After the contest I'll be looking to get some proper art done (Once all the characters are finalised) 

As well as that, I am using the RTP/DLC Tile sets. But this year I added a darker tone to them (I'll explain why later).

The Map designs are done in a way to make the player feel alone and unsure on what they might encounter. At the start of the game I made sure the player was in pure darkness with lights off in the distance to make them want to go there, and this will be done throughout the project.

Speaking of lighting, this was the main feature I wanted to focus on and coupled with the map sized I think made the game look a lot better. But I know that some people may have older PC's that may struggle with the lighting effect, so I had to do a lot of trial and error to add a simple option to the game that I haven't seen in other RPG MV games I've played before. It't not a major thing, but will allow most people to play the game, even if they don't get to see it as fully intended, This is why the tile sets were made to look darker as well.


Overall the game is a lot shorted than i planned, but I wanted to focus on a small area and get as much working rather than a larger area to play in with the risk of missing a major bug (Like I did last year) 


Anyway, I hope you enjoy the game and look forward to any feedback / suggestions you all may have =3

Link: https://itch.io/jam/igmc2018/rate/323214

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https://itch.io/t/344037/dont-loot-back-the-last-treasure-chest-they-will-ever-lootDon't Loot Back - The Last Treasure Chest They Will Ever Loothttps://itch.io/t/344037/dont-loot-back-the-last-treasure-chest-they-will-ever-lootThu, 29 Nov 2018 11:56:39 GMTThu, 29 Nov 2018 11:56:39 GMTThu, 29 Nov 2018 11:56:39 GMTWonder what happens to those NPC's that are looted by hero parties? Wonder no longer!



Life is not easy for an NPC minding his own quiet family life. In a moment´s notice, raiding party of heroes can barge into your home, pilfer and purloin your life-long savings and children´s college-funds. Not even the most remote locales are safe from their indifferent wantonness and craven ways.

I will be posting all new updates, concept discussions videos and game information in here. Feel free to share your thoughts and feedback on the game.

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https://itch.io/t/345849/the-chronicles-of-espiriaThe Chronicles of Espiriahttps://itch.io/t/345849/the-chronicles-of-espiriaSat, 01 Dec 2018 06:51:14 GMTSat, 01 Dec 2018 06:51:14 GMTSat, 01 Dec 2018 06:51:14 GMT
https://itch.io/jam/igmc2018/rate/330435
Story
During an asteroid field mining excursion, Kent suddenly finds himself marooned on the mysterious and magical world of Espiria. Join him and his new friends on an adventure to find a way back home as well as overcome any obstacles in their way. 
Characters
Kent - An asteroid miner that finds himself suddenly marooned on the mysterious planet of Espiria
Lain - She helps lead Kent to her grandfather, the Maeron Village Elder, to figure out what to do about his sudden arrival.

Isaac - Kent's intelligent, sometimes annoying, best friend. Follows Kent where ever he goes, even if it's to a mysterious new world.

Screenshots:




Made in Unity and SMILE GAME BUILDER (SmileBoom) 
 Credits: 
Story, Music, Character Sprites, and much more - Jacob Mann (DrassRay)  
Character Art / Story - Lauren Atwood   
Monsters - JosephSareph  https://rpgmaker.net/forums/topics/19675/  
Chromaeleon - 2D Flame Sprite   
Hyptosis And Zabin - Various Tilesets 
LudicArts - Free Desert Top-Down tiles   
Codeman38 - Lunchtime Doubly So Font   
 Testers:  Chibi  Zervo  flawmore  saberwolfcdw


 Thank you so much for taking any time to play my game, I really appreciate it. Good luck to all participants out there!
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https://itch.io/t/349003/judged-for-crime-my-igmc-2018-entryJudged for Crime - My IGMC 2018 entryhttps://itch.io/t/349003/judged-for-crime-my-igmc-2018-entryMon, 03 Dec 2018 21:31:19 GMTMon, 03 Dec 2018 21:31:19 GMTMon, 03 Dec 2018 21:31:19 GMT

Download:


Story:

In the years of industrial revolution, a young girl wakes up to find that her parents are blamed for the disappearance of the guardian spirit of the city.

You have 50 minutes to find the evidence which proves that your parents are innocent.

Will you be able to find out the true guilty ones?

Features

  • Guilty person is random each game; 3 possible people who can do it
  • Find clues, investigate and collect evidence for the trial!
  • Intelligent dialogue tree options; you cannot ask about people you don't know
  • Things change based on the time
  • Multiple endings
  • Immersive lightning system
  • And more!

Screenshots

https://imgur.com/a/oPnTRog

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https://itch.io/t/338648/-aui-stone-snake-island-devlog-demo-available🌀 AUI - Stone Snake Island 🌀 DEVLOG - DEMO AVAILABLEhttps://itch.io/t/338648/-aui-stone-snake-island-devlog-demo-availableMon, 19 Nov 2018 23:31:28 GMTMon, 19 Nov 2018 23:31:28 GMTMon, 03 Dec 2018 11:51:42 GMTAUI - Stone Snake Island

AUI - Stone Snake Island

Meet the cutest lava slime EVER and master his many forms: It’s time for AUI!!

AUI is a platform puzzle adventure set on a tropical island amidst fire and water.

To return the favor of saving his life, a young lava slime is determined to aid in her escape a frail water spirit trapped in a pond that will be destroyed by the wake of the near volcano.

Join our goofy hero, take advantage of the environment to switch from solid rock to liquid lava to explore the beautiful island and save the water spirit from certain demise!

Concept


Evolve with the Environment!

LAVA

Aui's basic magma form. He's swift and nimble, able to jump around, stick on walls and wall-jump. He's hot!

ROCK

Aui's solid form. He's not very agile, but very strong and sturdy. He can break stuff and roll around. He rocks!


Follow our devlog! :D

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https://itch.io/t/328072/project-river-lord-dev-blogProject River Lord Dev Bloghttps://itch.io/t/328072/project-river-lord-dev-blogSun, 04 Nov 2018 06:35:11 GMTSun, 04 Nov 2018 06:35:11 GMTSun, 04 Nov 2018 06:35:11 GMT

Play Now!

Genre: RPG 
Engine: RPG Maker MV 

Brief Synopsis: River Lord is a Fantasy RPG set on a chain of islands. Take on the role of Koi, a young orphan on the cup of adulthood, as they discover secrets of their past and journey into an uncertain future. Starting out, they are accompanied by a set of twins but their party may grow depending on their choices.


Characters

Koi [Gender and Name changeable] *This was disabled due to time constraints, but will be reactivated on a later version of the game.


The Twins

Features

Already Implemented

Tutorial mode  which can be Enabled or Disabled at the start of the game. Tutorial mode provides further information to players when encountering something new in the game (First Quest, First Treasure Chest, etc).

Several plugins via Yanfly for some nifty features as well as a better screen resolution and message system.


To Do List

Finish character images and draw title image. Also some River Lord specific monsters.

Decide whether to stick with default RTP sprites or create new ones or edit them.

Finish Maps 

Tweak combat system

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https://itch.io/t/333027/hidethepain-studios-puzzle-horror-adventure-everbloom[HidethePain Studios] Puzzle Horror Adventure "EVERBLOOM"https://itch.io/t/333027/hidethepain-studios-puzzle-horror-adventure-everbloomMon, 12 Nov 2018 02:24:23 GMTMon, 12 Nov 2018 02:24:23 GMTMon, 12 Nov 2018 02:24:23 GMTTRY OUR FINISHED GAME HERE!

Hello!

It's already almost halfway into the game jam and we're just making our first project post ;;v;)/

We are a 6 person team consisting of 2 programmers, 3 artists/animators, and a story writer! This is our second game jam and we're really excited (and nervous lol) to share our game concept with everyone, so any feedback is encouraged!!

-------------------------------------

“Everbloom"

Post-Apocalyptic Puzzle Horror Adventure

Made with Unity

Everbloom (working title) is a story-driven puzzle adventure game, set in an unnamed European country still recovering from the devastation of the First World War. Having been sent away by your parents to live with a caretaker after the war, you receive a mysterious letter from your father after years of silence. Filled with questions, you return to the old town, only to find it in ruins…

PROGRESS!

Our programmers want to wait until they've made something more coherent before sharing any screenshots, so we'll let them slave away a little longer before posting anything regarding that :>

Their progress so far:

  • Basic movement
  • Sprite order rendering
  • Dialogue system
  • NPC interaction
  • Item and Inventory system

(Dw we'll pull all nighters :'))

Our animators are currently working hard on some custom game sprites but they should be done by this week! In the meantime, I can show you guys the character designs and concepts we've made so far.

Here’s the MC, tentative name “Aster”. He’s quiet, detached, and anxious, and he finds solace in being alone and surrounded by nature. Like many other children after the war, he struggles to find a sense of belonging.

For our next character, we have Edgy-chan our main female protag.  She’s a mysterious girl that seems to be somehow connected with MC’s past.

All these portraits will also be going into the game.

Lastly, here is concept art of... a thing.


 

Sorry we don't have much actual game progress to show this week, but thanks for reading till the end! :D

Programmers:

Bg & Character Art:


Animations & Items art:

Writer:


We're just starving uni students help pls hideTHePain


Now back to suffering...

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https://itch.io/t/346478/umbral-astral-dreamer-a-world-between-two-realitiesUmbral, astral dreamer- a world between two realities.https://itch.io/t/346478/umbral-astral-dreamer-a-world-between-two-realitiesSat, 01 Dec 2018 20:39:26 GMTSat, 01 Dec 2018 20:39:26 GMTSat, 01 Dec 2018 20:39:26 GMT


Story:

In the space between the tangible and the intangible exist "a bridge" that connects both realities. This bridge is called Umbral. 
The Umbral is a mysterious place protected by autonomous machines made of sand and silicon called  Astrals.

You take control of Aysel, a new astral on her first mission.  What will be your mission?  Can you achieve it without dying in the attempt?
(I don't want to say more about the story, because I feel that I will give you a spoiler)



Features: 

-Custom art and a lot of animations. 
-Exploration and puzzles.
-Stop time system .
-Custom battle system (Only in specific moments, it's not a fighting game)





Genre:
  Adventure, Puzzle, Sci fi, Mystery, Drama.
Gameplay time:   30-45 min. (It's a demo) 

This game was made in one month  for IGMC 2018.

You can download and rate it here: https://itch.io/jam/igmc2018/rate/336386
Any feedback is highly appreciate!!

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https://itch.io/t/346342/note-to-self-a-surreal-point-and-click-adventure♥NOTE TO SELF ♥ A SURREAL POINT AND CLICK ADVENTUREhttps://itch.io/t/346342/note-to-self-a-surreal-point-and-click-adventureSat, 01 Dec 2018 18:41:29 GMTSat, 01 Dec 2018 18:41:29 GMTSat, 01 Dec 2018 18:41:29 GMT


"If you want to get our of here alive: USE EVERYTHING AT YOUR DISPOSAL."

Inspired by ARGs and puzzle games that require thinking outside the box, we present to you the demo of Note To Self by 

ArcDawn and OutOfCharacters!

Features:

  • Collage Style Presentation
  • Brainteasers and puzzles that can break out of the confides of the game
  • A weird tutorial character, a dark past, and... ANIME GIRLS?

Screenshots:



CHECK IT OUT HERE: https://itch.io/jam/igmc2018/rate/336989

The current build is a demo we submitted for Degica's Indie Game Making Contest 2018. We would appreciate all feedback so that we can continue to improve and polish the game! We have many more crazy puzzles planned and with your help, we can make those a reality :)

THANKS FOR CHECKING OUT OUR PAGE! We hope you enjoy!

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https://itch.io/t/346233/shine-no-moreShine No Morehttps://itch.io/t/346233/shine-no-moreSat, 01 Dec 2018 16:42:43 GMTSat, 01 Dec 2018 16:42:43 GMTSat, 01 Dec 2018 16:42:43 GMTHey guys!

I present to you my poorly written 2D RPG that incorporates a few 3D pre-rendered tricks along with a sweet ending. The whole playthrough takes no longer than 15 minutes and features a totally complete story that was definitely not cut down due to my poor time management, and all that accompanied with some very well written dialogues. There's also a cat.

My plan is to build upon this prototype and perhaps create a full fledged RPG experience. sweet little lies

I'm waiting for your feedback and most importantly, have fun playing the game! :>

(I'm sorry in advance!)

Click here to play!

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https://itch.io/t/345964/bail-the-bounty-hunterBail the Bounty Hunterhttps://itch.io/t/345964/bail-the-bounty-hunterSat, 01 Dec 2018 11:08:51 GMTSat, 01 Dec 2018 11:08:51 GMTSat, 01 Dec 2018 11:08:51 GMTBail the Bounty Hunter

Apologies this topic is being created after the fact but I wasn't familiar with Itchio or the Community tab before. I'd like to talk to you all about Bail, the thought process behind it, how it was made, etc.

Story

Bail the Bounty Hunter's set in a world where if you're accused of a crime and don't turn up for your trial, your next of kin has to face your sentence instead. This means you could end up going to prison for a crime your dad committed. You play as Bail, a bounty hunter whose main focus is making sure that doesn't happen. If someone's a no-show, Bail has 48 hours to bring them in and save their son / daughter / wife / husband / niece / nephew / brother / sister / you-get-the-idea.

Characters

Bail
A no-nonsense bounty hunter who's getting on a bit in the years and isn't afraid to bend a few rules to get the job done. Bail's got a very direct approach and is more than happy when negotiuations break down and fists start flying.

Jennifer
She works for the Bounty Hunter Conduct Society (BHCS) and conducts annual reviews by observing bounty hunters out in the field. She's conducting Bail's annual assessment and will decide whether to renew his bounty hunting license or not. Being a representative from the BHCS, she's very by the books so expect her and Bail's personalities to clash!

Targeting the Contest

I think it's important to talk about how the contest and its rules affected the creative decisions for this project. Now, I know that could sound like a negative but I've actually found having a set and clear brief to be extremely helpful in defining the scope and content of the game.

In summary, the judges seemed to want:

  • A new title, with development starting after 29th October 2018
  • Something that could be expanded upon for a full game
  • A commercial game, so commercial rights for all assets
  • No 18+ content

I also had a few things to consider myself:

  • I wouldn't even classify myself as a novice coder so I needed a what-you-see-is-what-you-get engine
  • I'm a decent artist and I'm told I'm a good writer
  • While I know people in the indie comics circuit I could collab on comics with, I've been out of the RPG Maker circuit for years and all the names and faces have changed
  • I had my day job running alongside it
  • I'm a father of two
  • I got married on October 27th, literally two days before the contest started
  • Essentially, free time was going to be tight, budget was limited as some of the wedding costs were sat on my credit card, and I was on my own

That caused me to make the following decisions:

  • Adopting a shonen manga approach to storytelling where the story's segmented so it can be as short or as long as needed
  • Making my entry something of a pilot episode or introduction to the concepts, it can tell a one-shot self-contained story but also form part of a much larger title
  • A running time of approximately 30 minutes (although I can speedrun it in just over 13 minutes)
  • Using RPG Maker MV as I've been familiar with that engine for over 15 years, having started with RPG Maker 2003 in high school
  • Creating custom from scratch pixel art at 24x24 and then using a 2x Nearest Neighbour scale to meet RPG Maker MV's 48x48 grid
  • Using the M Drive 16-bit music pack paid DLC as I'm not a composer, needed something with commercial use rights, couldn't afford a custom soundtrack commission, but didn't want to use RTP. It seemed to fit the SNES / Mega Drive era graphics and cost around a tenner, ticking all the boxes
  • Using Yanfly and Galv's free commercial use plugins (seriously, those two are amazing)
  • Not going crazy on features and focusing on communicating a core gameplay structure

If I were to win any of the prize pools, I'd probably use the money to take my wife on honeymoon as we've not had one. I'd also be interested in continuing work on the game for a full commercial release regardless of whether I win or not. Making indie comics and indie games have been on my bucket list since I was 5 or 6 years old, I've published several comics but not a video game so I'm keen to achieve that lifelong goal!

The game page - https://sjwebster.itch.io/bail-the-bounty-hunter

I hope that's given you some insight into who I am, please feel free to download the game, give it a try, rate it, and let me know your feedback.

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https://itch.io/t/345872/friendsfriendshttps://itch.io/t/345872/friendsSat, 01 Dec 2018 07:27:04 GMTSat, 01 Dec 2018 07:27:04 GMTSat, 01 Dec 2018 07:27:04 GMThi do you want to make friends

in this game you can make

  aw yea


features:

-u go to a spa

-listen to music made by me and my sister and my friend 

-x to open a save menu 

play for free 

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https://itch.io/t/345543/monster-villageMonster Villagehttps://itch.io/t/345543/monster-villageFri, 30 Nov 2018 22:36:17 GMTFri, 30 Nov 2018 22:36:17 GMTFri, 30 Nov 2018 22:36:17 GMT

The Drakul are a race of non-humans, some nomadic, some not, just like the human nations. But to the humans, their simply Yokul, or demons, hated beings they clash with at times... But this story isn’t about that!!! 

This is the story of a small little valley, near the cat’s eye stream, bordering the no-lands of forgotten shadow, the small town of Quin-song, the place of peace. Far enough away from the borders of Men and near no military bases, this small village has enjoyed peace in these troubled times, and life continues there as it always has, with seldom visitors or people leaving.


Matski is a young Drakul about to be accepted by her village as a full blown adult. As part of her village’s customs, she is volunteering with the master of whichever craft she decides for herself. Once she completes the volunteering and is accepted full-time by the master, she will be given her adult name and allowed to pursue a partner for herself. Eyeing the beautiful Shiori (much to the amusement and teasing of her younger sibling), the two are beginning to hit things off and slowly build their relationship up until her adulthood.


https://thelastyurisamurai.itch.io/monster-village

Features:

-Fishing, mining, farming, crafting, forging, cooking, armor making, ect. 

-A detailed quest system! Can you complete everything?

-1 childhood friend you can try to win over before the end of the game!

-5 professions (cooking, fighting, armor making, farming, and forging) to choose from at the end of the game, experience them all!

-Each profession unlocks more of the game!! You structure how you want your play experience to be!!!

-Carefully crafted story with extra details and lore for those who want to talk to the townspeople everyday!

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https://itch.io/t/329973/pigglet-in-mrs-big-bad-werewolf-pigs-monster-girls-and-restaurants❤️Pigglet in Mrs. BIG BAD WEREWOLF - Pigs, monster girls and restaurants!https://itch.io/t/329973/pigglet-in-mrs-big-bad-werewolf-pigs-monster-girls-and-restaurantsTue, 06 Nov 2018 19:40:18 GMTTue, 06 Nov 2018 19:40:18 GMTTue, 20 Nov 2018 08:57:30 GMTHeyho, you funky sexy gourmet!

Congratulations, you're our 1.000.000th visitor!
You've won a free meal at the 'Mrs. Big Bad Werewolf', the hottest,
most monstrous restaurant this side of the forest!

Are you brave enough to enter Mrs. Big Bad Werewolf?
Bon appetit!

Play now!


>>> Visit our Patreon for more funky sexy games! <<<
https://www.patreon.com/peninja


--- Art Progress Gallery





Stay funky,
Dezue & OniGiri (Team Tailnut)

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https://itch.io/t/332182/opengameart-movie-video-gameOpenGameArt Movie Video Gamehttps://itch.io/t/332182/opengameart-movie-video-gameSun, 11 Nov 2018 02:24:02 GMTSun, 11 Nov 2018 02:24:02 GMTSun, 11 Nov 2018 02:24:02 GMTI figured I'd finally make a post about my project. No screen shots yet. The idea comes from a game jam run by OpenGameArt.org. I never tried to create it because I didn't have an rpg engine to run it. I did end up writing the OpenGameArt Movie Novel for NaNoWriMo. I don't believe that counts as prior development as it was written as a novel not something to develop into a video game.

OpenGameArt Movie Video Game is an rpg based off a fictional movie. The movie is kinda Lego Movie like. You have characters and settings from a variety of artwork styles. The bad guy doesn't like this and is trying to turn the entire world into the Liberated Pixel Cup style.

It is using a new rpg engine I'm writing. I know I said I didn't have an rpg engine to use last time. The difference is I've been working on this since the start of the contest instead of learning of it late. I also have more experience since I've been writing Color Monsters for the Tiny Arcade. Hopefully I will have more to share soon.

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https://itch.io/t/344988/2-worlds-onside2 Worlds Onside​https://itch.io/t/344988/2-worlds-onsideFri, 30 Nov 2018 08:13:33 GMTFri, 30 Nov 2018 08:13:33 GMTFri, 30 Nov 2018 08:13:33 GMT

The story is about the main character who has just died throughout heavens and hell to make mess of there but it was nothing like that was expected.
There's not much of games mechanics to be able to finish in time. It is more story telling, I didn't found any bug or something making it unplayable. So I hope you won't get stuck, you can ask me about it if you didn't know what to do. and I'll be uploading a video walkthrough on Youtube in coming days.

[IMG] [IMG] 
[IMG] [IMG] 

Visit itch igmc2018 page for download and to rate it

https://itch.io/jam/igmc2018/rate/336596

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https://itch.io/t/326392/jtrev23s-dev-blogJtrev23's Dev Bloghttps://itch.io/t/326392/jtrev23s-dev-blogThu, 01 Nov 2018 04:50:04 GMTThu, 01 Nov 2018 04:50:04 GMTThu, 01 Nov 2018 04:50:04 GMTI didn't notice the project page before so moving post to here.

Days 1-2

-Mostly focused on the planning. 

Decided to use RPG Maker MV considering I bought it a few years ago but I never finished making a game in RPG Maker.  Also unlike my last IGMC, I now have a full time job and other responsibilities so I only have a few hours per day to work on this jam and RPG Maker would make it much easier to start a project than unity.

Title pending but decided game's battle system should be similar to card games like hearthstone, magic, and yugioh but in an rpg setting without cards. 

Even though I want a unique battle system I'm also inspired by undertale and yanderesim where the game can be completed without a single battle.

Finally I decided on having a domino effect similar to yanderesim where I would have a finite number of students in a school who each will be at specific places at specific times. However the player's actions can change character schedules and there will be both combat and non combat options for achieving any goals.

While I have thought of a story and 3 possible endings, They are still tentative to change.

Planning for characters and routes are written down but are subject to change so I won't mention anything yet. First goal is to get the battle system working how I want with the help of some yanfly plugins.

Thats all I got for now.

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https://itch.io/t/329560/repeaters-dev-logRepeaters Dev Loghttps://itch.io/t/329560/repeaters-dev-logTue, 06 Nov 2018 01:15:49 GMTTue, 06 Nov 2018 01:15:49 GMTTue, 06 Nov 2018 01:15:49 GMTHello! I'm excited to take part in this year's IGMC.

My project: Repeaters

Engine: RPG Maker VX Ace

In 2138, a method of terraforming called repeating has been discovered. Teams are sent to distant planets with technology to clone themselves. When the clone dies, their consciousness is transferred back to their real body, and they can start the process over with a new clone.

You'll play as Astra, who is the only surviving member of her team after an accident killed her teammates' real bodies. Astra is now stranded on an uninhabited planet with only a sassy robot for company. The main focus will be exploring, with a bit of combat, as you'll have to find materials to fix the base so you can call for help.

Dying will not result in a game over, because Astra can repeat. However, with every repeat, she'll lose sanity. If she goes insane, you'll get a bad ending.

I also plan to include a survival system, so Astra will have hunger, thirst, and rest that need to be maintained or she'll lose sanity.

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https://itch.io/t/330405/rise-of-the-trash-panda-dev-blogRise of the Trash Panda: Dev Bloghttps://itch.io/t/330405/rise-of-the-trash-panda-dev-blogWed, 07 Nov 2018 17:30:07 GMTWed, 07 Nov 2018 17:30:07 GMTWed, 07 Nov 2018 17:30:07 GMTGenre: Comedy RPG
Engine: Gamemaker Studio 2

I have been quietly working on a game for IGMC and I figured I would share what's going on with the game's development.  I'm a one man team, I have been doing programming and graphics in Gamemaker Studio 2 and have gotten fairly far with the core game features.  I'm always open to ideas if anyone wants to share some thoughts.

TLDR: The goal is to make a unique, funny, and engaging game that pokes fun at other games like Pokemon and games with micro transactions. I would like to have the finished product have the same general tongue in cheek vibe as Sam and Max: Hit the Road, Day of the Tentacle, and Conker's Bad Fur Day.  I have the outline of the main story, the over world map code is functional and the card driven RPG battle system is in development.  ---

I have the world exploration system developed and have a test map but I am focused on getting the battle system up to snuff right now.  If the core battle system isn't fun the game won't be fun, so I have to focus on the game loop an make sure it's rewarding.  The idea is that through battles and exploring and interacting on the map you get cards that let you do different attacks.  These cards are put into your collection and you can choose a set of cards to make up your battle deck.  I hear the concept is similar to Mega Man Battle Network but I have never played those games.  

Here is a view of the main character in the world map, for now I'm just calling him the raccoon.  Everything is really bare bones right now but I am making a lot of progress on stuff that isn't visible.

The battle system is set on a grid where both you and the computer have a portion of the grid and play cards in real time to try to hit defeat each other.  Notice the raccoon's emotional support bear.


To Do list:

  • Finish core battle system elements
  • Implement cut scenes on world map
  • Implement Dialogue System 
  • Animate card attacks and create corresponding card artwork and data
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https://itch.io/t/343975/helperbotHelperBothttps://itch.io/t/343975/helperbotThu, 29 Nov 2018 09:14:39 GMTThu, 29 Nov 2018 09:14:39 GMTThu, 29 Nov 2018 09:14:39 GMTWell in the midnight hour I came up with an idea for a second game.  A puzzle platformer where you can replicate yourself in order to jump higher and fulfill the puzzles.

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https://itch.io/t/343882/you-in-the-tower-final-countdown-hourly-development-log"You in the Tower" Final Countdown Hourly Development Loghttps://itch.io/t/343882/you-in-the-tower-final-countdown-hourly-development-logThu, 29 Nov 2018 05:28:58 GMTThu, 29 Nov 2018 05:28:58 GMTThu, 29 Nov 2018 05:28:58 GMTHello!  I will be posting previews for my game jam entry "You in the Tower". They will be one per hour.

It's a solo project so, I still have lot of work to do.

Here's the first preview.

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https://itch.io/t/343289/heartland-fate-of-roseHeartland | Fate of Rosehttps://itch.io/t/343289/heartland-fate-of-roseWed, 28 Nov 2018 07:55:24 GMTWed, 28 Nov 2018 07:55:24 GMTWed, 28 Nov 2018 07:55:24 GMT

"(...) As you enter its realm, the whispering wind tells you of unspoken, ghostly tales of the past. Though you don't notice. Welcome.

Synopsis

"You walked unspeakable distances, until you found this peculiar forest. A glade immersed you in peace. As you kept walking, you found a place full of life—Heartland. Everything here gives you the peace you have been craving for. Yet you keep trying opening your eyes. You do not remember anything about yourself. If you do open them, you will get to see the truth. And sometimes, the pitch-black darkness is a better place to stay in."

The Game

Heartland is a narrative-based, story-rich, psychological-esque, linear RPG with a different take on battles. The gameplay is rather straight-forward, being based solely on the completion of the story. Though to make it to the end, you'll first have to face off familiar faces from your past through one-in-one, strategical, meaningful and decisive battles.

All the events of the game and your actions are narrated in a second person point of view by a narrator. Through him, you will get to know the mistery amongst Heartland—and you yourself.

The game heavily focuses on atmosphere to engage the player into the narrative, relying upon a plethora of nature sounds, beautiful scenarios and excellent background music which will take you in a singular journey to the discovering of the very truth.

Battles have a peculiar twist, in which classic commands such as "attack", "guard" and even "items" are completely removed. Instead, you will get to choose between physical (Swordplay) and magic (Sorceries) techniques, as well as the  Remnants bequeathed from your enemies, as you defeat them. Each opponent is a boss-like fight, and you will have to find the best skill composition to a strategy in order to defeat your foes.

Heartland features no gameover, but the game won't advance until you win.

Author Notes

What a ride. After eight (8) years using this program, I finally get to finish something. That is, my very first game. I will not make this a long wall of text with gratitudes and ramblings, but I've ought to say I'm quite pleased and happy. In day seventeen (17), due to a power shortage I lost almost all (only the maps survived) of my progress of this game (data corrupted), which by those times, was radically different.   As I lost everything and felt despair, this game idea occurred to me, thanks to certain words of a friend. I surpassed many, many obstacles; starting with the language barrier, which is mostly difficult because the game relies heavily on text; and going through other shenanigans, such as, well, having only thirteen days to finish this. Right now, as I write this, energy has just came back from a three-hours blackout, when I was finally uploading the game and had everything set up. Once again, I lost it, and had to rewrite all of this, and re-upload. It seems like destiny doesn't wants me to finish something lol.

Anyways, thanks for reading. As my final words, I've to say that I have to thank to every single person that takes their time to make resources for the community, for people such as me who can't draw for crap, or cannot compose a do-re-mi. Both who sell it and give it away for free.  Really, thanks guys.

And, even if narcissistic, I've got to say I'm proud of myself because, jesus, f*ck!ng, christ, really? yet another power shortage just in the last second?


IGMC 2018 Entry Page!

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https://itch.io/t/335573/shadowknight-traverses-the-terrorverseShadowknight: Traverses the Terrorversehttps://itch.io/t/335573/shadowknight-traverses-the-terrorverseThu, 15 Nov 2018 16:37:12 GMTThu, 15 Nov 2018 16:37:12 GMTThu, 15 Nov 2018 16:37:12 GMThttps://dk5000p.itch.io/shadowknight-traverses-the-terrorverse, the prototype for the story and first level.  The concept is you work for an organization known as the Shadowknights who are tasked with preventing fears from leaving the terrorverse and piercing the veil of the real world.  There is the master of terror, who has the ability to materialize fears and in order to efficiently scare people has compartmentalized each fear to specific worlds, so a clown world, monster world, and even a fear of old technology, which has a vhs shooting robot and is the current level of the game.  Would love some feedback on the overall concept and current gameplay.

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https://itch.io/t/328854/project-combat-mini-golf-working-titleProject - Combat Mini Golf (Working Title)https://itch.io/t/328854/project-combat-mini-golf-working-titleMon, 05 Nov 2018 02:41:02 GMTMon, 05 Nov 2018 02:41:02 GMTMon, 05 Nov 2018 02:41:02 GMTProject name: Combat Mini Golf

Current Team: 

Brian Pangburn - Programer/Artist

Chris Pangburn - Artist

Concept:: The Dark Overlord (need a name) has taken over your hometown. He issues a challenge to the townsfolk "Defeat me in a game of your choosing, and I shall forever leave." Many try, many fail.

You play as an old wizard. You come out of retirement to challenge him in every senior citizens favorite sport, mini golf.

While you get to choose the game. he creates the course.

Play a round of mini golf while fighting off the Dark Overlord's minions and avoiding deadly traps. Spells can be cast upon the ball to instill it with abilities. The lower your par, the stronger your wizard!

Defeat the Dark Overlord and complete the course to win.

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https://itch.io/t/333809/ashes-of-rosesAshes of Roseshttps://itch.io/t/333809/ashes-of-rosesTue, 13 Nov 2018 02:06:09 GMTTue, 13 Nov 2018 02:06:09 GMTTue, 13 Nov 2018 02:06:09 GMTAshes of Roses is a Sci-Fi thriller about exorcists, Shakespeare, and a hunk with a slasher smile. It is a direct sequel to Wine & Roses, although you do not need to have played Wine to enjoy Ashes.

An elite squad of exorcists has landed on Earth hundreds of years after humans left en masse. Floating  alone above the wasteland planet is Heath, a rookie communications officer tending to the IGSS Delilah. As Argent, Carmanth, and Nynavae fight through the ruins of Fort Adder and the hellscapes below, Heath has a visitor on the starship...

  • Unique battles test your exorcism skills. Each encounter is fought once, from miserable cultists to horrible demons. 
  • Flexible characters let you fight your way. The three Roses have specialized Gifts to pick and choose from, allowing you to design your preferred play style. Strategically match their Gifts to the ancient Spells you discover within Fort Adder, letting you tackle any foe!
  • Sinister words and dire consequences threaten the mission. Humans are only human, after all, and Heath is no exception. He'll narrate the story through battle and exploration via radio calls as he drifts in orbit around a ruined Earth.



Enjoy the shortened IGMC 2018 version by the end of the month, with all the exploration taken out in favor of getting the full story and some choice battles into the judge's hands. How and when it progresses from there will depend on the contest and Degica. :)

"Am I just a mission to you?"

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https://itch.io/t/343493/we-have-one-day-to-go-We have one Day to go .https://itch.io/t/343493/we-have-one-day-to-go-Wed, 28 Nov 2018 16:41:33 GMTWed, 28 Nov 2018 16:41:33 GMTWed, 28 Nov 2018 16:41:33 GMTthis is our progress so far. The Gameplay is better than the visuals.]]>https://itch.io/t/343520/custodian-an-aldrich-academy-storyCustodian - An Aldrich Academy Storyhttps://itch.io/t/343520/custodian-an-aldrich-academy-storyWed, 28 Nov 2018 17:26:02 GMTWed, 28 Nov 2018 17:26:02 GMTWed, 28 Nov 2018 17:29:07 GMT

Welcome, Custodian.

Custodian is a Visual Novel with RPG Elements.

It takes place in two worlds.

  • Straum, a major city in the 'Real World'. This is shown through classic Visual Novel style.
  • Custodian, a popular MMORPG. This is shown through RPG Maker.

Inside Straum, you will be able to interact with your surroundings, work, attend classes, and even meet up with people you met in Custodian. (Not yet implemented)

Inside Custodian, you will be able to live out an adventure as an Aldrich Academy student, who is entering the Custodian Program. (Combat system incomplete)

Synopsis

After completing her mandatory training at Aldrich Academy, Nora has moved to Straum to begin medical school. While unpacking her belongings, she discovers a box left by her mother. Inside, she finds the video game called Custodian, and begins her journey into self discovery.

Try it here!

Characters:

Nora:

Poppy:


World Information:

Mandatory Training:

Due to the existence of Harbingers, humanity has been forced to create mandatory training colleges (MTC) across the world. When a person graduates High School, they're immediately applied to every MTC. At that point, each MTC will individually accept or decline an applicant based on athleticism, intelligence, and ability.

Aldrich Academy:

Aldrich Academy is the pinnacle of mandatory training. It accepts less than one percent of all applicants, and has a perfect standing among all nations. Aldrich Academy only accepts the best of the best.

This game takes place in the same world as the following project:

www.aldrichacademy.ca  (<- Art for linked project by @MakioKuta. I personally designed most of the art for the 'Custodian' project, should 'Custodian' ever be completed. I will request @MakioKuta to remake all art in her style.)

(The website and projects are still a work in progress)

Custodian:

The Custodian's are an elite task force founded by Aldrich Academy. They are committed to maintaining worldwide security, and are completely neutral in world standings. Whenever there's a Harbinger Parasite outbreak. The Custodian's are called in to resolve the situation.

Custodian (Video Game):

Due to the low rate of those actually selected to become a Custodian, a large gaming company created a "Custodian" MMORPG, where players could live out their fantasies of saving the world from Harbingers.

While some critics felt it was in bad taste. Custodian steadily grows as the worlds largest MMORPG.

Try it here!

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https://itch.io/t/342702/marmoribus-demo-is-readyMarmoribus demo is readyhttps://itch.io/t/342702/marmoribus-demo-is-readyTue, 27 Nov 2018 13:22:40 GMTTue, 27 Nov 2018 13:22:40 GMTTue, 27 Nov 2018 13:22:40 GMTThe month long game i been working on is done. I'm still asking the same questions from before: https://itch.io/t/335753/my-new-game-and-need-feedback

I made this new thread because the old one was for feedback on game stuff that could be added later on. The game should run in almost any window computer that has DirectX but for Mac OS it will vary by computer.

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https://itch.io/t/327011/project-hiros-ascension-development-logProject - Hiro's Ascension & Development Loghttps://itch.io/t/327011/project-hiros-ascension-development-logFri, 02 Nov 2018 03:48:17 GMTFri, 02 Nov 2018 03:48:17 GMTFri, 02 Nov 2018 04:53:02 GMTHello fellow Game Jam folks!

I'm totally new to itchi.io but I'm excited to have this opportunity to make a totally new game and have people play it. Win or lose, this is going to be one heck of an experience!

Anyway, on to talking about the project:  Hiro's Ascension.

Hiro dreams of venturing off to the legendary city of Válor, a centuries old labyrinthine structure that people flock to in order to make a name for themselves. On the day of his 18th birthday he is finally able to leave his sleepy little village in pursuit of his dreams. Be it alone, or with the friends he may meet along the way, Hiro aims to join The Hallowed Hero's Hall by exploring the many secrets held within Válor's walls.

*Day 1, 2, and 3*

I wasn't aware of this thread and didn't have an account for the first two days so the progress I made on those days will all be condensed into this entry. 

Day 1

I simply decided I would enter the competition on a whim. I was struggling on deciding what engine to create my game in because I have access to all the RPG Makers, Unity, SRPG Studio, and a few others. However, I'm really most familiar with SRPG Studio as I've made a prior project with said engine. Unfortunately, I couldn't use that project or anything from it so I was thinking of just moving to RPG Maker. Most of this first day was me just figuring out what the heck I wanted to do.

I also run a review site (Jon Spencer Reviews) and had other things I needed to take care of. I'll be juggling both of these things so maybe I'm crazy?

Day 2

I had a concept that would be best executed in SRPG Studio, and thus project name TBA was born! This will be a tactics game with some visual novel-esque sequences that act as a sort of, "choose your own adventure" from the days of yesteryear. There will also be some minor management mechanics if the player chooses to engage with them as you may have multiple party members throughout your journey. 

My brain is a bit wonky and I design things inside out compared to most people. I started with what aesthetic I was going for first and the general ground work for the story. I wanted the game to follow this general pattern:

  1. Introduction + Tutorial - Acting as a prologue, this would be two unique maps and one real combat encounter. Playing around with the idea of some minor character building/selection moments as you, "travel" to Válor itself.
  2. Válor Chapter 1 - Even when people finally turn of age and are granted permission to travel to Válor, they must prove that they are worthy of actual entry to the dangerous and labyrinthine structure. This will also serve as an introduction to the city itself, key locations like shops, and possible NPC's that may join your party!
  3.  Válor Chapter 2-4 - Players have proven themselves worthy and enter Válor. They will progress through a series of floors (simple combat encounters, puzzles, and boss battles) which will consist of 1-3 levels each. Floors and levels would be themed for variety and a new experience for multiple playthroughs. Players influence progression by making choices and achieving stated goals in each level, outside of the standard gear upgrades in games similar. Additionally, the player may choose to specialize into different classes and/or obtain party members to fill out their ranks as Válor is quite dangerous... especially further in!
  4. Válor Final Chapter - It's a secret ;)
  5. New Game + - Given time I will implement a new game + that will have a similar core loop, allowing players to explore different choices, and a special surprise that pertains to the previous point. Included with this would be optional achievements.

Features that will likely be included but aren't necessarily essentials:

  • Stated above New Game +
  • Stated above achievement system
  • Multiple difficulty levels (for sure at least 2)
  • Bonus missions that may optionally be completed once per floor
  • Minor voice acting (the most iffy item on this list; just tedious)

As for the aesthetic I chose this as my base image:


This to me, and everybody I work-shopped this on (which was a lot of people and a lot of what this day was actually dedicated to), this looks like an elaborate floor plan or blueprint. It has an old, worn, parchment look which, as you'll see in day three's entry, becomes an established motif.

I then went through and added altered text bubbles and some icons so that they would better match the parchment motif I have going on here. They kind of feel more map-y, but that still feels inline with the core vision this evokes. Probably not something that I had to do, since the default option is pretty great, but cohesion is important!

Lastly, for visuals, I imported a ton of new character portraits so I could have more options. I sorted those into categories of likely use. Since Válor pulls from several backgrounds, some of these have differing art styles that still match my existing ones visually (if that makes sense?) which allows me some room for playing around with character ideas as I get to hammering them out fully.

In addition to choosing this image I carefully selected a menu theme which would act as a tone setting piece for the player. Unfortunately, I cannot link to that here, but I believe it is a really good fit. The music opens with a soft progression on piano which builds to a fantsy-esque  orchestral (think Witcher). As the song continues it becomes more intense, mixing in some battle-style flavor which culminates into an uplifting climax that mellows out into a few moments of silence before looping. While normal people won't sit on the menu for almost three minutes, I'm weird and do that sometimes so this is also a feature for myself. Still, the opening 30 seconds is fantastic and more than enough for the average person. I do have a composer working with me so this is subject to change, but I doubt this will be swapped out.

At this point in time I didn't have a name for the project or the central location. I had come up with a boring placeholder name for the game, "The Trails" but that was to be used in a creative emergency only. During the Halloween themed Ballroom Dance I attended that night, I spoke with several people regarding the project and we were finally able to settle on the final name for the game, "Hiro's Ascension" and location, "Válor" after about 4 hours and lots of talking between dancing.

Why Hiro's Ascension?

I am terrible at naming things and the main charter was place-held as, "Hero" as I spoke about the project. I changed the name to, "Hiro" because it pronounces the same and it is aligned with the premise that Válor is a melting pot of various cultures and ideologies. It's a famous place and people come from all over just to explore, be it for tourism, adventure, coin, or other reasons!

Válor was chosen because I liked the theme of valor. It is not the most creative, but it gets the job done and is an exciting enough sounding location name. It is a big place, I mean just look at the image I provided above, and the name comes with a lot of associations that just make sense.

Day 3

The goal of today was to finish the main menu, build the first map, and script out the opening scenes on paper (but not in engine yet). This actually ended up being a big pain in my side because the original font design was not cooperating with me. I originally had intended to go with something like this:


Note that this is a rough draft only because it was scrapped for a few reasons (meaning this never made it to actually being put into the engine w/UI and all that). One, the text is actually super hard to read, even with the few tricks I did to make it legible in this image. Two, after throwing this through my editing software the words, "Hiro's Ascension" had a disgusting white halo-like outline that was fuzzy, that or the text turned brown and you literally couldn't read it. Three, I decided this looked too busy.

The idea was to be able to see the image through the text, because that is one awesome effect, but it just doesn't work here. Additionally, I liked the concept of the letters looking like a drafter did them up in a slightly rushed/messy fashion which dovetailed  into the blueprint design nicely. Sadly, after wasting several hours on this, it was totally scrapped.

Instead I opted to simplify the font and play into the weird results that I was getting from my photo editing software. You see, the engine I use wants you to have the BG and, "Logo" or title, as separate entities. I could have doctored the above image more and probably gotten in to a workable state, but that would take more time that I don't have since I want to be implementing story and gameplay ASAP moving forward. Here is the (mostly) final result, this time UI included as this is a screenshot:


Noticed the mistake in the spelling of, "Ascension" which has been corrected for the next update

One thing to note about this is that, "Config" displays as, "Options" in all instances for the player. It only reads as Config for me since this is done from the developer console and I hadn't bothered making the switch to the more common terminology yet. New Game is pending a change to, "Begin Journey" or something akin to that. Drop me a line in the comments if you have an idea, I'll even give you a credit in the game if you give me a real whopper idea!

Notice that button called, "Extras" there? Guess what, I already have some of those made and designed custom menus for them! Here are the images I'm using:


This acts as the primary background for most of the other menus. As you can see, it is another vintage parchment. The image was created by the same person so it has a lot of visual consistency. As an added bonus, the menu icons really pop off of it. I didn't have a chance to capture this in-engine for you but this surely gets the feel across. You'll see this on all Extras menus EXCEPT for the Sound Gallery. That utilizes this image instead:


Also made by the same person, and a bit on the nose perhaps, but this image is very fitting for a Sound Gallery. I just find it very pleasing and was happy to see that it looks equally good in-engine with the UI layered on. Again, didn't have the chance to pull a screencap of this one for you at the time of writing this.

All that had to be finished for this day was the introductory map. This pertains to just the visual aspects of the map itself, not any of the story or scripting necessary to make it playable. That means there are some elements missing, most notably the characters, and you can't actually play the map yet. Still, getting it put down and planned out is a BIG step. I need to create a custom sprite for a practice dummy but that's really all this map needs made special outside of me putting all the story and code stuff in. I'll easily have that done over the weekend most likely. No screenshot of that right now because it still needs some tweaking and the game won't actually let me launch that level without me sticking stuff into it (which I really don't feel up to at the time of writing this, the menu stuff was a TON of work).

Final Thoughts

This has been so much fun to do and people around me seem excited for the project. I did have a prior project I was working on, which is tabled for this, but even the people who helped me with that are totally cool with it! In fact, some of them are returning to assist me with this project moving forward. I can't stress how grateful I am for all the encouragement and support I have received thus far.

If you have feedback, ideas, or just want to ask me some questions please feel free to drop a comment here or email me at jonspencerreviews@gmail.com if you prefer being more private. The weekend is coming up so I will not be investing as much time in the project because I have other duties to tend to, but I will be back in full force come next week. Expect more updates (and hopefully shorter ones!) as I continue to make progress on the game.

Until next time!

-Jon Spencer

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https://itch.io/t/342263/junkdogs-space-adventure-rpgJunkdogs | Space adventure RPGhttps://itch.io/t/342263/junkdogs-space-adventure-rpgMon, 26 Nov 2018 19:25:41 GMTMon, 26 Nov 2018 19:25:41 GMTMon, 26 Nov 2018 19:25:41 GMT

https://sudobeats.itch.io/junkdogs

Junkdogs is a space adventure RPG, following the exploits of a group of outlaw scavengers known as 'junkdogs'. 
These junkdogs make their living by exploring and scavenging objects abandoned in space.  On a streak of bad luck after a mission gone wrong, the crew will have to do one more score in order to gain the means to pay off the bounty on their heads

The game features exploration, puzzle-solving, a unique turn-based space battle system, and an original soundtrack comprised of jazzy hip hop and electronic beats.



Please check it out and tell me what you think!

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https://itch.io/t/333443/starlight-celestial-beginnings-developmentStarlight Celestial Beginnings: Developmenthttps://itch.io/t/333443/starlight-celestial-beginnings-developmentMon, 12 Nov 2018 16:58:13 GMTMon, 12 Nov 2018 16:58:13 GMTMon, 12 Nov 2018 16:58:13 GMTHey game jammers! Even though I've already submitted my entry, I still want to jump on this bandwagon and have a Project Thread. Starlight CB is currently in the entries page of the IGMC but I do plan on updating it. So here goes! 

Meet Eliot 

Meet Luna

Meet Nash

And Aria

Here are some screenshots as well as some animated gifs.

 

Here is the game page: https://wyldfire.itch.io/starlight-1

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https://itch.io/t/342143/cribelz-tdCribelz TDhttps://itch.io/t/342143/cribelz-tdMon, 26 Nov 2018 14:46:15 GMTMon, 26 Nov 2018 14:46:15 GMTMon, 26 Nov 2018 14:46:15 GMTHello Developers,

I'm KiwiGalaxyDev and I made the game Cribelz TD for this jam. Do you guys know Tower Defense already? If so, you know that it has mostly a drag & drop system. That is going to change! In my game you are literally the builder! You can build towers while you are walking around in your own Tower Defense World! You can see the enemies die in your chosen perspective. With three towers and two upgrades each you can make your own tactics and strategies. Sounds interesting right? If so check out this link: https://itch.io/jam/igmc2018/rate/334647. Try to survive 25 rounds against four unique enemies! For more information and controls check out this link: https://kiwigalaxydev.itch.io/cribelz-td.

Thank you for reading about my game. If you like it, let me know it with a positive review and vote on my game! I really like to see your projects to and let's have a fair competition. Keep programming guys! Good Luck!

- KiwiGalaxyDev


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https://itch.io/t/331767/lucerna-tenebris-fantasy-rpgLucerna Tenebris - Fantasy RPGhttps://itch.io/t/331767/lucerna-tenebris-fantasy-rpgSat, 10 Nov 2018 09:32:19 GMTSat, 10 Nov 2018 09:32:19 GMTSat, 10 Nov 2018 09:32:19 GMTLucerna Tenebris

Rex and Regina are young and energetic teens looking to start their first adventure, but humans are not the only race who fight the monsters.

Lucerna Tenebris is a fantasy RPG set in a world where Deities and Demon fought, consequently altering numbers of animals into monsters and humans into demi-humans. In response to humanity's treatment to demi-humans, they united themselves to survive against human tyranny, while humans created a guild of adventurers to repel both monsters and demi-humans.

The engine we're using is RPGMaker VX Ace, with several scripts combined to give a new gameplay and mechanics.

About Us

We are Dragon Emperors, featuring Tyler as our guest composer. We started the project as a two programmers and two artists team, but after a series of events Tyler joined to help us.

November 5th

Trial was made for the custom battle system, starting by integrating two cores: sideview battle and grid system.

November 9th

More stuffs added to the battle system - Active Time Battle and YEA integration was put.

November 11th

Adopted ability system from Grandia.

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https://itch.io/t/338175/the-clockwork-princeThe Clockwork Princehttps://itch.io/t/338175/the-clockwork-princeMon, 19 Nov 2018 05:52:07 GMTMon, 19 Nov 2018 05:52:07 GMTMon, 19 Nov 2018 05:52:07 GMTGenre: Adventure/ Story heavy

Engine: RPG Maker VX Ace

"Try as you might, sometimes we can't always outrun our fate."

Hello everyone, the game that I have been creating is called The Clockwork Prince.  

The game follows Ian, a clockwork robot who's job is to repair the great clock tower in which humanity resides  after a great tragedy forced them to seek shelter within it's walls. After finishing up his repairs for the day, Ian heads home and meets with a mysterious robed figure. 

The game will mostly focus on story, but it does have puzzles that you will need to solve in order to progress.

The game will also contain some material that maybe disturbing and/or uncomfortable to some. I ask that you please play at your own risk.

This game includes:

  • Thoughts of suicide
  • Attempted suicide
  • Murder
  • Death

Progress made so far:


 


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https://itch.io/t/341422/timothy-and-the-tower-of-mu-hardcore-actionplatformer-made-with-rpg-maker-mvTimothy and the Tower of Mu - Hardcore action/platformer made with RPG Maker MVhttps://itch.io/t/341422/timothy-and-the-tower-of-mu-hardcore-actionplatformer-made-with-rpg-maker-mvSun, 25 Nov 2018 15:47:56 GMTSun, 25 Nov 2018 15:47:56 GMTSun, 25 Nov 2018 15:47:56 GMT

Timothy's grandfather is dead.

But legends tell of a tower so high that disappears above the clouds, built by a god.

If someone manages to climb it to the top, a wish is granted.

Timothy, armed with hope and courage, decides to face this deadly test and bring back to life his grandfather.

The Tower of Mu is waiting for the next victim: are you enough nimble, strong and smart to overcome this challenge?

--

The second game of "Timothy" series is already on IGMC 2018! Prepare yourself for a very hard challenge Game Boy-style!

https://kibou-entertainment.itch.io/timothy-and-the-tower-of-mu

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https://itch.io/t/331231/dev-log-tactical-rpg-outschool[DEV LOG] Tactical RPG: OutSchoolhttps://itch.io/t/331231/dev-log-tactical-rpg-outschoolFri, 09 Nov 2018 04:27:26 GMTFri, 09 Nov 2018 04:27:26 GMTTue, 13 Nov 2018 12:46:25 GMT

DEV LOG: Tactical game OutSchool

A game by UHPD Games

Game Title: OutSchool

Game genre: Role Playing, Survival, Action RPG.

Gameplay style: Tactical Strategy, Open World, Sandbox, Mini Game

Game engine: RPG Maker MV

Page Facebook: https://www.facebook.com/Game2D-OutSchool-288240705135985/

Hello, I'm Ung Hoang Phi Dang , I'm from Vietnam . I love games and do want to create them. This is the first time I participated in #igmc 2018 and also the first time to make a game. Okay, let's get started.

Sorry about the delay, I wanted to focus on ideas and create scenes basic game before would recommend it. And I'm using google translate so there will be cryptic words.

Game Ideas: This is a true story about me, I wanted to create a game, So I go to college the university, but during the time I could not learn about create a game. I did not even have the right job I had studied, so I decided left school and self-study about the game.

DAY 1: 

I use Twine to write the conversation in the game, because it is my true story so there will be no difficulty in this first step. The story started from the day I apply for university entrance exam and In the day I claimed the college entrance examination was silly, The details and the event were real and I wanted them to be my memories, So I'll write them into this first game. About 1 hour I created the basic story. 

After the exam, I was required to stay in the city to find a job to pay my college tuition fees in the two months I would describe them in the mini-games. Okay, I have to create more mini-games. Take note it, and then I started creating a new project, deleting unnecessary files. I need the tileset and char of the modern genre, okay I will use main Illustrators by nanikasiratkool as the main graphics for the game. I started drawing with hands a city that I'm bending construction. I will install this city at the rate of ¼. Equivalent to 4 areas (North, South, East, West) each area is 6411x6411

I started drawing them on the computer, I draw City- SE area before because it has sea to the fastest. I need important places for my game, work area, the venue for the college entrance examination. And I need to paint the temple, that is the first place I go to the city must be in the temple because there is no money and no acquaintances in the city. After the final the temple and beach I need to choose the character for the game. I need a Char name: NICO and 2 people the exam seasons supporting because they helped me on college exam day. Finally other npc as contestants, employees.

After having an actor, I will create a MAP called it debug-map. I will create a new event. It includes all conversations that will take place in the game. After the completion of writing the dialogue of the actor in debug-map. I have to go eat and buy some fresh water speakers, open some music to listen to less sad. Okay, it's finished. I continue, broadening the idea that I want to make. I would need to do a survival game in college time (hunger, thirst, fatigue) , or mini-games that describe the work I did while undergoing college. Or a fighting game with teachers and friends. Is not! Those ideas are crazy, I have to show the main purpose. "I go to college because I want to create a game. " Okay I need the recipe, I have to use Vlue's recipe plugin, he has the added gametime plugin. Great, I will create a day and night time system. Date , year. I have to make more time with sunshine, rain, wind, ... I have to use weather mog. I have to write more functions to manage them, I want to have sunny hours, rain is called. Okay, I'll need to create a base switch and variable:. As a switch; night, day, outside, ...

Variable: day, month, year, hour, min, sec .... because I started working went at 22 o'clock and go to school the next morning,  After writing the code: function WeatherController . I had to write my own Object called UHPD_Class to manage the things that are in the game and declare the necessary parameters . During programming, I need the available plugins. That is Localization by Iavra . I will use QPlus (core) by Quxios as the main plugin for the game. And the other plugin MOG, Vlue ... Okay, one day the idea came up and writing the code was tired. At three o'clock in the morning I went to sleep will continue work next day.

DAY 2 , 3 , 4

I just focused on drawing maps for the game, I painted them on Tiled. I using QMap by Quxios  to display it in the game. The total map I drew is 10 MAPs (which is only a fraction of the city - se 128x128. I want to draw full details but I do not want to waste my time for this)

DAY 5 :

After I had the map, I copied the conversation in the debug-map to the maps I drew . Arrange my desired storyline. Done this section, I started looking for icons and create recipes games, recipes have available by Avery's idea, I'll put it into the game and credit him. I put the sun, clouds, fog in the game (function from the first day). Next I need to show the mini-games: Waiter, drivers ... I lost more than 4 hours to complete a mini-game drivers . For the time being, I have the idea of creating a miniMap. I was crazy, I will make it very shortly, I will share this in the future. For the time being, I'm busy make the game. (link on github: https://github.com/uhpdgames/RPG-Maker-MV_miniMap , free for all purposes.)

D AY 6 :

Update the plot and debug mini-games . I have to write more code function to make it smoother, game performance. Too lag when entering a 128x128 map. I have to use the TDDP_PreloadManager by Galenmereth . 

DAY 7:

Updated game ideas, Okay, I'll combine them in one of my games. Hungry system, recipe system, mini-game, and battle system. I have to choose the enemy to fight . that is not a teacher or friend, or the day hungry, So that is the SU NGHIEP (same meaning: the career). I need the teammate for the adventure. I will choose cool actors. Must rename the college as the Process because I have reason (Because I left school so I don't want to hear rumors). The plot I wrote too much can not be completed in a short time. So I decided to introduce the story from the day of college registration to the day of college admission. So I will the game name is Out School (prologue) same name Left School is the most accurate meaning. I found and looked at a lot of Battle systems I wanted to use, I saw to see Lecode 's Tactic system great. I decided it to choose the main system. After copying Lecode Tactic system demo into my game. Too many bugs have occurred and I tested too many times. I had to manually fix the bug and write a tbs window called LeTBS_windows_upgrade for looks great 

DAY 8, 9:

Test case Lecode Tactical Battle System and I draw animator for Battle and the inventory system for game, I wrote function (for .. of) to create a file Items.json. So, there are than more 2000 items in my game, I do not care about the description and name items. Because I use the Vlue plugin.

DAY 10:

I started putting the Tactical Battle System into my game the needed scenes and tested again.

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https://itch.io/t/331719/window-game-devlogWindow Game Devloghttps://itch.io/t/331719/window-game-devlogSat, 10 Nov 2018 04:45:41 GMTSat, 10 Nov 2018 04:45:41 GMTSat, 10 Nov 2018 04:45:41 GMT

I don't wanna give away too much but this game is gonna use a window manager as a framing device. What's depicted here is the basic UI of the game. I'm trying to go for that nostalgic Windows XP sorta feel, at first I was trying to get perfect feature parity with Windows (I was amazed at how much I knew about the little nuances of how Windows' windows work), but I've decided it's too much work to get it perfect when really I just need it Good Enough (TM).

I'm open for ideas for names, my working title is "Windows Adventure" which isn't that great and I kinda don't want "Windows" in the title. The in-universe OS name I'm going with for now is "Wonders NX" but I'm not exactly married to that either.

Any ideas for a title? Also feedback or whatever? I know there isn't much game here but I don't want to start making the game until I have all the systems locked in where I want them to.

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https://itch.io/t/335753/my-new-game-and-need-feedbackmy new game and need feedbackhttps://itch.io/t/335753/my-new-game-and-need-feedbackThu, 15 Nov 2018 18:28:34 GMTThu, 15 Nov 2018 18:28:34 GMTThu, 15 Nov 2018 18:28:34 GMTi won't go too much into detail since i like to keep working on game jams until 2 days before the end. The project gameplay and name will stay a mystery because i think i really made a good game. However i like to hear some feedback on some things, this game will be a prototype for this jam not really polish but i will work on it after the jam to make it better.

- Do you think i should add a pvp? the game jam version won't have it because it takes too long to set up (plus money). co-op will be added after, however online pvp is something that might not be great for the game because i can't always keep it online.

- android version? I can make the game into android but it might be single player.

- would you buy it even though it is basic? the gameplay is basic, not too unoriginal or boring but really basic rules that anyone can do, would you buy such a thing or should i just leave it free because it is so basic.

well that is all the feedback i like to receive, sorry if there is no picture but i can do is let you hear the music:

gameplay music https://instaud.io/2VKx

main menu: https://instaud.io/2VKA

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https://itch.io/t/336634/project-days-of-freedomProject Days of Freedomhttps://itch.io/t/336634/project-days-of-freedomFri, 16 Nov 2018 22:04:26 GMTFri, 16 Nov 2018 22:04:26 GMTFri, 16 Nov 2018 22:04:26 GMTI add new shields to the proyect now you can build them and use them , and some ui fixes come check it out

https://pablomonfort.itch.io/days-of-freedom

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https://itch.io/t/328099/project-dungeon-bustersProject Dungeon Bustershttps://itch.io/t/328099/project-dungeon-bustersSun, 04 Nov 2018 08:51:40 GMTSun, 04 Nov 2018 08:51:40 GMTTue, 20 Nov 2018 15:46:34 GMT

It is an RPG game but I don’t like first person view battle. I wanna see heroes’ faces with expression like DOOM 1993 by ID Software. Finally, thanks to RPG Maker MV with Yanfly plugins, I made it as shown in video above.

Dungeon Buster (name may pending) is an RPG game, like other RPG game but not plan yet for what mission is. 

Given 4 heroes , Hero, Warrior, Mage and Archer enters dungeons.....for reasons. Missions, treasures, enemies, adventure....yup, for some reason.

Engine : RPG Maker MV

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