NOTE
::: New Engine, New Storyline Brainstorming! ::
As of September 2017, this thread is 100% outdated. A new thread is starting.
::: New Engine, New Storyline Brainstorming! ::
As of September 2017, this thread is 100% outdated. A new thread is starting.
Paragon - Book I: Heroes of Roguehaven is actually the fourth incarnation of the Roguehaven Project, and will be a 2.5d RPG, reminiscient of traditional RPG systems, but with rendered tilesets, sprites, and other add-ons for high quailty. Resolution will be set at a standard 640x480 With fullscreen and mouse support. This is an expansive project, with several large graphics, a full CMS, Quest Logs, KeyItem Puzzles
Setting: Kharis-Yeshar (The World) is dominated by two large landmasses. Yeshar, or Yesharya, was the cradle of civilization before a great cataclysm took the lands and twisted them, scorched them, turned swamps into canyons and cast mountains into the sea, Those who sought to survive, rushed to Kharis, in hopes of starting anew. As wars brewed, each faction and crown demanding their own 'breathing room', the domains became smaller and smaller, until at present, seventeen kingdoms stand. The
Story: When, in the lands of Kharis, the seven kingdoms of the New Accord want to get rid of their vermin, their waste, but feel compelled by the Written Law not to execute them for baseless crimes, they instead exile them to the city state of Roguehaven, a warren of every kind of vice and of every kind of outcast the lands could describe but decide not to in polite exchange. Roguehaven is that, a nation of outcasts, longing to return to their homeland, or to survive in their world anew. In the last few years, Roguehaven has began to become a popular neutral ground and trade center, serving no one, and catering to all. Often, travelers needing mercenaries or cheap supplies, rumors or more will step into the dismal city and do what it takes to get what they need. It's said that Roguehaven takes all kinds, and no truer words were ever spoken, especially in these dark times.
A long time ago, the Khan of Time, carried out horrible scourges, curses, and even full-scale invasions upon the seven kingdoms and four major factions in hopes of usurping their power and becoming the only great power within Kharis-Yeshar. Standing against them were the guardians of each of those seven nations; the Guardians of Sharista, longsuffering in their service to their crown, The cold emmisaries of Justice in Merede, the savage red elves of Haz Reyd, the virtuous knights of Gharail, the stoic vanguards of Jemiscra, the Peace-brokers of Rhoslayn, and not far from the Shadow Thrones of the Khan, the battle-hardened Paladins of Prahven. Those who did not join the seven found their lands buffers in a world war, with magics and battles not seen since the old world of Yeshar.
As the Shadow Thrones sack and storm, sending wars, and rumors of wars rifle through Kharis turning the guardians against each other. These rumors and more often beckon through the back alleys, taverns and warrens of the Dismal City. How can Roguehaven succeed where nations have not? Could the outcasts of the Seven be the saviours of them all? Can a band of misfits, outcasts, and good-for-nothings band together, and bring the nations together again in hopes of staving off a new threat from the Shadow Thrones?
Depending on the character chosen at the onset of the storyline, your background, motivation, and adventure story may have different nuances. Heroes of Roguehaven is not just about ONE main hero, but several, all experiencing their own stories. Each one of the major seven nations of the Accord have heroes to choose from, and as such, you must set forth on your path to become a true hero, not to your homeland, but to Kharis, a legend of time, and vanquisher of the Shadow Thrones!
NEW in Build 1.00
There have been some improvements to the earlier 0.82 Revision, and for the most part, all the early basic needs of the game are now finished. With that being said, I wanted to go ahead and review the earlier revision and see if anything has changed.
* No more snakes – My wife is terrified of snakes, and I just found that there are four snames in the resource packs. So, unfortunately, I will NOT be adding any snakes on this game.
* Hundreds of monsters and monster variations – each with varying weaknesses special attacks, skills and more
* Animated battlers in a Sideview Battle System,
* Faction and Guild Rankings for expansions in NPC immersion, as well as getting the backing you need for your fight against the Khan!
* Expanded Database – thousands of items at your disposal. Books, recipe items, key and gyph items, teleportation gems, and more!
* over 300 locations to discover through a fast-travel world map. Caves, Dungeons, Old Temples, forts, and more are accessible through storyline, and by discovering their location through study.
* Quests, quests and more quests – over 150 storyline and 75 sidequests to complete along with the storyline main objectives
* Recipies and Training – With the Open RPG style, spend a session mining, harvesting, digging in archaeological digs, training stats, and more!
* Great Music Soundtrack, using music straight from the Arteria3d Collections!
* All monsters and actors now utilizing Galv's Animated Sprites and Yanfly Battle Engine Ace for 56 frames of animation per battler.
* New Message System and Codes using Yanfly Message System
* On-screen Mouse-controlled GUI features.
* Multi-drops – Sometimes monsters have what you need, other times they don't – Monsters have certain specific percentages for items to be looted.
* New Experience System! - Takes longer to level, embracing the long-held idea of long table-top campaigns. You feel like you've earned your level, you don't blink and are instantly level 10
* Cheat Codes – Once the game is released, a new general cheat code will be released weekly that will do awesome things for your game. Add specific characters to your party, show all the locations, get special item packs, and more! The idea is that over all, we plan to introduce eighty cheat codes over the first year and a half. However, if you think this is a quick 'Cheat to Win' code, be forewarned.. cheat codes will brand your particular save-slot with the CHEATER monicker! If you cheat, a script is planned to keep you from advancing beyond level 80 in game, and any game credit screens will show your character as a 'cheater'
* Attacks are now a part of a skill group, and weapons bestow their skills on players.
* NPC Dialogue System – All attempts will be made to create a conversation engine with Paragon to allow for unique dialogue depending on factors like; character leading party, faction and guild rankings, level, and location.
IN ADDITION - New Advancements
for Build 1.00
- HUD Display
In addition to the mouse buttons and mouse driven GUI for the system, there will also be an active hud, thanks to Moghunter's Ultima Hud
I will working on rendering a 3d looking display ala Diablo to house health pools and talent pools, along with a portrait of the character, known equipment, a revision of my game events log, gold, map locations, experience tables, and levels as well.
- Frankenspriting Success
While I still will be limited to less than 20 starting characters with variations from there, I'm please to announce that there ARE a few frankenspriting possibilities that worked out well for me, and because of suck I was able to frankensprite a few more Galv battlers. If I'm successfull, I think I should stick with 16 starting character possibilities and work my way out from there. As it stands I still have it set for up to a four member team, with NPCs available to join either through quest or through hiring.
Quest Screen Success
I switched my questing mode out for modern algebra's quest manager called Quest Journal 1.03 for RPG Maker VX Ace
Tilesets - Moving into the Real!!! (or rather pre-rendered)
As everything from the main game will now be parallaxed and overlayed, I will be changing passability to either be based on a single A4/A5 tile with tileswap options to allow for specific needs depending on the passability. This will allow for all 12 passability settings to be set for each map and such. Looking for PK8 for his latest version of Editor Tiles for VX Ace, so I can just keep the items in Editor and delete them from being visible in game. What I may do is ensure that ALL A-Layer tiles are invisible in game, and use them all to correctly map out my editor tiles, since I won't be using autotiles, going for a painted terrain look instead.
Operating System: Microsoft Windows 7 (32 or 64 bit)
Recommended Ram: 2 Gb
HD Space: 1 Gb
Processor: 2 Ghz or Higher
Must have mouse support
Chief Designer: Jay Ray
Software Support (Outside RPG Maker): Earthsculptor, Particle Illusion, Daz, Cinema4d, and Iclone,
Extra Resources: Pioneer Valley Games, Arteria3d, Dexsoft, Opengameart,
Script Support: Goldaryn, DerVVulfman, MechanicalPen, Trickster, Cybersam, SephirothSpawn, BuddySievers, Kylock
Web Support: Blogspot, OpenGameArt
A special thanks goes out to DerVVulfman and Netz for all those nights, bouncing ideas and brainstorming...
J.Broughton and M.Dale for those countless hours of roleplaying in my campaign world.
And of course, my wife Q-BABY for supporting my weird hobby...
And GOD above all things, in hopes that this game gives him the glory.
Software Support (Outside RPG Maker): Earthsculptor, Particle Illusion, Daz, Cinema4d, and Iclone,
Extra Resources: Pioneer Valley Games, Arteria3d, Dexsoft, Opengameart,
Script Support: Goldaryn, DerVVulfman, MechanicalPen, Trickster, Cybersam, SephirothSpawn, BuddySievers, Kylock
Web Support: Blogspot, OpenGameArt
A special thanks goes out to DerVVulfman and Netz for all those nights, bouncing ideas and brainstorming...
J.Broughton and M.Dale for those countless hours of roleplaying in my campaign world.
And of course, my wife Q-BABY for supporting my weird hobby...
And GOD above all things, in hopes that this game gives him the glory.
ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)