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Obsession

Shadow Saga: The Hexed Legacy

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[RPG MAKER XP]

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"A grim tale based on a story written from start to finish by myself.,"

 

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Features:

"A what-you-see-is-what-you-get player vs monster interface. Stealthly sneak past your foe, or slay them mercilessly."

 

"The environment takes advantage a modified expansive tileset, that not only introduces more diversity and detail, but introduces more richer tones compared to the original RTP tilesets,"

"Twist the story by the neck with multiple endings, defining your true destiny,"

 

"Engaging and eye-pleasing side view battle interface with never tiresome movesets,"

 

"Never before seen Overlay Charge System, special element proficient pools of magic that can be engaged in both feild and battle,"

 

 

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Riley:

Name Meaning: Valiant

Gender: Male

Affinity: Dark

History: Riley knows little of his mother or father, his memories of Zephyr are all that linger. Riley is a somewhat quiet boy, but can confront obsticles unrelenting.

Abilities: After a certain point in the story, Riley can infuse dark powers into his sword and shred foes to bits.

 

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Tay

Name Meaning: Of scottish decent, from a large river.

Gender: Female

Affinity: Fire

History: Tay used to love her father so, but it was hard to believe how he had changed from a loving father to a creul man after her mothers death. She remained at home, praying for him to change, but when he began to seek interesting in her ring, she fled.

Abilities: With the Ruby ring and the Pheonix-guardian's essence, she can revive fallen members and call forth devistating fire damage to the enemy.

 

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Allan

Name Meaning: "Harmony, stone, or noble. Also fair, handsome. Originally a saint's name, it was reintroduced to Britain during the Norman Conquest, remained popular throughout the Middle Ages, and was revived in the 19th century."

Gender: Male

Affinity: Water

History: Allan is a man trained in using greatswords, his most precious being the Bloodmoon. He is the older brother of Tay, but he left his father long ago when he began to act more aggressive towards them. Tay refused to leave, but Allan continued to Elvenbow leaving her.

Abilities: With the Emerald ring and the Ocean Dragon Guardian's essence, he can flood enemies by calling forth tidal waves from seemingly nowhere, among with inducing status ailments such as poison and blindness.

 

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Zephyr

Name Meaning: 'Breeze', 'Gentle Wind'.

Gender: Female

Affinity: Air

History: Zephyr is the oldest of the crew, a Hex Conjurer, never once mentioning her age, but it seems she was around when a great war commenced three hundred years before. How she ended up on Quilaski is unknown, but she has looked after and befriended Riley when he was a young age.

Abilities: Zephyr can inflict curses upon her targets, felling them with all sorts of status conditions and status debuffs.

 

Phinaxio (Left) and Agu (Right) Magical creatures that were believed to be dead, confirmed so by the witness of many civilians were seen at present day in certain locations.

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I want you guys to love this game as much as I made it. Thing is, Im not going to plan on releasing it here until its adequete enough, sorry :(

 

 

Credits:

 

Reives

Blizzard

Ccoa

Momo

Atoa

Toby Zerner

Kylock

All the peeps at RPG Crisis for support on this project.

 

Support Shadow Saga!

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I can't believe nobody has posted anything on this topic yet. I find it pretty cool; the screenshots look awesome. I can't wait to see a demo released :) . Keep up the good work.

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Thanks, comments are all the donations I need to keep this project going.

 

I've been working relentlessly the past few days adding and enhancing the gameplay, while developing and advancing the stories plot.

 

>Added some crappy faceset recolours for better visual imagery on the characters on the first post.

 

>Added an aggro system using events, so some monsters will chase you now. (They'll stop if you get far enough away from them)

 

>Working relentlessly on maps. maps. MAPS. Since the last update, added a whole new massive city of Raven, applied some extra tilesets and custom graphics. Towers, Courtyards, big massive juicy plains, firey pits of Reshi and more =3

 

>Bigger moveset pool. Spent a decent amount of time collating some new battle animations (only had 4 different ones before)

 

>Learnt a few new things on screentoning, etc, etc.

 

>Added Arrows where transfer locations are.

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>Revamping OCS with new, less obnoxious HUD.

 

>Larger diversity of NPCs and monsters (Not just recolours anymore lol)

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And a proper ingame screenshot.

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Map needs more work.

 

 

 

To do:

*Advance the plot some more. The action is starting to come in now.

 

*Finish Allan's overdrive animations. (They take awhile because they are a 'bit' cinematic, so I need to do alot of individual framework.)

 

*Finish interiors on Raven city to support the exterior.

 

*Finish modding my totally custom menus :3

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This is looking good. It's good that you are using more customizations in your game. Your game will look more original and professional. :)

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Thanks a bunch RK.

I didn't think it was possible, but compiled an even better outdoor/indoor tileset for my game which I'm actually very happy with. I'm going to go back over my maps and improve them, and add a few more. Nearly one hundred fully operational maps to explore now (On the 91st)

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If I'm not mistaken, this looks even better than the last time I saw it. Good work, I'm actually looking forward to this.

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This is my own thread of my own project, and rather than spend a silly amount of time rewriting it, I've decided to raise it from the ashes once more.

 

I would like to say despite how quiet I've been mostly on this project a lot has progressed since I last posted it here. Alas, I don't still believe the time is right to release any playable content. (Essentially put, the inclusion of a half-finished game is not really a demo anyway.)

 

Very quickly, in about 30 minutes I produced some quick digital paintings of two major creatures from the project. Phinaxio on the left, Agu on the right.

 

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On top of that, I've applied some more detailed AI mechanisms to the monsters on the feild.

 

Youtube embedded player seems to have issues here, so view the link provided: http://www.youtube.com/watch?v=hHfWDMeLysY

The above link shows (With the monster of Camstudio recording it) a quick tour of the work-in-progress Rivera floodplains, showing a detailed moveroute of a pack of wolves. Giving them direct contact will cause them to give chase, and if your unlucky fleeing, you may even face Whitefang himself, a completely optional unique monster. The mechanics are somewhat simple, the mapping is relatively plain at this point but the moveroute of those monsters alone extend to over 400 movecommands each, bearing in mind oncoming obsticales such as trees and rocks.

 

 

On top of that, I've also been working on environment features too.

To experiance the feel of what the 'Hexed' areas are really like, I've been developing a few new props to use for the Hexed locations. These include creepy eyes watching from rocks and stone, jaws in chasms, and living claw traps.

Here's an exact example of a few things.

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Please bear in mind both images shown have animating more animating frames than pictured, and I'm also aware that it is, at this time, using a VX pallette. Both icons are a work in progress and are not final peices.

 

The next sprite shown is one that I spent a good deal of time on. Originally it used one of the dragon based of an RPG maker XP dragon. However, I was unhappy with it. It was big, bulky and godzilla like. I decided to rework it entirely from scratch, forefooted. My most pressing query at this moment is not the colour or pallette used, but the way it animates. I'm unsure if it is as flowing as it can be, most worryingly the back foot, so if i could get critique on the animation flow and the form of the character, would be very much appreciated.

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So lots of nice new informative peices for you all. I would be grateful if you left comments on your thoughts on what's been done so far, and what can be improved. Also be aware I'm one person, so don't expect everything to roll out too quickly. But yes, I'm happy how far this project has come so far and I'm not prepared to let it down just yet.

 

 

P.S: I would like to ask if you DO NOT use my hexed props or dragon sprites for your own project. It's not a matter of discredit, but more a matter that these items are only to be used in this project, and use in any other would losen the uniqueness of this project. Even so, if you rip these graphics, I will know, because they are very obvious, different and stand out like a sore thumb. *However* I *will*allow the use of my Hex Dragon sprite on the condition that you edit it into your own form that I approve of. Quick edits will not do. And my credits for the resource must also be shown.

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You do not want people using your work. I suggest you remove the work you want to be kept only for this game. Once it is out there then it is out there.

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You do not want people using your work. I suggest you remove the work you want to be kept only for this game. Once it is out there then it is out there.

 

I'm not taking it down, why, oh why should I have to take my work down for a fair few rouges? (I'm under the impression the internet is filled with more of those than decent honest people? >_>; ) I've listed my terms of use, and if people decide to go against that it's there tough luck. Many of the frames displayed are missing from those pictured images on top of the fact that they stick out. Also could I get some critique on my sprite as per requested above?

 

 

Edit: refined my reasons furthermore.

Edited by Obsession

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I'd usually only allow Youtubians to access my Blog content, but I'll let that slide for now.

 

http://www.youtube.com/watch?v=r9fOuN0maRE&feature=channel

Youtube Video ->Original Video

 

Music used is Altar of Siena BF1, which is used in Cabal Online. This music is NOT in my project. (Rather my project takes the orchestral route)

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Just one question.

 

What is with people putting Transmutation Circles in they're logos? Ur game has NOTHING to do with alchemy, so next time you make a logo, be so kind and try to maybe put some armored guardians with red glowing eyes, or some jewels, k? ;D

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actually cant wait to see more of this, and actually get my hands on it.

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Just one question.

 

What is with people putting Transmutation Circles in they're logos? Ur game has NOTHING to do with alchemy, so next time you make a logo, be so kind and try to maybe put some armored guardians with red glowing eyes, or some jewels, k? ;D

 

Obsession can put whatever he wants in the logo dude. Chill. ^_^

 

The game looks pretty cool Obsession! Keep it up! I'm looking forward to seeing this game finished.

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Just one question.

 

What is with people putting Transmutation Circles in they're logos? Ur game has NOTHING to do with alchemy, so next time you make a logo, be so kind and try to maybe put some armored guardians with red glowing eyes, or some jewels, k? ;D

 

Use correct spelling and grammar if you want to be taken seriously, and since you never gave a constructive backing to your arguement, I'm disregarding it. Armoured golems? Not my style per se. Maybe your project, but not mine.

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Guest Allen Hunter

Use correct spelling and grammar if you want to be taken seriously, and since you never gave a constructive backing to your arguement, I'm disregarding it. Armoured golems? Not my style per se. Maybe your project, but not mine.

Correct spelling and grammar or not, his opinion still counts. And his argument is that even though you're using a transmutation circle for your game's logo, he argues that your game has nothing to do with alchemy... why disregard this?

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