NightmareFelix 0 Report post Posted June 2, 2011 (edited) A new Survival Horror RPG from NightmareFelix. Felix and his squad of Special Investigators are on the trail of a serial murderer who may be holding a little girl captive... but in their pursuit, they stumble into a much more terrifying experience than they had ever dreamed. But is "dream" really a word with which you could describe this horror? Perhaps they'll find the killer and save the day. Perhaps they'll find something far worse. DOWNLOAD THE FELIX'S NIGHTMARE DEMO HERE Hi, everyone. Here we are, the first official demo of Felix's Nightmare (working title). You oughta know where all the files go. Just open up that game project with RMXP and test play it, or try your luck with any other method. I'm not designing this to be super user-friendly, just to work for other devs and get some feedback. It was pretty fun deleting a bunch of my work to hide it from you snoopers who may check the maps, events and database to see what you're in for. Quite liberating really. But I did leave a few surprises for those of you willing to dig for them. ;) For the rest of you, this demo is what I feel like showing the world so far. Couple notes about the game: -Check everything. Some items don't shine, and some things are just beautifully described by me, and I'd hate for you to miss that. -Don't be afraid to try to use your items from the menu. Keys for doors should work automatically, but certain -other- items will have to have their purposes deduced by you. After all, you're the special investigator - figure it out. -Save your game whenever you can. You can do so at the open books lying around the mansion grounds, and it's quite reccommended to do so - you never know what surprises may await you at the hands of Dr. Raphael and his various research projects. -Each weapon grants you a unique skill. You always have First Aid, but the other skill changes with the equipped weapon. Try them all out if you want. ;) Changes in the final game: -Currently using your Weapon Skill doesn't consume the weapon's ammo. I'll be changing that. -Some of the locked doors in this won't be locked later. Some of them are locked with a different item from what is used in the demo. But I changed things a tad for the demo. -This is about 15% of the work I currently have done on the game. What I currently have done is about 75% of the game. You do the friggin' math. - NightmareFelix / Will - Special thanks to... Angelman's Light Tutorial Drago del Fato's Stop All Movement Leon's battle BGM Fix DerVVulfman's Eladia's Battle Equipment Menu foreverzer0's equip skills everyone else at RMXPU, including: Kevin.ds kellessdee Masters and anyone I forgot Edited June 2, 2011 by NightmareFelix Share this post Link to post Share on other sites
NightmareFelix 0 Report post Posted June 2, 2011 Bugs I'm aware of so far: -It is possible to get stuck in the second half of Part 1. The second place where the Bird's Eye needs to be used expends the Bird's Eye, but if you go back past the first door that needs it, you can't return to the upstairs hallway. -Dragon324 noticed that the door to the Chapel Hallway can be accessed through the handrail of the Courtyard balcony. This could be fixed easily by making the handrail impassable, which I'll do for the final version, but I don't think this will be something most people will be doing anyway. Or I hope. Share this post Link to post Share on other sites
Kevin.ds 28 Report post Posted June 2, 2011 loved it ! Share this post Link to post Share on other sites
Tomo2000 60 Report post Posted June 2, 2011 I love survival horror games! :D I'll download it the moment I get home in about 8 hours (got work or somethin :P ) Share this post Link to post Share on other sites
Jon Bon 43 Report post Posted June 2, 2011 (edited) -Dragon324 noticed that the door to the Chapel Hallway can be accessed through the handrail of the Courtyard balcony. This could be fixed easily by making the handrail impassable, which I'll do for the final version, but I don't think this will be something most people will be doing anyway. Or I hope. ARGH! Wish I had of read this first. Couldnt the port just be on a conditional branch that only works when the player is facing up? Writing tons of notes, ill post em when im done. Gotta restart now though, as I have no idea where I am, and dont want to break the switch triggers etc. So far so good, I am impressed(but then again I'm no one, ha). EDIT1* Haha restart nothing, saved game for the win. EDIT2* I played through, I definitely missed at least 3 rooms I believe, however it is entirely possible they were locked. Below is my review. Bugs: -At the very beginning right after the team splits up Felix starts walking into the the room to the upper right, he stops on route and a door opening sound effect plays. He then emerges in the room without visually going through the door. I am fairly certain it is lag, the program stops responding for a sec, then kicks back in. It happened all 6 times I tried. (Picture below.) -Right before the first boss fight triggers I heard some weird growling noises, saw the big guy come from the other side and immediately tried to run in all directions, game froze with him few steps from the door, and picked back up in battle. -Having attempted to leave the boss room the second I entered, I received the 'looks like the etc is locked' message after the boss fight rather then before. Graphics: -As the opening text changes into the opening scene, the map and sprite color is normal then fades into the spookier color. Not sure if it is intended to do so or not, it does kinda look cool, like a movie transition. Just after the screen fades into the correct color, all the sprites snap into their proper positions and the dialogue starts. I don't think this is the intended effect, I think you need to push back your screen fade back to after all that stuff occures. -When the party splits up at the beginning there is a very fast screen fade followed by your friends dissapearing. It needs to either be a longer fade or have them visually leave the room in different directions. I do like the fade, made me feel like a scene change in a movie. -I am color deficient so it may just be me, but I had a hard time seeing the selection highlight while in combat and in the field. I found myself moving back and forth quite offten to see what option I was selecting . -When leaving the first room you get to control in, after using the door the screen simple pops you over to the main hall, no fade or nothing, its jarring and spoils the mood. -When in the piano room, the one glass of wine ends up on the zombies head as he walks by it.(Picture below) -Why can I not walk to the left here, it feels like I should be able to.(Picture Below.) -Can walk on the wall in the room where cliff died.(picture below) -The hallway just after the retinal scanner has a board missing on the wall.(Picture Below) Spelling: -The item description for the item 'Rotting Meat' has a lower case 'i' on 'Food Item' instead of an upper case 'I' like the other food items. Suggestions: -Change the text boxes at the beginning to a larger block of text. Breaking the story up was jarring and some sentences were completed in other boxes. It was really well written but was hard to get into because of the small amount of text between each forceful button click. I suggest either larger blocks at the top of the screen that fade in a given amount of time, or at player button press. Or, one large block with paragraph indents etc that scrolls up. -The one guy says "Like a zombie from one of those old movies". I recently watched walking dead, and the lore of that world is that they don't know about zombies it is a new thing. I liked the take on the fact that he main characters weren't ready at all, they had never seen zombie movies it had never occuried to them, so they were relying on natural skill alone, not planned zombie attacks. I think it would be neat to see the same lore applied to your story and have your police team deal with the zombies using their police tactics at first. This would be a good way to handicap your characters at the beginning and give them something to over come, the realization that these things aren't human and reasoning and non lethal force wont work. -When reading the pickaxe message in the first room, I was able to read it from both top and bottom, when reading it from the top square it was confusing at first because I assumed I was inspecting the pillow like bags. I suggest having a condition branch that only plays X message when player is facing down and the current message when player is facing up. -Maybe have some picture comments for the two photos at the top of the stairs, was one of my fave parts of the resident evil series. -It would be awesome if there were random spawned zombies after the intial planned encounters set for each room. This way when back tracking its not so safe. -Turn down the ticking clock volume in the dinning room before I stab something… -You have steam coming from a door, looks epic, but no flies around the rotting fish, I think a small fly swarm graphic would be cool to have. Put it around anything rotting. Maybe have 3 scales of them, small amount of flies, medium and lots of flies type thing. -Need to have a hotkey for the inventory, so that when I need to use my inventory I hit the special button, and it pops right up. Then use the menu button to see skills, status, etc. -Have a static sound effect going when you speak over the radio to Jeff I believe it was, when the guy is all broken up and you don't get the message 100%. Comments(notably what I thought as playing, in order): -Opening text was very well written, made me feel in the mood for a murder mystery. -Loved the dialogue, also good call on making each character move as they spoke so the player knows who each one is. -An awful smell definitely keeps me from openingstuff. -Big fan of being shot down on using the pickaxe, shovel, and spears. -I hope the 3:33 on clock is a puzzle clue. -Liked the change of message after taking the bread. -You better believe I reached in the toilet! TREASURE! Or not. -Thought I could run right by the zombers, nope they caught me. -My heart got going when I realized doors were locked, and the zombies kept coming as I was reading/searching stuff. I felt like I did in the first resident evil, minus the horrible control scheme. -The mirror comment at the top of the stair is very well worded, stolen from a book, or thought up? Either way, loved it. -The diary was very well written, I suspect a female had some hand in that(points at strawberry). It 100% read like a girls diary. -I am stuck, and I was hoping the diary had some clue as to where to go to next. Hmm, guess ill research each room after checking my inventory again. -I have found a lighter in my inventory and upon using it, it told me there is nothing to use it on. I must now go find something that needs a lighter. -Omg do I ever feel like im playing old school resident evil, I love-hate it. Making me freaking think. -Ok so I got a lighter and nothing else that needs to interact with something, there is a piano that needs music to be put into it that I believe will yield a key for a locked door with a mozart symbol on it. -I am on my third search through each room, im going hard core this time, every wall, all tiles everything. I also am thinking I missed a hallway or something as that happens in these games. -I'd kill for an auto remember last item used option right now, so tryings this lighter over and over is more efficient. -Soaked in alcohol you say, don't need to tell me twice, err thrice… -The book had the key, hmm, I really expected to find the music and get the key from the piano to open the door. At first I thought the sheet music was going to be in the diary. -Oh yeah, theres zombies. -Another clock, I have now memorized 6:00 and 3:33, I hope it was worth it. -Lag then boss fight. -My first shot missed, hmm what skills do I have, skull shatter and first aid, sweet. Hmm spirit eh? Im out now, better try normal attack again, sweet it hit. Nice killed boss with 520 HP left, 6mp, and 5 bullets, and no items used. -Poor Cliff, nice bullets, glad I checked him twice, Mmmm lore, glad I checked thrice. -Just now realizing that in all the commotion of trying to avoid zombies in the last room and still read the statues, I activated the door to the boss. Failed at avoiding the zombies, but guess I would have anyway since I assume the door was locked, ha. -AHH! Stayed in the hall way too long typing stuff, now the zombies block it, wonder if I walk back out and come back in if they reset, yup, sweet. Time to avoid them. -Wow, that turned over chair graphic looks awes...is that a gun on the bed! -Hmm, now that I remembered to equip my awesome new gun, I am wondering how I regain spirit. -Sweet a flak jacket! -Hmm so the pick axe does more damage then the submachine gun has higher defense bonus and has no ammo? I am gonna swap and see If there is any down side. -Got impatient and and ran through some doors, boss time? Darn it! Im not really prepared. Ok so its mid fight, and im at 124hp and 6spirit still. I have just now decided to check what my items do. Now noticing some heal spirit, I tried rotting meat last turn to heal my hp, but the boss crit me and the item only healed 100hp, 24 less then I got hit for. Now lets try Bread, it seems like it may heal more. Boss hits first, brought me down to 23, bread healed 500, phew. Now to pop some spirit so I can first aid for 300 or so. Communion wine it is, 600 spirit, phew. (-Wow, I have leg sweep now as a skill, I am now realizing that my weapon probably determines what skills I can use, I really like that idea. ) Leg sweep it is, 845 damage, nice, boss is fleeing, haha sweet. -Wow, I had a feeling it might end there(the demo), definitely was into playing more. Opinions Really truly very well done. I felt on the edge of my seat the most of the time, was lacking a bit of action, near the end I was impatient and was rushing through rooms. It reminded me so much of a classic resident evil game, in a very good way. I would pay 5-10 dollars for that game, and would recommend it to others based on the played demo. Since it is not complete and this is only a 'demo' I will only grade it in general. I give it a 7/10 in it's current state, upon completion it would deserve an 8/10 based upon current demo. Great job man, can't really stress enough how much I liked it, keep up the great work! Edited June 3, 2011 by Jon Bon Share this post Link to post Share on other sites
NightmareFelix 0 Report post Posted June 3, 2011 Damn, Jon. Very, very nice. Thanks so much for all of that. There's a few things that to fix I'll have to look up scripts for, like having a larger block of text displayed, unless I felt like doing it all in picture form which would be way bigger. A few things you determined to be lag were things I just kind of... ignored. Like the boss, who was only really SUPPOSED to show up outside the door then fight you, and that animation of Felix walking into the storeroom which I just, for whatever reason, decided I didn't care about. Oh, and here's a question someone may help me with: The reason I do "no fade" on all the doors is because... remember that thing from the beginning, where the colors are normal for just a split second? That happens when you fade on a teleport into a room where there's a filter and fog. So since all my rooms have filters and fog, I didn't fade any of the doors. Share this post Link to post Share on other sites