Adelaide: Tales of Gaia
Ive been working on a game for about a year now.
From nothing just C++ I wrote a DirectX and OpenGL powered engine just for this JRPG
I started with art here and even though its starting to be phased out, when the project is released I will be uploading some of the tilesets and spritesets here.
My game is a JRPG called Adelaide
There are 3 parts to the story so this one covers just the "Tales of Gaia" adventure. If the game is received well then Ill do the other two.
I worked with a friend to write a story and this game covers the first part or "book" of that story.
In short. This story is about a young girl who sets out on an adventure just to realize its not as easy as video games make it out to be.
On this adventure she travels with the cursed goddess Gaia in search of an object to set Gaia free from a curse.
I built it around a lot of Final Fantasy and Sailor Moon in hopes to capture that true 90s JRPG feel.
There's really too much to talk about so, here's some screenshots.
Feel free to ask questions and if you want to see more of the development, I post regularly about the project here.
https://www.instagram.com/illusionofmana/
Cool pixel art style! It really does look 90's, especially like something you'd see on the PC or Megadrive maybe.
It must be very hard to balance the difficulty for a game like this.
I am definitely interested in seing it progress, though I don't use instagram. :P
But I have of course already said all of this about this game before :P
Thanks, I use to program games for the MegaDrive. Not professionally just part of the Homebrew community.
Beleive it or not, I have a small demo of this games consept on a Mega CD somewhere. I originally wanted to do something like the game LUNAR: Silver Star Story on the same Console/addon. But found the assembly for an RPG on the M68000 CPU was far too complex and I would need a C compiler for it to make coding worth it. Thats another story though.
Balancing the game is not easy. I have several friends who are far more into DnD and a wider range of JRPGs than I am and they give me formulas and statistic graphs to work on so I can find the best stat and level up methods so the player isnt forced to grind.
If you want to keep up with this project ill also try posting here at every key milestone.
I use Instagram because its simply easy to blog too. All the formatting and image taking is right there plus its a great way to reach out. Im not trying to sell Instagram or anything so I hope no one feels compelled to get an account just to view my content.
Oh, no, I don't feel forced to get instagram at all XD But i also understand if you don't feel like posting here if it's only for me.
And the original Lunar definitely has its charm to it, I've never played it, but it does look good ^^ I can't speak much for how programming the Megadrive is, I've never tried it :P the only time I've been using assembly is when writing Atari 2600 games, and I can presume that is a lot simpler.
This game looks like a lot of fun. I'm interested in those formulas and statistical graphs for balancing, too. How does that work?
--Medicine Storm
Lunar is one of my favorite JRPG series. I have both the collectors boxes for the PS1. The Mega CD versions are extremely expensive now and they do have charm.
Programming for the Megadrive is easy in a way because the M68000 was very popular. Used in a lot of Apple and computers in the day. The Megadrive also had a z80 CPU for its 8 bit option, way easier than the MOS 6507 in the Atari 2600. Once again another popular chip. However the VDP or Visual Processor made by SEGA for the Megadrive is complex and hard to learn assembly for.
Ive just all together stopped assembly programming because of the difficulty.
Either way. Going back to topic, I will try and update this with milestones so that OGA can see what ive been doing.
But unlike IG, I wont go into extreme detail.
Ill probably be uploading test textures and rejected tilesets from this project to OGA regularly once beta starts as well.
Ill have to get those graphs and formulas together MedicineStorm. Theyd probably be very helpful for a lot of people here on OGA.
They all cover things like Level Up for party member classes (classes being tanks, warriors, etc.)
Other things like enemy stats such as speed to determine who goes first in a battle or if an entity is going to miss or hit when it performs an attack. Speed also helps come up with Run From Battle probability.
Some stats are even shared to help enemy AI determine who theyre going to attack and how theyre going to do it.
It gets very complex. Things like your speed and attack vs the enemies speed and defence can determine not just a hit or miss but variable hits from a graze to a critical hit if you tune the formula for such an action.
Ill try and get all those together and update this thread as soon as i do.
This looks awesome! Love the art style -- the character with the wings in cap2.png is beautifully designed.
Thanks, Have been working hard to try and get a good style for this that. For the character with the wings, its not done but thats roughly what theyll look like.