Game Synopsis:In Advent Prime, players will go on an epic journey to uncover the lost power of the "Prime" warrior. Starting off as a small child, training and learning basic combat, and then being sent on a quest to help a small mining village clear terrible creatures out of it's mine. It's soon discovered that an extremely powerful artifact resides within this mine. After recovering the artifact the player will discover it's immense power was not unknown to all. Terrible forces have been seeking the power for a long time, and now that it's uncovered, the race is on to secure the power before the evil of this world overcomes the entirety of the planet. Can you find the courage, the power, and the nerve necessary to accept your new responsibility?
Screenshots:
Spoiler



Optimized for play with Xbox 360 Controller (You can use the "A" button to activate things. Certain events/menus still require "X" button to confirm. Such as the enter name screen. Still working on getting D-Pad support as well.)
Custom Menus
Custom Battle System
Spendable Skill Point System
Enemies on Screen
Unique Classes that Change Gameplay
Multiple Sidequests and Rewards for Exploration
*Note: "Custom" means non-default, I coded very little of these systems. ;)
Demo Download:
Latest Demo: June 24th, 2014:
Click Here to Download from Google Drive
Design Concepts:
So some of the things that I haven't quite gotten around to fleshing out directions for in-game:
Leveling Up:
So, based on your class selection, certain stats will level up specifically. Wizards will always get a boost of MP and Magic Attack, Warriors will get more HP, etc. However, I want the player to feel engaged in EVERYTHING that happens with the character. So in addition to auto-leveling stats, the player will receive 3 Skill Points on each level that can be distributed however you see fit! Want a Wizard with more Defense? Do it. Want an Archer with ridiculous HP? Do it. Want to just boost the default stats a few extra points? Do it! The character is yours to mold as you see fit, the game just nudges you in the right direction. Additionally this system adds another level of item options, as certain "Tomes" can be found in the world which grant a skill point to spend upon reading them. Thus allowing even greater exploration rewards! It's a win-win system. :)
Unique Classes:
The class selection is extremely important to the overall game experience. I'm basically using the Mass Effect class system as a core concept here. So, there are 3 classes, "Warrior", "Wizard", and "Archer". Each one plays uniquely, offers unique skills, weapons, stats, and skill lines. There is one skill line that is universal, the "Prime" abilities, but more on that later. The "Warrior" focuses on pure force of damage, and can use a wide variety of melee based weapons, and can wear all armor types. The Warrior has increased physical defense, and outputs much higher physical damage. However, the Warrior has no Mana or unique skill line. The "Wizard" is one of the more diverse classes, and uses Mana and magic spells to deal damage. The Wizard can only use Staff and Claw** weapons, as well as only equipping Light and Magic armor. Wizards can be built out in two sub classes, as they can either equip weapons that remove all physical attacks, but greatly boost magic damage, or equip weapons that offer physical damage, but don't boost magic attack. Finally, the "Archer" is a fun class that stands on it's own in being a unique state-based class. Archer's focus on debuffing enemies, attacking fast, being extremely lucky and agile, and then using physical damage to finish them off. Poison arrows, scatter shot, etc are all unique Archer skills. They employ the "Special Shot" skill line and have a fully unique set of abilities.
**Personal Note: I'm currently working on switching away from "Claw" weapons and making Wizards use Staff and Wand weapons only. Staves would be able to attack, and Wands would only boost magic damage, disabling physical attacks.
Exploration Rewards:
Nothing is placed in the game world without purpose. Talk to NPCs multiple times. They may have quick blips of dialogue, but upon further conversation they may give you a unique quest. Maybe you need to complete a quest as soon as possible to get the best reward, or perhaps you should abandon the quest and just keep what you find. These are choices that the player has to make, and I focus greatly on giving the player full control of the situation. I think of my time in Dark Souls as core design concept for this aspect of the game. The world is reactive to what is happening, and things may not always be as they initially seem. Keep prying, keep exploring... always!
**Spoiler Warning:
For example, in the demo there is a hidden quest in the Pub VIP room. If you visit the Inn, the innkeeper will mention she hasn't had time to clean the last room that was rented. Explore this room, and you'll find an invitation to the VIP room has been left in there. Go to the VIP room, and a miner will tell you his tale (after talking to him multiple times) of how he was attacked by one the creatures, and upon running out of the mine for his life, he lost the amulet he was wearing. Should you locate this amulet while down in the mine, you'll notice it's not a Key Item, but rather a wearable piece of armor. The necklace will grant you a small HP boost, as is a pretty good item at the beginning. So at this point, you could just put it on and keep it, forget the quest and keep this as your reward. Also, if you clear the mine and progress the story without going back to town and returning his amulet to him, you will not have the chance to, as something happens and the town changes... However, should you immediately return to town after locating the amulet, and give it back to him, he'll trade you a "Gold Ring" for helping him out. The "Gold Ring" grants a greater HP boost, an MP boost, and an Evasion bonus! A much better item indeed, but you have to take the time to complete all of the steps in the correct time frame to get the ultimate reward!
**END SPOILER
The Story:
Lastly, and perhaps most importantly, is the overall story experience. Obviously I have a main story I want to convey, but in designing the world and the story, I want it to be constantly evolving and reacting to what is happening. What at one point may seem to be the single most important arch, may in fact turn out to be a mere side story in the end. So I try to write stories and sidequests that are incredibly engaging and important, even if they really aren't. When you are speaking to NPCs involved, or completing tasks, that's all that should matter to you. Only when the job is done, and you feel satisfied that you've helped as much as you can, only then should you turn back to the "main quest" and realize that what you just did was perhaps a small sidequest, or completely optional.
Feedback Requests:
Obviously, any and all feedback is greatly appreciated! However, I'm specifically looking for feedback in relation to the "feel" of the game. Do the characters keep you interested, is the pacing appropriate, etc. I know the game uses default resources. I know the game uses default maps. I know the game uses default concepts and ideas. This will all flesh it's self out in time. I have a very hands-on visual development style. I need to see something working before I can worry about how to detail it and customize it. The demo above is roughly 30-45mins worth of gameplay, and I've logged over 20 hours developing it. Is that insane? Maybe. But I lay it out, get it working rough, and then smooth it all out one piece at a time. That's just how I do it. :)
THANK YOU so much for reading, playing, and especially leaving comments!!
Credits:Spoiler
Vlue - This guy is amazing - Honestly most of the game uses his excellent scripts!
TDS - for the stat allocation system
Eugene222 - For the main menu script.
Yanfly - Victory aftermath
Yami - Battle system
Zeus81 - Fullscreen++
Jonas Thiem - Controller enhancing scripts.
TDS - for the stat allocation system
Eugene222 - For the main menu script.
Yanfly - Victory aftermath
Yami - Battle system
Zeus81 - Fullscreen++
Jonas Thiem - Controller enhancing scripts.
Spoiler
- "Pub Rat" encounter shows victory spoils even though there are none. Getting 0 Gold should not be exciting...
- There is a NPC next to the pool table that uses the same sprite as the male main character... oops.
- Game may launch in a strange or different resolution sometimes... still working on default resolution settings. If it looks bad - go to the "Options" menu IN-GAME and select the resolution again, it will work from there on out.
Possible to trigger "Prime Seeker" battle again after leaving and re-entering the lower mine map.[Fixed 6-24]Level up message on victory aftermath screen has broken text formatting.[Fixed 6-24]