MV - And Remember Tomorrow [Surrealistic][Action][RPG]

● ARCHIVED · READ-ONLY
Started by ImaginaryVillain 79 posts Page 1 of 4 View original ↗
  1. and_remember_tomorrow_logo_remake.jpg

    Latest Maps Video:
    [embedded media]

    Latest Gameplay Video:


    Synopsis/Story
    Spoiler
    *Very much work in progress, so the is just minor summaries that will be updated later*

    They say a picture's worth a thousand words... So here's the storyboard for the game's intro with a few extra words tossed in... It starts off with Miranda. A young woman living with her mother in their estate by the lake. As per usual her father is out of town on business, and typically doesn't return for weeks. Though when he does, he always brings Miranda gadgets. Miranda's a bit off, and honestly scares guys away more than entices them. But on the other hand, it's not like there are many guys in the countryside for her to entice anyway.
    and_remember_tomorrow_home.jpg

    Late one night Miranda sneaks out to catch a meteor shower. Sure her mother says the forests are dangerous and full of malevolent spirits. But hey she's got her gadgets, some silly ghosts or whatever aren't going to keep her from seeing it.
    and_remember_tomorrow_overlook.jpg

    Thankfully her disobedience keeps her away from the house while it's ransacked by unknown assailants. Let's just say there are no survivors... Well except Miranda of course. What she sees here will haunt her for a very long time to come.
    and_remember_tomorrow_the_fire.jpg

    Escaping the blaze, Miranda reaches an overlook and finds temporary safety from the fire. Realizing she'll die alone in the wilderness, she resolves to try to travel around the lake to the safety of the nearby town.
    and_remember_tomorrow_hope.jpg

    She really doesn't get very far though as the rocks give way, and she plummets into the darkness.
    and_remember_tomorrow_the_fall.jpg

    At this point she falls and the puzzle pieces in the background hint at what she saw in that house...
    and_remember_tomorrow_falling_down.jpg

    But alas, her memories are cut short before revealing much by a very sudden stop at the bottom of the chasm... Miranda dying, fades into unconsciousness.
    and_remember_tomorrow_splat.jpg

    A beating heart causes her to waken, but instead of being in a pool of her own blood in dark chasm... She's in a vibrant world she'll later come to learn is Omnia. A bright and perfect world holding a very sinister secret.
    and_remember_tomorrow_wake_up_in_omnia.jpg

    From this point on, you must guide Miranda through worlds themed around denial, anger, bargaining, depression and acceptance as she comes to terms with what happened. All while being chased by the dark specter of the Nihil. A massive wall of darkness slowly eating the world behind her. If it catches her, she'll be eaten too and then they'll be nobody left to remember tomorrow.

    It's probably better than you start running now. :LZSwink:

    Gameplay
    Spoiler


    The basic premise of the level is to collect all the puzzle pieces by getting them to the portal and assemble an image of the next area, then make it through the portal before it's eaten by the Nihil. Which is that darkness that's slowly consuming the map from the left. (I've got it coded to come from other directions as well, but that's not shown here).

    The Nihil will also hurt the player and send them flying away from it. However you can combat it by bringing a hourglass to the portal. Doing so will return it to it's starting point, and regrow the map. There is of course a limited number of hourglasses on a map. So it's very possible to render a level impossible by using them all up too fast.

    At this point, people probably know about the paths... They pull objects along them towards the player, and they also hurt stuff. However a path explodes if it is touched by an enemy, and thus anything it's pulling is no longer being pulled. So you'll have to loop back to reclaim control of whatever you're collecting. There's also a path power up that increases your maximum number of paths for the map by one per power up.

    Finally I'll mention the "Denial" power which is the glowing ball of light. It has limited use, but is regained over time. Using it destroys all of your current paths, however you ignore all terrain, hurt mobs you touch and can kind of pull objects though not as well as you can with the paths. It's also twice the movement speed. However if it runs out and you're over an impassable area, you're thrown back to whenever you first initiated it. Which can be quite the time waster.

    As a bonus here's a screenshot of a later combat area...
    and_remember_tomorrow_omnia_tea_fields.jpg


    Worlds
    The real world....
    Your home in the mountains. Features rocky foothills full of mountains, trees, streams, lakes, and chasms. A harsh wilderness of a country, but full of incredible natural beauty. This area is largely going to serve as the tutorial, and setup for the story. It's 100% complete in level/map design... I'm merely working on animations and story for it at this point.
    and_remember_tomorrow_home.jpg

    As there are five stages of grief, there are also five imaginary worlds...
    It's the bright colorful world you see in 90% of the screenshots. It's perfect, except when it's not. The plan is to slowly reveal the machine underneath it until you come face to face with the machine heart of Denial itself. Omnia is perfect, the problem is with you. You will be perfect!
    and_remember_tomorrow_omnia_falls_top.jpg

    Here's the first map of the new style for it...
    and_remember_tomorrow_insania_bottom.jpg
    A hellish world of violence, and rage. If looks like it stepped out of Diablo... That's Insania. Expect to see destroyed buildings, fire, and blood. Here everybody appears as your enemy, even your friends. Better be careful who you hurt, lest you regret it later.

    I'm working on the initial concept map for this one right now. Artis is a world in the clouds... However it wants you to stay, and is willing to change for you. So as you progress Artis will become more and more accommodating to you. So much so that you might not be able to leave at all, and really Artis is fine with that.

    Mechanically the world will visually change as you accept or deny Artis' offers of help. If you deny an offer the world gets harder, but Artis becomes weaker. If you accept the offer the world becomes easier but Artis becomes stronger. Artis can be the hardest world in the game or the easiest, it's your choice. Will you take it's Artis' Deals? And if you do, will you be able to defeat it in the end?

    A dark, dull and lifeless underworld. Negantia slowly drains the life out of those silly enough to visit it. You'll need to keep moving as the very light is being drained from your screen... If it goes dark, Negantia has you. Welcome... to nothing.
    and_remember_tomorrow_negantia.jpg

    Standing tall above other worlds, Tempus is a massive grandfather clock reaching to the heavens. You'll need to climb it's clockwork interior to find the top, where you'll come face to face with your salvation or downfall. And a choice so horrible, you might not accept it. But don't worry, you don't have to... You can always stay forever. After all who would accept such a choice?



    About Testing and Demos
    Spoiler
    I fully expect "Denial" or chapter 1 to be the demo, a lot of it is being planned, but I'll be definitely post it here so people can give it a shot, along with Itch.io, and Steam (eventually). So everybody should get a chance to test it. Though I might have a smaller prototype demo available earlier just to get people's impressions/ideas on stuff. I don't have a great timeline for any of this though. Hoping to release this year, but it takes as long as it takes, all I'll promise is the demo is coming out sometime this year. So just keep an eye on the thread, or my YouTube.
  2. Today I started working on re-imagining the game with larger, more detailed graphics. Looks like they're coming along nicely. :LZSexcite:

    Click for old images
    and_remember_tomorrow_1.jpg
    and_remember_tomorrow_5.jpg
    and_remember_tomorrow_9.jpg
  3. old info
    Just did a bunch of work updating the graphics of the entire game. Definitely a lot more go though, updating all the new hitboxes, reworking the movement system to better handle the larger objects. It's been quite the party. :LZSexcite:

  4. A meme pic I posted on my Twitter with eyes positioned perfectly on the trees led to me adding them to all of the trees in the swamp. Everybody's watching... or are they? :LZSwink:

    Old Images
    the_trees_have_eyes_1.jpg
    the_trees_have_eyes_2.jpg
    the_trees_have_eyes_3.jpg
  5. old info
    New area! And I've been working on gameplay along the way, though that's still got a ways to go.
  6. old info
    Updated my swamp area, added "Comet Mode", made weird floating masks that chat numbers. o_O (Blame 3am ideas.) Also I recorded this one video on a larger potato than last time, so the quality should be better. :LZSexcite:

  7. Ok. Please let me know if you ever need testers. This is the most unique thing I've seen made with RPG maker, for sure.
    Are you taking inspiration from anything in particular, or is this just completely your imagination?
  8. Thanks! I'll almost certainly put up an early test version here at some point in the future. It's still pretty early on though, so it will probably be a bit unless I just focus on producing the first couple areas. Ah the life of a solo dev.

    As for inspiration? I mean visually I'm taking a bit of inspiration from stuff like American McGee's Alice / Alice Madness Returns or really any Alice in Wonderland (there are a lot of them). I'm basically aiming for a dark surrealism feel, the kind of stuff you'd expect if a girl/young woman's nightmares came to life and suddenly made up a whole world.

    As for the story (which I need to go back and refine). Awhile back I wrote most of a book, but it was from Miranda's perspective. Then I was like, this would be cooler as a game. Except from a gameplay standpoint it's way more interesting from Lumina's perspective. So now I'm rewriting the story with her as the main character... I guess that means I took inspiration from myself in an awkward sort of way. :LZSexcite:
  9. Well, now I want to read the book. Self publish on amazon, get on it :guffaw:

    Wow, I thought I had already commented in this one, I was mistaken.
    I'm loving how it is coming along. Super hyped.
  10. old info
    and_remember_tomorrow_house_of_madness.jpg

    Was working on a map that has an identity crisis and keeps changing what it is every handful of seconds. Still early on so the assets will likely be changed. But it represents a new technology I dreamed up. Now the game generates around the player themselves. So I can generate lots of pieces of maps dynamically around the player. :LZSexcite:

    @SpaceBot See I mostly just wrote the major stuff. So I'd have to go back through and write all the inbetween stuff. Also er... the book actually starts right after where this game ends. Would be one hell of a spoiler. If this turns into a series then I'll end up likely just putting the story in the next game. Don't worry though, this game will have it's own standalone conclusion.

    Most of Lumina's stuff is pulled from it though, and expanded upon. She really was never intended to be the main character. Though she does make a fun main character. I enjoy writing for her. So if I do end up just producing a book, she's going to have a much larger role.
  11. old info
    and_remember_tomorrow_random_cave_appears.jpg
    and_remember_tomorrow_secret_rooms.jpg

    I've been hard at work on a better map generator. The new generator supports literally thousands of events, produces 200x200 maps and doesn't need regular map transfers to deal with CPU/Memory issues.

    As a consequence, I have done serious work to improve the first area. Larger maps allow me to add more exploration and "wonder" to the game. So expect to see a lot more unique stuff just show up randomly, as you're wandering the map.

    Also I'm still working on additional graphics, but I should have an updated video in a few days showcasing the new generator in action.
  12. It is coming along magnificently. Keep up the great work!
  13. old info
    And the new video highlighting the new map generator. =D
  14. I want to play a demo for this, its awesome though, I wonder if you add stamina while you
    pick some item up, the more you get, the longer you can run>?
  15. Thanks! Honestly I may put in stamina. Enemies so far have a hard time being a credible threat when the player can just run away most of the time. So reducing the player's ability to just dash off is probably a good call. But also it gives the player something else to collect. Some early test builds had it, but then I switched to focusing on graphics and haven't gone back.

    I also have experimented with different types of paths, so walking actually produced a much more damaging path versus the running version. One build had the running path do no damage at all. Another made the walking path slowly heal the player.

    I've also got a power up style of collectable that allows the player to simply ram an object to damage it. Essentially turning the player into a giant projectile.

    Lots of ideas, I'm at the early stages of combat so any ideas people have about it are quite welcome! :LZSexcite:
  16. So cool!
  17. I cant ell much from a video alone, demo and play it how it works can bring more idea's and
    feedback to see if it fits. we can guess what's already in there or what to improve.

    I suggest for now, add the idea's you have now, untill the demo is out, and see if you can improve
    the idea's and feedback with your own, that fits nicely when possible :)
  18. old info
    and_remember_tomorrow_thread_logo.jpg

    I decided to rework Lumina, along with play around with a new logo.
  19. it sure looks nice :) nice art though (which I cant) keep up the nice work.
  20. This looks truly amazing and unique. It feels like being high and seeing all kinds of shapes and colors, a drug frenzy.
    The PVG sets have been abused...in a good way.
    I've watched a couple of videos, they're very hypnotizing and they won't let your eyes rest even for a moment. I wonder if I could still stand straight after playing this for a few hours (a true concern).
    Am I getting it right that you have rewritten the entire mapping stuff in javascript? If so, do you plan to release it as a seperate plugin? I mean you have thousands of events on giant parallax map and no lag? I am interested...