2k/3 - Cause and Effect

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Started by Litningman06 45 posts Page 1 of 3 View original ↗
  1. Cause and Effect New Cover (1).png

    SYNOPSIS
    Spoiler
    A young girl has disappeared from her home, and it's up to you to find her. You both find yourselves in a bizarre alternate world from the one you once knew. Your actions and choices, no matter how insignificant they may seem, can and will have rippling consequences. The fate of the girl, the world, and the universe, are in your hands.

    Choose wisely.

    Cause and Effect is a traditional RPG with a large amount of narrative choice. Players are given many choices throughout the story, many of which can completely transform a playthrough. The game world follows a branching-path structure which will bring players to drastically different areas with unique atmospheres. Venture through a world where the night never ends in search of a young girl who has disappeared from her home. Interact with a cast of unique characters all with their own unique backstories, and learn their relationships with one another through repeated playthroughs; the game must be played through multiple times in order to piece together the entire story and get every ending. The Lost Underworld will not be kind, however. The tyrannical overlord known as The Overseer has tasked his armies with destroying both you, and the missing girl. Throughout your journey, you will seek out the missing girl, whilst learning about the dark history surrounding the world in which you’ve found yourself, and what happened years prior.

    Features:
    -Multiple branching paths that lead to dramatically different playthroughs.
    -A detailed and advanced morality system that keeps track of your specific choices, and brings the consequences of those choices in effect later.
    -A Side-view ATB battle system that revolves around strategic use of Magical Notation (Sharp, Flat, Natural) to best your opponents.
    -Choose how to treat potential allies when you meet them. Recruit, attack, or abandon potential allies for varying effects.
    -A cast of characters with unique backstories that feed into the larger picture.
    -My signature high-contrast art style that brings a warm, yet dark atmosphere to the game world.
    -Abstract animated battle backgrounds.
    -Treasures and other items that are exclusive to certain types of playthroughs, adding variability to gameplay.
    -Original soundtrack composed entirely by me.
    -Recruitable party members with unique abilities to add deeper strategy.
    -Quick Time Events for more dynamic cutscenes and actions.
    -Fun and silly gameplay segments with different members of the cast.
    -Hidden lore to discover.

    IMAGES/SCREENSHOTS
    Spoiler
    Screenshot 2023-12-02 165914.pngScreenshot 2024-01-12 094701.pngScreenshot 2024-01-12 093910.png


    PLAYABLE CHARACTERS
    Spoiler
    THE Mercenary
    The main character of the story, played by you! You can give her whatever name you want. Her morality reflects your own, and so it's up to you to make the tough choices.

    BETHEL ALEXANDRA FROST
    Age 17
    Powers: Zodiac
    A young vampire who was orphaned at a young age, raised primarily by her very immature older sister. She can invoke the power of the Zodiac constellations in order to achieve amazing feats.

    CHAZ RICHARDS
    Age 16
    Powers: Diplomacy
    A hip cool kid who grew up in the Lost Underworld. He dual-wields yo-yos, and can try to talk it out with enemies, to varying funny effects.

    BAN "DONUTS"
    Age ??
    Powers: Metamorphosis
    A being of pure antimatter who can transform into various objects in battle. He speaks in a friendly, familiar way. His motives are unknown.

    SUNNY GODREZI
    Age 14
    Powers: Luck
    A young elven girl with a penchant for Tabletop RPGs. She primarily acts in battle through a magical dice roll, offering many different effects to shake up combat. She’s very clingy and jealous, especially of the other females in Chaz’s life.


    THE LOST UNDERWORLD
    Spoiler
    The Lost Underworld is an alternate world from our own, in which monsters are real, and the sun never rises. The trees glow a fluorescent orange, and the cold, howling winds of the night never cease. You are unwanted in this world, and will be hunted down.

    DOWNLOAD DEMO
    The current demo can be downloaded over on Itch!
    Cause and Effect by Litningman06
  2. Update: The first portion is now playable in demo form. While the decision-making aspect of the game is mostly absent from the demo, this is more so you can check out the different mechanics and features that my game has to offer. Any and all feedback is greatly appreciated. :)
  3. Update for anyone who cares: I’m working on new cover art that shows off all of the characters. It’s gonna be pretty sick. I’ll edit my post when it’s finished.
  4. Character Spotlight: Tabitha Carillon
    IMG_1708.jpg

    Tabitha is the top general of The Overseer’s army. She is ruthless and cruel towards her enemies, but often warm and caring towards her troops and allies. She speaks in a cutesy, flirtatious manner in order to lure her enemies in to a false sense of security.

    Tabitha often wears her red uniform, which she designed herself, and keeps her hair up in case the need for action arises. She wields a trident of pure energy, and casts electric (Sharp) magic. She has heterochromia, with her right eye being green, and her left eye being gray. This reflects the traits of Courage and Resilience that she possesses.

    She speaks in a greenish-teal mottled font.
  5. New demo's up. Looks like the previous one had some problems.
  6. I just played through the whole thing! It's awesome! The soundtrack and references in the game are so good! Excited to see where this game heads in the full version! :D
  7. I will give the demo a try when I have time. Congrats on getting a demo out!
  8. Sunny's addition is now official: She's in the official cover art now. Seems like she's a bit attached to Chaz... I wonder why?
    Screenshot 2024-03-30 150509.png
  9. just comleted the demo, I enjoyed it a lot and thought the bright colour pallete was pretty cool!

    My only main criticism is the placement of the battle menu. It often covers up the enemies so I can't see the amount of damage I've done in an attack. And during back-attacks, it will cover the characters, so I can't see their incoming damage!

    Still, a good game all round. Keen to see what you make once you give it some polish and fill out the story.
  10. Cool cool! Thanks for checking it out! Unfortunately, the placement of the battle menu is an unchangeable part of RM2k3’s engine, but since I made the demo I’ve been working on moving the enemies to be closer to the middle of the screen. As for back-attacks, I’ve noticed that it’s really hard to hit enemies sometimes, so I’m thinking of doing away with back-attacks entirely, which is what my original design was. I do see the value in wanting to see the values of incoming and outgoing damage, so thank you very much for your feedback.
  11. Alright everybody! A status update, from me to you! This is a big deal, because I rarely do these blogs. I just keep forgetting. Lotsa info about Cause and Effect here, so anyone who's interested, check it out!
    Here it is, on my site: https://sites.google.com/view/litningman06/development-progress
  12. New demo version! A LOT more polished than the old one, but it ends at the same spot, so if you played that, there's not much more new content to check out.
  13. Listen, I know you guys probably don’t trust my dusty old google drive link, so the demo is NOW AVAILABLE ON ITCH!
  14. Thanks to whoever downloaded the Cause and Effect demo, despite it being unfinished. I’m still working on Act 2, which focuses more on the game’s most important aspects (path choices, morality, etc…) should be done at some point in the near future.
  15. A question I have with the new demo:

    Is the turquoise text supposed to be on the bottom of the black? It makes it a bit harder to see.

    I'm pretty sure in the original demo, it was swapped.
    1713628377166.png
  16. Oh, bloody hell. I’ll check it out. That’s probably a bug with RPG Maker, because I have the system set switch out at the start of a battle, from the colored one to the white one. Unfortunately the colors of that text doesn’t change for some reason. I think I know how to fix it, so I’ll do that once I get home.

    UPDATE: Bug’s fixed, the text appears white now. It’ll be in the full demo when it’s ready.
  17. This is the stupidest "bug" I have ever had the displeasure of fixing.
    Context: In battles, the damage numbers are hard to read because the colors are layered wrong.
    The solution: This is a portion of the battle UI system set. Thisisstupid.png

    See that white pixel in the top corner? That's what fixed it. For whatever dumb reason, the engine was erroneously reading that pixel as the text color, and displaying black text over a colored drop shadow, as @Drewster237 pointed out. The solution was to place a white pixel in the top corner, and that somehow made the engine read that pixel as the color of the text border, FOR SOME REASON. Now, the colors work properly. I have no clue why this works this way.
    Of course, that white pixel displayed in game, and it made all my battle UI look ugly and non-symmetrical, so I had to add black to the border (circled in red) to mask that. All in all, the problem was that I broke the rules by using the "Change System Graphic" event command in battles, where it isn't meant to be used, and it lead to unexpected behavior, as was disclosed to me in the prompt that appears when you try to do something stupid like that.

    But now here I am. Problem fixed in the stupidest way possible, but fixed nonetheless. That's gamedev.
  18. @TRIDIUM Hey, sure thing! Any and all feedback is totally welcome!
  19. Complete Graphical Overhaul PART 1: The Ruins of Passage

    I've been putting off making original tilesets, so here we gooooo!

    I made an entirely new Ruins tileset, replacing the RTP edit that I used before.
    I think it looks a lot cooler. Also new is a bunch of stone tablets that are on the walls that when approached display a message to the player. These were inspired by Brandish on SNES.
    Not pictured: The massive redone mural in the 3rd room.
    Screenshot 2024-04-22 160420.pngScreenshot 2024-04-22 160340.png