Dacian (Alpha demo update 2 available.)

● ARCHIVED · READ-ONLY
Started by literarygoth 20 posts View original ↗
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    dacian_header_story.png
     

    Story:

    Spoiler
    In a world saturated with superstition, doubt and fear, one man must face his future before he can discern his past.
    Unable to harness full control of the elemental power that flows through his being, Dacian emits accidental bursts of magic at inopportune moments. These moments typically arise when he has become enraged. As such, his adoptive parents have sought to hide his abilities; but their efforts have proven to be in vain. It has always been known that humans cannot use magic, as such, Dacian is an oddity; there are many that fear him, but there are those that revere him.
    The winds have changed, and danger lurks on the horizon. Something has begun corrupting the minds and bodies of living creatures; and it's spreading rapidly.
    In order to discover his true self, Dacian must learn to control and wield his magic properly.
    TLDR?: Dacian was adopted by a couple that live in Mori. People became wary of him as he started to display...odd abilities. He must learn to control these abilities in order to properly wield his magical skills in combat.

    Setting:
    Village of Mori located in the world of Valkyr (Val-kay-ear). Mori is a sleepy village tucked into a cove, protected from the ocean by a large barrier reef. It's beaches are a tourist hot spot. The natives that inhabit Mori follow the ways of their ancestors. The village itself does not utilize money but rather a trade and barter system. Due to the high amount of travelers and tradesmen, a few of the local shops accept currency, which is then used to import goods. Otherwise, all food and necessary goods are split evenly between each household.

    Gameplay:

    This story takes place during the week leading up to the Ceremony of Mana, a very important 'coming of age' ritual for Mori's youth. Play through Dacian's troubling dreams to help him learn to control and harness his abilities.
     
     
    dacian_header_lore.png
     
     

    Spoiler
    Common Lore:
    "Many ages ago, Valkyir was carved from the cosmos by the Old Gods. Their breath became the air, their bodies became the earth, and their tears became the water. From their gifts, came life. Plants, animals and all sorts of wondrous creatures sprung forth unto the land. Before the Gods began their eternal slumber, they bestowed gifts unto the most precious of their creations.
    Humankind were given courage, determination and intellect. Elfkind were given intimate knowledge of divine magics and taught to shepherd the souls of the departed. The Sheikh were bestowed with powerful mastery over the elements.
    Once their energy had been fully spent on creation, the Gods slumbered, leaving their children in the hands of Njoror, God of the sea. 
    It is said, that the people of Mori were born from Njoror. Initially we were as fish, living entirely below the waves. Slowly we began venturing into the land where it was discovered that we could breathe the air. Njoror became enraged at this discovery and cursed his children with the bodies of humans, thus rendering us unable to swim with the skill and ease we once did. Over time we adapted to the land and embraced our new home. 
    Mother Earth welcomed the new comers and bestowed unto us knowledge of the elements and mana. Although the ocean is not prominently our home, we've retained the ability to breathe underwater. 
    Regular ceremonies are held to appease Njoror and assure him that we have not forgotten our father."

    - Odakota Ravenwind


    Elvish lore:
    A prophecy was born that spoke of a time of much terror and death, an unspeakable evil that would blanket our world. Many lives would be lost, entire species obliterated; history erased. Two divine races, created by the Old Gods themselves, would turn on each other in a bloody war. One would utterly betray the other, bringing a time of darkness to our realm. 
    It was said that our only hope would be a divine child. It was our task to find this child, to shelter them; protect them.
    We have failed...
     
    dacian_header_characters.png
     
     
    Spoiler
    Dacian (Day-Shan) 
    Age: 24
    Height: 6'4"
    Weight: approx 160 lbs
    Class: Shadow Mage
    Dacian_zpsshkoldeg.png
    Elements: Shadow, Electric, Wind.
    "I just want to be myself."
     
    Bio: Adopted by the Blackfoot family. He was found wandering on the outskirts of the Ebon Glade, a cursed forest, when he was just a baby. Uncertain of his exact age or birthdate, the family celebrates his 'adopted day' rather than a birthday. Many villagers believed him to be a bad omen, especially with the powers he possesses; but there are many that feel he's destined for greatness. 
    Typically keeps to himself. Spent the vast majority of his childhood with his adoptive brother Keith. The two quickly became synonymous with mischief, mainly due to Keith's clumsiness. Unable to breathe underwater like the other natives, he and Keith concocted several ideas and inventions in order to help Dacian breath underwater. Most of their attempts failed miserably; one attempt resulted in Dacian's near drowning and has instilled a deep fear of water that lingers to this day.
    The son of the village elder, Mikasi (Mee-kah-see), and his group of friends have always been Dacian's main antagonists. In order to escape from them, when he's not working at the inn, Dacian enjoys visiting a nearby oasis that has always held a unique draw on him.
     
     
     
     
    Keith Blackfoot
    Age: 24
    Height: 6'2"
    Weight: approx 185 lbs
    Class: Tribalist
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    Elements: Physical.
    "I will protect her with my life."
     
    Bio: Headstrong and clumsy. Has always been very protective of his family and friends, and is quick to intervene if he sees anyone harassing Dacian. Disapproves of people that make quick judgments of people, based on their outward appearance. Trained as a Tribalist from the time he was 11 and became one of the youngest teachers, mentoring other young Tribalists in the arts of the beast and blade. One of the main creators of the Beastial Aspect training that is now incorporated into Tribalist training.
    Has a major weakness for sweets. If he's protective of family and Dacian, he's definitely over protective of his baby sister, Naomi. 
    Is the only one of the three siblings to have ventured far from Mori, typically on training missions or accompanying travelers safely across open territory. Deeply concerned by the amount of animals that have become increasingly aggressive over the years.
     
     
    Naomi Blackfoot
    Age: 19
    Height: 5'9"
    Weight: approx 135 lbs
    Class: Mana Binder
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    Elements: Physical
    "I don't understand, why all the fuss?"
     
    Bio: Naive, pleasant and outgoing. Shed her youthful shyness in her mid teens, and is attempting to embrace the woman she's becoming. A talented Mana Binder and adept in combat, although there's not been much opportunity for her to prove herself with Keith getting in the way. Spent most of her days lazing around the underwater gardens with friends, or toiling away the evenings on the beach enjoying the sunset and the sound of the waves. Longs for adventure and to prove herself to be a strong and capable fighter in the eyes of her older brother. 
    Excitedly awaits the Ceremony of Mana which will mark her graduation from an adolescent to a woman, and regarded as an adult by their tribe. She's trained for this day for the last 5 years, working hard to hone her abilities. 
    Harbors a secret that she's not told a single person; one that she fears could shake the foundations of her family.Mana Binders use Mana Cards and Elemental essences to unlock their skills. Each ability uses 1 card, 1 essence a a few energy points. As seen in the screen shot below, the cards and essences are colour coordinated to their elemental alignment, based on the Table of Elements.

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     Features

    PTB (press turn battle) combat system:
    ~ exploit your enemies' weak spots and earn extra turns in battle
    ~ put status ailments to work and launch combo abilities **
    ~ battle unique items to assist during combat

    What is PTB?

    Spoiler
    PTB combat system is a different turn-based combat, where the point is to 'win' extra turns in combat. You get 1 turn per character in your party, the same for your enemies. You can win turns with critical hits, or exploiting an enemies' elemental weakness. ALL enemies in-game are colour coordinated to their elements as shown on the Table of Elements. Therefore, a water enemy will be dark blue. A fire enemy will be read. An electric enemy will be yellow etc.

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    Explore ALL the things!

    Hidden Items and Events:
    found.png  event_zpsfd234d0f.png

    ~ explore the world and discover hidden items, you never know where they may be!
    ~ question mark indicator to tell you you're close to a hidden item

    ~ an exclamation mark indicator to tell you you're close to a hidden event 

    ~ some hidden events are simply for back story, others will help you through tough puzzles

    ~ Collectible Moogle Plushie's earned for each found Hidden Event. What happens when you find them all?

    Spoiler
    Gotta find 'em all!

    Moogles_zpswocarikl.png
    There's a list of achievements at the back of Dacian's journal. This will record how many of the extras you've found.

    Spoiler
    Achievs_zps3ywkoaqs.png
    Character and equipment customization:

    ~ full control over stats for each character using Mana shards, gems and crystals (only HP and EN increase by small amounts on level up)

    ~ equipment and weapons can be improved with socketable gems

    Skill leveling:
    ~ seek out training from scholars located in schools or libraries to increase the level of certain skills
    ~ purchase scrolls to level up skills when you're unable to find a scholar
    ~ increasing a skills' level will lower costs, increase damage/healing, increase accuracy etc

    On-screen enemies:
    ~ no random 'invisible' encounters

    ~ enemies will spawn with random levels adjusted around the characters' level, for variable difficulty

    ~ enemies will respawn on their own

    Merchant upgrades:

    ~ each merchant is upgradeable via selling items

    ~ the higher the shops have been upgraded, the better quality items/equipment, will have other radiant effects that will be noticeable around town

    Decision making consequences:

    ~ almost every decision (or lack of) will directly affect the end game scenario


    Front view battle system with player and enemy battlers

    Custom Sound track 

    Custom Sprites
     
     
    dacian_header_elements.png
     

    Spoiler
     
    threadtable.png
     
    This image will be accessible in-game as well, for a quick reference to the elements and their weaknesses. The elements are broken into two main categories; the Major and Minor Arcana. They do not have an affect on each other, so they are neither strong nor weak against each other. For instance; if you were to attack a Shadow enemy with Fire, it would do base damage (whatever the spell is supposed to do) and vice versa.
    However, if you're to attack a Fire enemy with Water, it'll do double damage. If you were to attack a Fire enemy with Earth it would deal an extra 50% damage. Forget what you know of pokemon elements (water is strong against fire, for example). In my project, Fire and Water are weak to each other - they will deal double damage. Same with Wind and Earth, they will deal double damage to each other.
    Supporting elements - represented by the green bars, will heal their counterpart for 50% of whatever damage would have been done. For example, if you attack a Wind enemy with Fire, and the spell would have done 50 damage - the enemy will be healed for 25.
    Physical is the neutral element, it does not take any extra damage from any other element.

    To ease possible confusion, all enemies will be colour coordinated to their elemental icon shown on the table.
     
     
    dacian_header_combat-1.png
     
    Spoiler
    Each characters' skills is broken down into 3 tiers.
    Base skills.
    Combo skills.
    Rage overdrive skills.

    Base skills can be leveled up at schools and libraries or with scrolls. Some of these skills also inflict status ailments against enemies; once an enemy has been inflicted with an ailment, the combo skills will become available.
    Generally combo skills hit harder/more often. Most require enemies to be inflicted with a certain ailment (such as paralysis), but some (very few) will not. 
    Keep in mind however, that your enemy can exploit your weaknesses as well.
    Combat Screens:

    ShadowBat2_zpse1ca069e.png

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     Title & Intro:

    Spoiler
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    Menu:
     

    Spoiler
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    Mana Stone save points:

    Spoiler
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    Main Town, Mori:
     

    Spoiler
    MoriSouthWest_zpsed1cbce8.png

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     Videos

    https://youtu.be/uWvYfkXpFpo

    Download

    Spoiler
    Please be advised: This is an ALPHA demo!
    This means:

    The first portion of the demo is complete and pretty much polished. Once you return to the main town, Mori, it is not complete. The exterior maps are all done and you can explore them, but only a few house interiors are completed. There are some placeholder graphics in-place for the 3 NPC's you'll be able to interact with. We're working on replacing the artwork as quickly as we can.

    Download link: updated!
    http://jmp.sh/j4cQQ1r

    Install Instructions

    First of all, I apologize for the size. Custom OST and parallax maps have inflated the game file size. You'll notice 2 files inside the .rar file. One of them is the audio file this contains all the sounds for the game. You must move this file back into the main game folder once you've extracted Dacian.exe.

    Enjoy, and please share comments, bugs, critiques. :D

    ~Lit & the Valence Studios team.
    dacian_header_credits.png
     
    Original soundtrack by: Zackwell - NOTE: ALL CUSTOM AUDIO AND MUSIC BELONG TO ZACKWELL VALENCE, DO NOT RE-DISTRIBUTE.
    Game logo and topic headers by: Zackwell ValenceVoice actor for Dacian: Zackwell Valence

    Sprites: RHL Studios, edits by Literarygoth

    Videos: Marian Frae

    Scripts:
    ~Originalwij
    ~Yanfly
    ~KGC
    ~Omegas
    ~Synthesize
    ~BulletXt / Kylock
    ~Woratana

    Sprite Templates:
    ~The Panda
    ~RTP

    Tilesets:
    ~Mack
    ~Lunarea
    ~Celianna
    ~Haisennman
    ~Enterbrain

    Faces:
    ~Literarygoth & HK Project

    ***if there's someone that I've not mentioned in the credits, please send me a pm so I can update and credit appropriately***
  2. Simply marvelous!

    I love the screenshots, I love the characters!

    I sadly didn't read through the lore, but everything else looks beautiful!

    I wish you the best of luck on this project!  I'll be keeping an eye out for a demo.
  3. It's really great to see you still hard at work on this lit! I love the premise and I can't wait to play. :)
  4. Damn it, this has the quality similar to the best RM games I've seen in developement so far. Pleeaase finish this D:
  5. ***Update***

    Main topic has been updated with new screenshots, realized that I was still using outdated screens  :headshake:

    Intro to the game is fully operational, and is being screened by play testers  :D   no ETA yet on a playable demo.

    I'd like to release the demo with the first 3 days worth of gameplay; stay tuned!
  6. Christ Almighty, but this is a gorgeous looking game. You have stunning tilesets, and you put them to use in a stunning way.

    The story thus far feels a tad on the generic side, but that's not really a mark against it in the early stages; games that have fairly standard set-ups can have evolving and complex storylines by the time they wrap up, or simply use the ideas they have in a very effective way.
  7. @Epic Bishop

    Thank you kindly ^-^

    There's plenty of lore galore in this game, so what you don't read here is definitely accessible in-game via easter eggs, npc conversations etc.

    @Lunarea

    Glad to see you again Luna! Now that college is done, it's full steam ahead on this game. I hope to not dissapoint!

    @Cartridge

    Thank you ^-^

    @Zozma

    Again, thank you ^-^

    I'm using several different tilesets, upwards of around 5+ that I mix, match, and edit with photoshop as I'm a parallax mapper. Each map takes between 2 - 8 hours to create; outdoors maps typically take the longest. Hence why progression can be a teensy bit slow at times -_-

    Indeed the story is generic to an extent, but I'd like to think that I've done some things different or unexpected. Hopefully it'll be a story that most enjoy.

    Stay tuned! 

    ~Cheers, Lit
  8. ***Minor Update***

    Apologies for the double post.
     

    It's been some time, and I haven't updated. I'm still plucking away, and working towards a demo, folks! Albeit slow. Hopefully you'll be patient and stick with me.
    I've added a hidden event feature, very similar to the hidden item feature. Instead of a question mark ballon, an exclamation balloon will appear. As like the hidden item feature, that means you're standing right next to a hidden event! Some of these are just tiny easter egg types, some of these are important hints to get you past tricky puzzles if you happen to be stuck <--- important to remember!

    No ETA yet on a playable demo.
  9. This looks pretty darn good. Can't wait to play it.
  10. Lovely screenshots and I like the windowskin you use. :)
  11. Allo again folks! Time for another belated update!

    The combat system for two of the main characters (Dacian and Naomi) are into alpha testing to fine tune the kinks. Currently working on a re-design of Keith's sprite and his combat skills. If you're interested in following the details of development more closely, I invite you to join my development group for this game on Facebook as I update that FAR more often than I do this thread.

    https://www.facebook.com/groups/530881423616638/

    Thank you for your interest ^-^
  12. It's been a long time! My apologies for not keeping this thread actively updated. Today brings a happy announcement  :)

    The combat system has been completed and is thoroughly tested and working fully.

    I'd like to announce an ETA for a playable demo, February 28th, 2014 is the date I'm currently working towards, if this changes I will update this topic.

    Stay tuned for teaser vids in the next 4-6 weeks. 

    Thank you for your patience!
  13. Great to see you're still working on this. Looking forward to playing the demo.
  14. I'm not a fan of the tall sprites but this looks interesting, the mapping seems solid.

    Good luck with it.
  15. Update time!

    Keith has gotten a bit of a make over since I created this topic, I've changed his outfit and darkened his skin tone a bit.
    KeithTopic2_zps1541552e.pngKeithTopic_zps4e4f6961.png
     

    I've not touched on stat levelling or how the player will increase their attributes at all, so I'll elaborate now.

    Mana is utilized in a different way in the world of Valkyr. The villagers of Mori have become very adept with Mana and have found several uses, from healing tonics, balms and salves, to liquifying Mana and soaking cloth in it to imbue materials, clothing and cards with magical properties. 

    Mana Cards are one of the things that Mori is renowned for. Mana Binders use Mana Cards to 'unlock' magical powers. Essentially Mana Binders are both physical and magical; they combine Mana Cards and elemental essences to create a variety of effects. All Mana Cards and elemental essences are colour coordinated to the corresponding elements on the Table of Elements. As you can see in the screenshot below, the icon for Naomi's skills is a visual representation of which type of card and essence is required for that skill and the EN cost. Each skill requires 1 essence and 1 card, and EN consumption for Mana Binders is relatively low at 1 - 3 pts per skill.
    MCampME_zps2a523795.png

    Mana Crystal levelling system

    Mana Shards drop from enemies, these can be used via the Status menu to increase a single stat by one point. Shards can be combined to make Mana Gems which increase 2 stats by 2 points. These in turn can then be combined to make Mana Pearls which increase 3 stats by 3 points. 
    This effectively gives the player full control over each characters' stats. Each character has a base set of skills and a basic set up, but the options will be there for the player to get creative with each character.

    Lastly there's Mana Crystals which increase HP and EN by a few points. 

    With the exception of HP and EN, the base stats do not increase with level increases so customizing and optimizing your equipment and accessories is vital.

    crystalscreen_zps6f85f105.png

    There's also an equipment modification system where you can buy upgrades for your gear to further customize your equipment. These range from gem sockets to defensive linings, fittings, grips etc. These upgrades range from stat changes to parameters changes such as increased Item potency (healing items will heal for more), dual attack, etc.

    The equipment mods also play into the weapon upgrade system. Each weapon will have level increases as well, these can be purchased at blacksmiths/weaponsmith shops. Each level will increase the base stats of the weapon. Accessories and body armor cannot be upgraded.

    That's all for now! More updates to come :)
  16. Finished spriting Kaliska, Dacian's adopted mother:
    d97f6e0b4d9ba9871580be056ef9ed99.png

    I've always enjoyed exploring in rpg's, looking into every nook and cranny. As such, I've worked into this game a hidden item and hidden event system. Hidden items are preceded with a pop up question mark bubble letting you know to interact with the scenery near by, as there's a hidden item close at hand. Hidden events work very similar however there's a pop up exclamation bubble that lets you know that there's a nearby hidden event. These can be useful tips and hints to get you through/past difficult puzzles etc, or just interesting pieces of extra story information. Keep your eyes open for them, and search each area!

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  17. Huge update today:
    First and foremost, I wish to apologize for seemingly dropping off the map. There were a couple sudden family deaths late in January and early February, needless to say my family and I needed some time to come to terms with these. As such, the demo release has been pushed back. Good news is, for the last 3 weeks I've been back to work with my colleagues, and we're pushing to get the demo complete. At this point, the demo's progress is approximately 85%.

    There is much to tell you about today. Information provided here will be added to the original topic as well.

    There's been a slight expansion on the Hidden Events content. Each time you find a hidden event, you'll find a collectible Moogle Plushie. There's a notice posted on the wall of the player's house that will help you keep track of how many you've found, and how many there are in the game. Collect them all for a special surprise ;) .
     
    The first portion of this game, is spent exploring Dacian's troubling dreams. These are key to him being able to control and harness his magical abilities.
     
    Regarding equipment:
    All weapons and armor now have durability that decreases slowly in battle. Weapon and armorsmiths can repair these for you, or in Dacian's dream states, the Mana Save Stones will do this for you. Weapon and armorsmiths can also increase the durability of purchased items, for a price.
    Each piece of equipment will have at least one socket. Gem Attachments can be purchased (or found!) to equip to your gear. Fine tune your equipment to suit your play style. Merchants will have a decent selection of equipment for each player (merchants are useful!).
     
    Speaking of merchants, I'm very excited for this next feature.
    Merchant shops will be upgradeable. This is a passive feature that will occur by simply shopping. Upgrading the merchants will have several affects, the most obvious being more selection and better quality equipment and items, but it will also affect the prosperity of Mori. How high/low the merchants are will also directly affect the end-game scenario.
    Consequences for your choices, or lack thereof, is a common theme throughout. Pay attention to even the smallest task or request.
     
    Combat and on-screen enemies have been fine-tuned a bit. Enemies will now generate with random levels allowing for a variance in difficulty. On-screen enemies also have a respawn timer.
     
    As for character customization:
    Aside from equipment and equipment sockets, Mana Shards can be looted randomly from enemies. These will increase the stat named by 1 point. To increase the potency of these shards, bring them to the Mana Shop where they can be fused with other shards. This allows for full control over the character stats.
     
    I leave you with a (very) short teaser video, highlighting gameplay, created by Marian Frae.

    http://youtu.be/uWvYfkXpFpo
  18. This game looks aesthetically pleasing, very nice job there! Definitely putting this one on my "to play" list!

    Keep up the great work!
  19. Hello again folks! It's back to school time for myself, as well as back to work on getting the demo cranked out.

    Currently, the ~nearly~ completed demo has been packaged and sent off to my playtesters for some final bug testing and tweaking. At the moment I'm working on creating the NPC sprites that will populate Mori. Once that is done, I'll upload the demo for your enjoyment!

    Thank you to those that have been following this topic faithfully, and to those that are just following now.

    Stay tuned for updates, and demo release!

    <3

    ~Lit
  20. Hello folks! Alpha demo has been released. Enjoy and please share your feedback, especially if you find any bugs/glitches.

    -Lit & The Valence Studios team.