VXAce - Project C.U.R.E. Origins

● ARCHIVED · READ-ONLY
Started by goldknight555 20 posts View original ↗
  1. Origins Cover Horizontal Small.jpg
    Full Release
    [embedded media]


    Story
    This is the story of a man named Kin. The player must take on the role of such character and regain their memory. However this memory haunts Kin without him knowing of his actions. Through this adventure the player will find people who wish to help Kin in his quest. But evil lurks around every corner, as the antagonist, a mysterious hooded figure, chases after Kin to impede his attempt to recover his memory. The player will uncover secrets and learn of the mystery behind the events of the comic/manga of Project C.U.R.E.


    Characters
    Kin CC.png

    The main character. Kin has no memory of his past,
    so he travels through the world in order to regain
    his memory. He is skilled in swordsmanship and
    focuses on damage dealt to enemies.


    Aimi CC.png
    A girl that travels around to find answers to what
    happened to the world. As she wakes up one day
    in her travels, she is surprised by Kin who falls from
    the sky. So she decides to help him. She is a skilled
    archer and focuses on applying ailments to enemies.


    Catherine CC.png
    A princess that looks to help Kin in recovering his
    memory. However, she dislikes being a princess.
    She is shy, but very smart. She focuses in healing
    and support techniques.


    Commander CC.png
    The commanding knight that serves under Catherine's
    father, King James. He tends to hide his true feelings, but
    is very noble and faithful to his king. He is skilled in
    knight arts and focuses on aggravating the enemy and
    taking on massive damage as well as a balance of power.


    Dark Phantom CC.png
    This hooded figure seeks to eliminate Kin. For what reason?
    He may be connected to Kin's past.



    Gameplay and Features
    • The game includes a side view turn based combat with random encounters.
    • The story is very mystery oriented, in the sense that the player will have to link different points together to get what the overall story encompasses.
    • There is also an aspect of suspense in certain parts of the game.
    • Features a considerable amount of exploration.
    • Form a party that suits you best from more than 10 Party members.
    • Complete certain feats to obtain achievements.
    • Over 100 enemies to fight, some sprites done by me.
    • Over 10 optional bosses to find and dare to fight.
    • Depending on the difficulty chosen, the main story will be around 20 to 40 hours.


    Screenshots
    Battle
    Game Screenshots 1.png
    Skill Tree
    Game Screenshots 2.png
    Exploration
    Game Screenshots 4.pngGame Screenshots 3.png


    Videos
    Full Trailer:


    Teaser:




    Credits
    Credits
    Character Design, Story, Map Layout, Cutscenes and some sprites:
    goldknight555

    Voices:
    Kin: Gale Rivera
    Aimi: Kokoro Hane

    Battle Engine Script:
    Victor Sant

    UI Design Script:
    Nicke

    Battle Hud Script:
    MOG

    Other Scripts:
    Yanfly
    MOG
    Victor Sant
    Galv
    RPG Maker Source
    Ventwig
    NAMKOR
    William Couillard
    MGC
    Zeus81
    AuronAD
    Vlue
    Zerbu
    Bloodmorphed
    White Mage
    Modern Algebra
    Napoleon
    Tsukihime
    Tidloc
    Kamesoft
    Kread-EX
    Hanzo Kimura
    Todd
    DiamonandPlatinum3
    Estriole
    Meow Face
    Euphoria
    dbchest
    Blackmorning

    Graphics:
    Enterbrain
    Ayene
    Nanokan
    MOG
    Epic Ancient
    Relay point
    iceaxe
    nicnubill
    Avery
    Ying/EB
    Ails
    Mitchi
    hojika
    Jesse
    lord bagardo
    aweryn
    Matsuo Kaito
    macks
    Germania
    Hanzo
    moon6666

    Music:
    Temporary composers*:
    Aaron Krogh
    Alexander Ehlers
    Gyrowolf
    Matthew Pablo
    Cynicmusic
    Joseph Gilbert
    Presence of Music/www.presence-of-music.com
    Marcelo Fernandez
    Cleyton R. Xavier
    CAE Bkr
    Trevor Lentz
    SHW / http://shw.in/
    Enterbrain

    *Some music composed by these people is in the game but only as temporary/placeholder tracks.

    SFX:
    Some of the sounds in this project were created by ViRiX Dreamcore soundcloud.com/virix
    Some of the sounds in this project were created by David McKee (ViRiX) soundcloud.com/virix




    Thank you for checking my game out :)

    https://www.project-cure.com/origins
  2. This looks cool. I'll try it out!
  3. Do you need someone to compose original music for this?

    Me and my friend can help you with that.

    Here's a demo of some of the stuff that we've written in the past:
  4. fdsa4321lbp22 said:
    Do you need someone to compose original music for this?

    Me and my friend can help you with that.

    Here's a demo of some of the stuff that we've written in the past:

    Very nice music!! I really like it. Yes :) I would really appreciate your help with this.
  5. If you put some extra effort on your maps will be cooler. Nice project.
  6. RocketKnight said:
    If you put some extra effort on your maps will be cooler. Nice project.
    Thank you for your feedback. I will definitely work on that. :)
  7. New Trailer
  8. Did you do the ink animation?
  9. Marquise* said:
    Did you do the ink animation?
    Yes I did.
  10. I played through your demo, and you've got some interesting ideas here! It's a bit rough around the edges, but with some more work this could be pretty cool.

    Ended up writing a lot
    I loved the comic-style intro you did, but I accidentally ended up skipping it the first time because I hit the spacebar so I needed to restart. That was my fault, but a small message in the corner that said "press space to skip" would've stopped me. I was a little disappointed that the panels didn't position themselves in a pattern (they seemed to be random in where they stopped), it would've been cool to see all the panels laid out like they were from a page of a comic.

    The story in the demo seems pretty straightforward, though from the teaser you posted there's clearly more going on. I did question the village chief's decision to remove the bridge's lever without leaving any message behind, I would have expected him to have left a sign saying to come speak with him if needed. Luckily Aimi guessed that the chief would know what happened, otherwise their adventure would've ended before it could really begin.

    Battles were spaced well, I never felt annoyed with a random encounter because I always had enough time between them to catch my breath. I found myself not using skills on most of the enemies because they could be beaten pretty easily with just the normal attack, but they came in handy for the boss fight. Upgrading the skills was a nice touch, but I have to question why even bother with having the ability to downgrade them if you don't get the full JP used back?

    I think your maps could use a lot more love. Most of the interior ones (especially the tower ones) seemed much bigger and emptier than they really needed to be. I also think playing around with tints could really make the maps pop. You're using tints to show darkness inside some places, but I think you could go even farther with them. For the desert areas a more yellow or red tint would make it feel even hotter, and inside the tower of memories maybe a purple-ish tint would make the whole place more mysterious. These're just some quick ideas I had, but tints can really add to the atmosphere.

    The game seemed free of game breaking bugs, so good job! I did notice a minor error with the Revival Potion's pop-up, the description was cut off. I'm not sure if it's just not implemented yet or not, but I bumped the 'A' key and it told me I didn't have a map of the area, which seemed really odd considering that I had a minimap sitting in the corner. Speaking of the minimap, I had a few moments where it ended up hindering my view of the map (like hiding the stairs on the first floor of the tower of memories. I'm not sure if it's possible with your scripts, but I would have appreciated being able to turn the mimimap on and off.
  11. hiddenone said:
    I played through your demo, and you've got some interesting ideas here! It's a bit rough around the edges, but with some more work this could be pretty cool.

    Ended up writing a lot
    I loved the comic-style intro you did, but I accidentally ended up skipping it the first time because I hit the spacebar so I needed to restart. That was my fault, but a small message in the corner that said "press space to skip" would've stopped me. I was a little disappointed that the panels didn't position themselves in a pattern (they seemed to be random in where they stopped), it would've been cool to see all the panels laid out like they were from a page of a comic.

    The story in the demo seems pretty straightforward, though from the teaser you posted there's clearly more going on. I did question the village chief's decision to remove the bridge's lever without leaving any message behind, I would have expected him to have left a sign saying to come speak with him if needed. Luckily Aimi guessed that the chief would know what happened, otherwise their adventure would've ended before it could really begin.

    Battles were spaced well, I never felt annoyed with a random encounter because I always had enough time between them to catch my breath. I found myself not using skills on most of the enemies because they could be beaten pretty easily with just the normal attack, but they came in handy for the boss fight. Upgrading the skills was a nice touch, but I have to question why even bother with having the ability to downgrade them if you don't get the full JP used back?

    I think your maps could use a lot more love. Most of the interior ones (especially the tower ones) seemed much bigger and emptier than they really needed to be. I also think playing around with tints could really make the maps pop. You're using tints to show darkness inside some places, but I think you could go even farther with them. For the desert areas a more yellow or red tint would make it feel even hotter, and inside the tower of memories maybe a purple-ish tint would make the whole place more mysterious. These're just some quick ideas I had, but tints can really add to the atmosphere.

    The game seemed free of game breaking bugs, so good job! I did notice a minor error with the Revival Potion's pop-up, the description was cut off. I'm not sure if it's just not implemented yet or not, but I bumped the 'A' key and it told me I didn't have a map of the area, which seemed really odd considering that I had a minimap sitting in the corner. Speaking of the minimap, I had a few moments where it ended up hindering my view of the map (like hiding the stairs on the first floor of the tower of memories. I'm not sure if it's possible with your scripts, but I would have appreciated being able to turn the mimimap on and off.

    Thank you so much for your feedback! I appreciate you writing so much to help me :) I am definitely going to work more on those points! On the long run some things such as the skill upgrade will make more sense. I'm still figuring out a way to get rid of that message when you press A, which is actually just meant for the world map to have a bigger view, which you get a map later on through the game.
  12. Update Time!
    newmap_orig.png
    Working on new World Map!
  13. Wow! It's been 2 years since the last update. I've been meaning to post an update for some time now but never got around to doing it. Lot's of work has been happening behind the scenes. The music being composed for the game has also been progressing very nicely. But today I just want to share little bits of what I've been working on. (Please note that none of the images represent the final product.)

    This is the new look for the battle HUD.
    BattleHudTest2.webp

    Here's an improved look for the Menu.
    Menutest.webp


    Expect more updates soon! :D
  14. The art looks awesome!
  15. potatopoofer said:
    The art looks awesome!
    Thank you so much! I'm glad you like it :)
  16. I use the same menu script for Delta Origins :)
    Art looks good. did you make it?
  17. Nightblade50 said:
    I use the same menu script for Delta Origins :)
    Art looks good. did you make it?
    Oh nice! I really like this menu script.
    Yep, I made all the art. :)
  18. Project C.U.R.E. Origins is out now on Steam!