MZ - Shattered Realms: Mortal Tale

● ARCHIVED · READ-ONLY
Started by AoDLegacy 20 posts View original ↗
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    Trailer


    Project Introduction
    Shattered Realms: Mortal Tale is a fantasy turn based RPG set in the fictional world of Oxorin, and revolves around the interaction between the main character you create and the world. A primary threat throughout the game is the Death Curse System, which counts from five minutes to zero, and if one does not slay an enemy within that time frame, they suffer a health reduction to just 20% of their normal health, while suffering tick damage. The Player's choices and actions will have tremendous impact on the world around them, resulting in a great multitude of outcomes and events.


    On top of this, the world has various persistent and non persistent elements, the monster clans you spare or slay can provide you with extra lore, sanctuaries, or permanently removes huge threats from the wildlands. Secrets and exploration are a key part of the world of Shattered Realms: Mortal Tale, the game features various regions full of enemies, secrets, puzzles, and special side quests that will help expand your knowledge of the world around you.


    The design and overall narrative style was inspired from early years in my childhood playing Neverwinter Nights and creating my own custom worlds, and experiencing a narrative that let me adventure and explore as I pleased, with enough dialogue to direct me, but never enough to force me down one way or another.

    Story

    Spoiler
    Spoiler



    The world of SR:MT is an ancient one, its past long forgotten and buried. The people live simple lives, and invasions and the threat of monsters are few. With such Order in the world, one would question why any would seek to tear it down.


    However, although Chaos is an instrument of destruction, it is also a creator. No great kingdoms are to be found, nothing but scattered peoples and vast empty wilderness exist. You are but a Hero, a soul reborn chosen to protect the lands against Chaos, chosen by Gods.



    Yet the forces of Chaos seek the destruction of the Order so long established. All other Heroes have been vanquished before they could be reborn, and now only you, a lone soul cursed to die at the hands of Death, freed from his long imprisonment in the afterlife, remain in the way of the rise of Chaos. Will the world be brought back into stability, or will the coming of Chaos issue a new age? Of greatness, of war? Or will Order prevail and the world remain in simple entropy, neither living, neither dying? Countless forces are at work, but which ones do you allow to change the course of history, and which do you bring the sword upon?

    Characters

    Spoiler
    Nero
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    Main hero of the story, Nero (Or whatever you call him/her), can be one of four classes, Fighter, Mage, Hunter, or Thief. What you do influences what you get to learn about the world and how they fit into this world.


    The Companion
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    Your starting companion, they hold the key to learning your character's role in the world, and ultimately, the true secret behind stopping Death.

    Iskar
    IskarBattleCutin.png


    A half elf girl demonized as a witch (and her attire given to her by her elven mother doesn't help), Iskar has grown up with a troubled past, and even more troubled present. Anti social and wanting to be left alone, she is bitter and only seeks to further her objectives, yet the Player will learn just how deep the rabbithole goes with this lost soul, one way or another. Tragedy seems to follow her every step in life, and she'd do anything to live in peace again.


    Gardis
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    Untrusting of anyone with magic, Gardis is the leader of the Hanaru Guard, and hails from an ancient empire known as Majoria. Disgruntled with the way of the world, he is content to judge Nero as nothing more than a child until they display their true worth. Ironically, as he is Majorian, he hails from a mighty line of spellcasters, yet clearly has his reasons for disdain and animosity toward mages. The only time he puts aside his quips and snide remarks is when it comes to protecting his people, which he maintains a zealous degree of passion toward.

    Mieva
    MievaMog2.png

    A paladin who hails from the Order of the Lost Light, she comes to aid the Player in a time of need and it quickly becomes apparent the paladin is a key member of a conflict against the Cult of Chaos, individuals who would learn the Order of the Lost Light's secrets, and potentially put the land in peril.

    Rivia
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    A stranger from the forest, Rivia is a being known as an Anima, a human reborn into the wild as an animal like humanoid. After saving the Player from a pack of wolves, her physical prowess quickly encourages them to join forces with her, in exchange for lending her aid in getting an audience with Baron Radel of Hanaru Village. As for her motives for this audience, that remains to be seen...

    Death
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    This mysterious being arrived five hundred years ago after the fall of the Majorian Empire, and since then has brought low all of the North Kingdoms, and is preparing a march on the Southern Commonwealth, one of humanity's last free lands. His various minions and allies dog Nero and the Party at every turn, and he has no intention of letting them live. His motivations save for the desire to destroy living things are unknown, but his powers are great and formidable, and it is yet to be determined if he can even be fought evenly with mortal weapons.

    Mechanics

    • Death Curse System - A system which constantly counts down to zero, it can only be negated by defeating monsters, which resets your timer, and staying with a safe zone, such as a town. Upon reaching Zero, the curse will begin to sap the entire party's health until death.

    • Exploration - The player is free to explore the lands in the game, provided they can survive the monsters and the ever present Death Curse. Secret dungeons and lore, not to mention treasure await in the wilds!
    • Skill Points System - The player gets most of their skills through skill points and can chose which ones their character learns. Some can only be learned after facing off against powerful enemies that spawn in the overworld. In addition, classes will be able to upgrade into more specialized and powerful promotion classes, increasing their range of skills and talents.

    • Player Customization - The player will be able to choose from four classes that can then become more specialized classes (Job Promotion System) to suit your playerstyle.

    • Adaptive World - The world will react to certain changes caused by the player and their choices. Certain races will look upon you different depending on your own race, and even the world will grow more overall peaceful or violent depending on certain actions. You can choose to spare and ally with monster clans, or burn them into the ground. You have the power of Chaos, to choose, but Chaos is both creation and destruction in a single turn. Choose your actions wisely.

    • Miscellaneous Features: Jumping, Sprinting, Markstone Teleportation (Allows teleportation to friendly towns), Phases (Multiple Endings, Timelines, and Story Arcs, heavily impacted by player actions and interactions with the world.

    Screenshots

    Spoiler
    Spoiler

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    Links


    Follow these for daily updates!


    Itchio



    SR:MT Webpage


    Twitter Page


    Facebook


    Further Information

    Shattered Realms: Mortal Tale is a passion project and one close to my heart. The world has been around since at least 2011, consider this story its first foray into public eye. I however lack the talent to do everything, so I would appreciate any and all who would be willing to work with me on this project. Even just playtesting the game would be a tremendous help. If you have any questions or comments, please feel free to ask in the comments or private message me. If you are interested in joining the project or trying out the latest Private Playtest, please private message me.


    Project Members:


    AoDLegacy - Developer - Events, Level Design, Writing, Digital Designs (Battlers, Characters, Battle Animations), Pixel Art


    Collabs:


    Brookekohaku21 - Battlers and Characters Design, Concepts [Former]


    Zephyrsword - Battlers and Cutscenes, Character Designer



    Meteo Xavier - Composer




    Looking for:

    Sound Artist - Make Custom Sound Effects

    (All positions will be paid, please speak with me in private for inquiries)

    Demo Version 1.0.4
  2. I really like the look of this, this is a game/concept that needs to be noticed

    Will there be a support banner for forum signatures? 

    But anyway this looks and sounds really cool. I especially like the snow map (3rd screenshot) and the creatures it harbors and I also find it funny how the Pitos explode after you beat them.

    -RubikPanda
  3. RubikPanda said:
    I really like the look of this, this is a game/concept that needs to be noticed

    Will there be a support banner for forum signatures? 

    But anyway this looks and sounds really cool. I especially like the snow map (3rd screenshot) and the creatures it harbors and I also find it funny how the Pitos explode after you beat them.

    -RubikPanda
    Oh geez, I didn't think anyone actually had even showed a peep of interest here, geez! o_O

    Dear lord, I guess I have a LOT of stuff to do now to get this up to speed lol. So sorry I didn't respond before, apparently my notifications stopped working. :/ I'm actually working toward a public demo, which is currently planned for June 25th, this month. The game has come a really long way since I first posted here, which I'll have to get to posting updates again, because the game really has come a long way since I updated this fourm post. Support Banner? I haven't had much concept art made for the game, but I do have one particular piece which I'll make into a fourm banner once I get around to it.
  4. I am happy to announce that the private playtest for Shattered Realms: Mortal Tale was successfully exported to the website, which finally brings it up to date with the current version of the game. If anyone wishes to check out the game and give feedback before the public demo is released, June 25th, you can sign up on the playtest register located here: http://axisofdestruction.weebly.com/playtest-register.html

    If using the form doesn't suit your fancy, you can always PM me here or shoot me an email to blake@dracowyrm.com, my business email.

    Information regarding the game:

    Campaign story time: About 2 hours expected.

    Actual Game Time: Based on exploration, combat, etc.

    In terms of the open world aspect, the game has it, but there are some areas that depend on you knowing how to get around. As there is jumping, consider that some hidden areas might exist in the tops of cliffs, stuff like that. Also, while it is open world, there are some things you can't get to due to story progression, in other cases I just haven't finished some areas. A final thing to note is that the Chapter 1 area is the only currently appropriately balanced area. I have not rebalanced enemies in the Chapter 2 and 3 level zones. 

    Anyway, I thought I would let everyone know the playtest was up in case anyone is interested.
  5. Hey, this looks like it has a lot of potential; signed up.
  6. jonthefox said:
    Hey, this looks like it has a lot of potential; signed up.
    Alright, I've sent a response, let me know things go alright?
  7. Ah I'm getting some file not found error.  Guessing this is because I don't have the XP RTP or something.
  8. jonthefox said:
    Ah I'm getting some file not found error.  Guessing this is because I don't have the XP RTP or something.
    That's probably the case if it's happening on the titlescreen. If it's ingame, let me know what area you were at.
  9. Just to give you all an update, I found a resource error in the later part of the game, so give me a little while and I'll have a corrected version posted to the site. I'm still currently working hard on the demo right now though, so it may be a bit before I post the new version.
  10. I have some unfortunate news, we didn't make the June 25th release date for the demo. The new intended date is 7/24/2015.

    In other news, I'm having some issues with some of the mechanics, so I'm doing bug fixing at the present time, but hopefully I can begin work on the storyline again later.

     
  11. In more frustrating news, my scanner broke early in the month, and I have been unable to get proper work done on Shattered Realms: Mortal Tale. I am unfortunately going to have to suspend the public demo for the time being, as there is no way on this earth I can make the 24th release date now. I apologize, this was a very frustrating month for me, and I don't honestly have an estimate for when the game's development cycle will get back on the path of normalcy. Sorry to let you guys down. I will however make as much of an effort to update on the situation and the game's development as soon as I get some more news for you all. This is a rather crippling problem for my projects, so overall everything on my end has slowed to an absolute crawl.
  12. Here's some look at some story scenes I finished today, I have a temporary solution to my scanner breaking.

    Things are still going to be slow, but the beginnings of progress are in sight. I'll let you know about any new developments on the game.

    Cutscene1Scene1.jpgCutscene1Scene2.jpg
  13. It has been forever since I've last updated, so I just want to let everyone know how the game stands. Currently I'm redoing the storyline to improve on the game, the redo is currently at the intro but I hope to have more done in the coming months. My most recent session can be seen here: 




    However if you want to just see the general gist of what the intro looks like at present, this video will be more helpful. 




    Something I'll stress about the story and game is that player choice is something I'm going to work very hard at including. There is at no point an ending in this game that will be a gag ending, every play through and path you take will be canon, with no true storyline being present. That said, there is a timeline in this game which can be considered 'default', but the other paths are just as valid as the original. I don't like when games make multiple endings but only one is considered true to the canon, which is why when and if a second game in the mythos occurs, you can still go on those other paths in this game.

    I want to also say this last tidbit before I go, and that is I'm very grateful for the feedback I have received thus far, and I can't wait to see what people think of this world I've been working on for a long time.

    I'll do my best to stick around more next time ;)
  14.  

    I'm pleased to finally announce a demo is in the works and should be ready with a decent amount of hardwork. The game's introduction has been refurbished and after I rebuild some of the overworld's story and areas, I will be finally ready to release the first public demo of my game! Currently the game relies on the RTP in order to function, as I do not yet have a 100% customized project, but something I have been working on is custom fight animations, which are going well.


    You can see the full introduction of my game in the following video:
























    I hope to keep you guys up to date on this as much as possible, I'll let you know when I have more to show.
  15. RubikPanda said:
    I really like the look of this, this is a game/concept that needs to be noticed


    Will there be a support banner for forum signatures? 


    But anyway this looks and sounds really cool. I especially like the snow map (3rd screenshot) and the creatures it harbors and I also find it funny how the Pitos explode after you beat them.


    -RubikPanda

    Returning to this question, now there is, in the form of my current signature. 
  16. Have been continuing work on the game, getting close to a public demo. I have been mainly working on polish to make exploration as best as I can.


    Below are some screenshots and videos of the latest boss battles put into the game.


    Bismuth Mini Boss 



    Caldera Boss


    CoqBq7OUMAAV898.jpg


    IslandLake.jpg


    Sacred_Valley.jpg
  17. I kinda lost, so the main objective of the game is annihilate the monsters clans before your time runs out?
  18. eadgear said:
    I kinda lost, so the main objective of the game is annihilate the monsters clans before your time runs out?

    Killing an entire clan would take too long, the Death Curse System is a means of keeping the player alert to an extent while they explore, and is meant to tie into the fact that there is a war with Death himself going on, and he really doesn't want the Player around. The Death Curse system works by counting from say five minutes to zero, after which it inflicts ticking damage and sets max health to just 20%. This is negated when the Player kills essentially any monster and 'absorbs their soul'. Health Potions don't exist in the normal fashion: Soul Spheres are your health potions, and monsters are the sole way aside from a visit to a certain goddess' realm to acquire soul spheres.


    It was originally intended that the player could choose to kill the NPCs, but that got complicated, and really fast. The ultimate goal for the game is for the player to find something that can kill or stop Death in this realm, and remove his curse from play. However, the Player is not going to have an easy time of it, nor have entirely a clear answer as to how for a bit. Master Sword type cliche involved, for ghosts :p
  19. The new Private Playtest, V. 0.3 Is out! And with this private play test edition, the baseline Demo is complete. After hearing from play testers, I'll be announcing the release date of the Demo! (And fixing any issues they point out).
  20. The first demo of the game is posted! If you want to try it out, it's available at the bottom of the original post.