MV - Vanguard Redemption

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Started by ATT_Turan 81 posts Page 1 of 5 View original ↗

  1. Vanguard.png

    SECTION A: SYNOPSIS
    Spoiler
    The kingdom of Terhys has a long and proud military history, spearheaded by its elite squads: the Vanguard.

    When the chamberlain reveals his alliance with the dark goddess Ixasis, murdering the king and slaughtering the Vanguard, only a handful of those elite soldiers are able to flee the city.

    You are tasked with gathering your strength by recruiting soldiers, honing your skills, and finding a way to strike back against the goddess' profane might in order to save your kingdom - and the world.
    Vanguard Redemption is a fantasy JRPG drawing inspiration from titles such as Final Fantasy V and Suikoden. The focus is on tactical battles that encourage varied skill use in response to the enemies at hand; and on character building using skills purchased from a series of classes in a branching tree.

    IMAGES/SCREENSHOTS
    Spoiler
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    Class Tree.png

    SECTION B: CHARACTERS
    Spoiler
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    Ilnaris is an elf archer and an experienced member of the Vanguard. She serves as your advisor and second in command. She's coolheaded and precise, unless her prejudices get in the way. Also, totally blonde.

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    Caltua is a priest of Aeyar and a valuable healer. Despite his time spent serving in the Vanguard, he tends to be somewhat squeamish when exposed to situations outside of his comfort zone.

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    Kearik is a stoic knight. While she's cool and unflappable in battle, she's not the most creative strategist. She is, however, happy to follow the main character and defend them with her life.

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    Blonun is jovial, aggressive, and fearless. He has a tendency to solve problems with his axe, but his fierce loyalty is boundless. Or his desire to exact vengeance...one or the other.

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    Hyuh is a monk, part of an order that expresses their devotion to Aeyar through physical perfection. He's somewhat less intense in his devotion than Caltua, but similarly his healing and support effectiveness is less powerful. Because he can also punch through walls.

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    Fahn is the youngest member of the Vanguard, but her magical abilities outstrip her years. Her youthful exuberance almost makes up for her inexperience, and she's dedicated to following the main character's example.

    SECTION C: STORYLINE/PLOT
    Spoiler
    Your character starts off in the middle of their training to become a commanding officer of the Vanguard of Terhys. Taking command of the investigation into a series of local bandit attacks serves as your final examination.

    Upon routing the bandits and being confirmed in your office, you discover undead creations are spilling from the tombs of fallen Vanguard members and raiding the town. When you take the rest of your squad to determine the source, the chamberlain reveals his devotion to Ixasis and uses her bestowed powers and his undead minions to slay the king and his guard.

    You take what surviving Vanguard members you can and flee to the neighboring kingdom of Bressea. From there, you begin to gather more allies, explore how to break Ixasis' power, and plan to take back the kingdom of Terhys.

    SECTION D: DESIGN TENETS
    Spoiler
    I'll tweak this section as necessary, but here's my initial attempt to organize my thoughts in terms of game goals.
    • Building your character(s) should have interesting and varied choices. I want the branches within each class to have different play styles, and for it to be a thoughtful decision whether to stay in a class to learn the highest skills or progress to the next tier.
    • Combat should be challenging and a meaningful length. However, the challenge should be mitigated (sometimes significantly) by choosing the appropriate skill to counter particular enemies/attacks.
    • Resource management (MP/SP) should be thoughtful. Ideally, one should be able to fight through a dungeon long enough to level up and restore all resources if they are maximally efficient/strategic. Less efficient choices will result in needing to retreat to an inn and/or replenish consumables.
    • The companions should be interesting. The plan is to have chapter-based conversation options à la BioWare games that progress storylines, unlock quests, and at high enough approval ratings can grant the player access to classes outside their class tree's progression. This will be necessary in order to unlock some classes that have requirements from two trees.
    • Choosing which companions to include in your party should be an interesting decision, given the above with classes having different playstyles and their skills having different uses. I won't try to force the player to use specific characters in specific dungeons, but I envision it being a part of optimal play.
    • The story should, at minimum, be coherent and not suck.
  2. PEER PRESSURE!



    I will add actual thoughts here, need to read the thread first, but TOLD YOU.


    EDIT: Will deffo need to sit down with the demo later but right away I’m always happy to see something that had FFV inspiration. The job system is definitely what had me playing that one quite a bit! The story intrigues me. Building up an army and facing your own fallen. Oooooh. That can definitely go places.
  3. i got Loading error when entering tower, and defeating enemies. no doodads loading :D
  4. going to try tomorrow :)
  5. I'll check on this later tonight! Looks very cool :LZYsmile:
  6. mantaslukocius said:
    i got Loading error when entering tower, and defeating enemies. no doodads loading :D
    Huh! That's weird, the sample played fine for me, I'll have to check the deployed version. Thanks for letting me know.

    Edit: Fixed! Thanks for letting me know. I was trying to manually trim down the file size and deleted from the wrong folder.
  7. Happy to see you put a thread up, Turan. The feedback you get will undoubtedly prove useful.


    Ms Littlefish said:
    PEER PRESSURE!
    Worthless against me. As a wise teen once said, I'ma do my own thing.
  8. The real question is whether this has a custom soundtrack composed by you
  9. AquaEcho said:
    The real question is whether this has a custom soundtrack composed by you
    Currently absolutely not :guffaw:

    Ultimate goal, hard maybe. It was part of the original plan, but I'm turning out to be much better at composing than I am at digital music production.

    So I'm planning on at least a few pieces to be original, but I'm probably not going to care about it until the actual game is generally feature complete.

    Sword_of_Dusk said:
    Happy to see you put a thread up, Turan. The feedback you get will undoubtedly prove useful.
    Agreed! So far, feedback has shown that I don't know what files do what.
  10. ATT_Turan said:
    I'm turning out to be much better at composing than I am at digital music production.
    I think @Ms Littlefish knows a guy who can help with that.
  11. Psst, well that also means you can just post your audio in my super cool audio clinic thread that only Nolan and I are babbling in so far.

    I doubt my product will be a complete slay in my game but it’s going to be the best yet! :wub
  12. I added a section for the design goals I can currently articulate.
  13. Wow, can't believe you finally have a thread up! :D
    I might give the demo a try, but I'm not very battle minded, so not sure if my feedback would be helpful at all :aswt:
  14. 2 issues, when opening a sideway chest, it size increased:
    chestshift.gif

    the other is after the goblin, map045 missing.
    map045.png

    other than that, nice game :)
    not sure, why there is cutins on normal attack?
  15. @slimmmeiske2 You're welcome to give feedback on anything that comes to you.

    Thanks, @ShadowDragon! The map is, of course, a reference to the larger part of the project that I forgot to erase.

    And I never noticed that with the chests. I'm pretty sure I got them from a thread on here, actually, but I think that's within my level of GIMP skills to fix :wink:
  16. a map could be a "End Demo map" to avoid it, but I though it ported to the
    castle and ended there, so I just made the screenshot, just in case.

    but I love the animation of the battlers though, hope to see more of it ^^
    but also a side question of your game selection:

    is it on purpose the character you select can also be switched out instead
    of "fixed" and the other 3 switchable?

    anyway, I look forward to see what you come up with the story.
    looks promising.
  17. ShadowDragon said:
    is it on purpose the character you select can also be switched out instead
    of "fixed" and the other 3 switchable?
    Can you clarify? The main character is supposed to be locked into the first slot of the party, and for me that works. Are you saying you're able to move them? How, which class, etc.?
  18. I could select it and select a different one (which I cancel out), but it was
    the enchanter, but I think if you try to select that player, that you hear
    a buzzer sound and not able to select anything at all, or if the buzzer sound
    is after you select, it looks weird that way.

    so the 1st slot or formation there shouldn't be selected.
    if it isn't like that yet, see if you can make that work ;).

    I can make a screenshot later or small gif if needed.
  19. @ShadowDragon No GIF is necessary, so long as you can't remove the party member Yanfly's Party Manager is working. But I'll absolutely take your suggestion into consideration as a modification.

    That was a lot of -tion.
  20. Heyyyy, nice, sweetie! :kaoluv: I kinda abruptly left off playin' the demo, 'cuz my stamina points ran out, but gonna watch this for updates!