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Creativity => Game Design & Demos => Topic started by: Corfaisus on November 19, 2009, 12:08:04 am

Title: [Demo] Tales from Zilmurik II: Salvation's Aftermath [12/08/09]
Post by: Corfaisus on November 19, 2009, 12:08:04 am
Tales from Zilmurik II: Salvation's Aftermath

"Life would struggle if it is thrown into balance. Likewise, they cannot exist without the other.
Light and Darkness are both essential to life. But one must always possess greater strength.
Such is the paradox of mortals."


Storyline

Following the story of the first game, the Dark One, Chaos, has been defeated, but his warning of the end of the world still echoes through the minds of those who removed his filth from the world. It has been five years since that day, and the physical scars of the upcoming catastrophe are beginning to show as the world begins to split apart. What can be done to bring some manner of balance to this world? Can it only be saved through a revival of the "Dark"? If the "Dark" is revived, would the world be restored, or left in its current state of decay?
Screen Shots

(https://legacy.gamingw.net/etc/rpgmaker.net/media/content/games/1590/screenshots/WorldMap.png)
The World Map is currently still in a W.I.P state.
(http://pub.gamingw.net/64296/TfZII1.PNG)
How truly tragic. It appears that we will never again hear "I am rich. Take some gold."
(http://pub.gamingw.net/64296/TfZII2.PNG)
"I tell ye. There be gold in them hills." The first cave in the first game has gotten a small addition, as miners have carved away at it in the pursuit of treasures.
(http://pub.gamingw.net/64296/TfZII3.PNG)
The old world makes a triumphant return. But what's this? A tear? Good lord, NOOOOO!

Features

• Fable-esque gameplay. Through your actions in game, you can choose which alignment to associate yourself with, Light or Dark, with events and endings that reflect your choices, such as your communication with humans and monsters alike, and the tears in the world.
• Character classes are adjusted when a switch in alignment occurs, though an initial choice is also acceptable. Serving for the Light, your melee character goes from being a Warrior to a Paladin, while your magic character switches from Thief to Priest. Aiding the Dark, your melee character becomes a Death Knight, while your magic character becomes a Magician.

Download


Tales from Zilmurik II: Salvation's Aftermath - http://rpgmaker.net/games/1590/
Title: [Demo] Tales from Zilmurik II: Salvation's Aftermath [12/08/09]
Post by: c0nfu53d on November 19, 2009, 11:47:11 am
Looks better than the first one, but for the love of life itself, get rid of the tear. It looks ghey.
Title: [Demo] Tales from Zilmurik II: Salvation's Aftermath [12/08/09]
Post by: Corfaisus on November 19, 2009, 02:37:20 pm
But how else will I show the physical damage to the world in the form of land disappearing?
Title: [Demo] Tales from Zilmurik II: Salvation's Aftermath [12/08/09]
Post by: c0nfu53d on November 19, 2009, 08:23:51 pm
But how else will I show the physical damage to the world in the form of land disappearing?

If there was a hole in the ocean like that (and thats a big if)

A It wouldn't have right angles

and

B There wouldn't be a stary sky below it

I'd show damage to the land, not sea. But thats just me. What do I know?
Title: [Demo] Tales from Zilmurik II: Salvation's Aftermath [12/08/09]
Post by: Swordfish on November 21, 2009, 08:40:24 pm
Have a wierd phsyckogenic sort of background, like trippy colours, or somthing thats constantly moving, dunno somthing to show that the tear breaks into the space between spaces or somthing, unless thats not the look your going for?
Title: [Demo] Tales from Zilmurik II: Salvation's Aftermath [12/08/09]
Post by: Corfaisus on November 21, 2009, 08:57:29 pm
I'm really only interested in using the graphics that are default to the engine, aside from a title screen. That's why, The Boo-ha Men, the hole has right angles, as there are no circular tiles.
Title: [Demo] Tales from Zilmurik II: Salvation's Aftermath [12/08/09]
Post by: c0nfu53d on November 21, 2009, 10:42:03 pm
Have a wierd phsyckogenic sort of background, like trippy colours, or somthing thats constantly moving, dunno somthing to show that the tear breaks into the space between spaces or somthing, unless thats not the look your going for?

Or maybe lava?
Title: [Demo] Tales from Zilmurik II: Salvation's Aftermath [12/08/09]
Post by: Bandito on November 22, 2009, 02:53:53 am
That's a long ass name for a title. Also could you please not use Ralph as the protagonist; I've seen that fellow in so many rmvx games than I have hair in my ...
Title: [Demo] Tales from Zilmurik II: Salvation's Aftermath [12/08/09]
Post by: Corfaisus on November 22, 2009, 03:32:50 am
You won't have to worry about that, since the only time you'll control a character with that graphic is during the beginning as Alex (since I couldn't find a more suiting one to work with the old RM2K one).
Title: [Demo] Tales from Zilmurik II: Salvation's Aftermath [12/08/09]
Post by: james_the_composer on January 18, 2010, 04:23:03 am
It is definitely a long name for the title, though I think it has a lot of potential.

You know, I still think that RTP games can be very interesting as long as it has a very well written screenplay. =)