This is a new Event Command we haven’t looked at yet it allows the player to choose between up to six options, with the Event branching off down a different “path” for each possible choice. Add a brief Message event command to introduce the NPC and ask if the player wants to view the Enemy Book, then add a Show Choices event command. Let’s take the simplest approach to dealing with this and create an NPC who allows us to view our Enemy Book when we talk to them.Ĭreate a new Event either in town or in the dungeon, give it a suitable graphic and make sure it’s not blocking any passageways. That takes care of the information in our Enemy Book, but now we need a means for the player to actually view the Enemy Book, since the default RPG Maker game menu doesn’t include an entry for Enemy Book. Then press OK to apply our changes to the game’s database and close the window. (and, if desired a ) notetag to the Note section for both the Bat and the Slime. There’s a blend of rips and custom art that really adds character to the game and even though this only got as far as a proof of concept, I’m glad it exists.This article is one chapter of a multi-part Cover Game feature!
It gives the impression that RPGMaker wasn’t just for making “your own Final Fantasy” but also to bring imagined adventures to life that you had in drawings and in your mind. A lot of the faceset/portaits are his and seems very much in tune with the angsty dark anime aesthetic that plagued many deviant art pages and webrings. It’s interesting to look into the author’s history and his origins being that of a webcomic circle. Notably this was a German made game (seems only to be in English as far as I know) that was featured on Gaming Ground Zero alongside the likes of Velsarbor. Seekers of The Sun garnered way more attention despite both projects featuring elaborate battle systems. The CBS programming was done by Kokibi, and in true collaborative fashion, Remains of Sycthe helped with the art on Kokibi’s own project: A Gate into Eternity. There aren’t a ton of a battles to experience as a result of this. There are interesting design challenges to consider as far as how they’re initiated and where the space ought to be. Every possible target and charset setting/animation is placed on the map even if you’re only fighting way less than the maximum. Taking a peak into the editor it seems like a lot of copy pasting is done in an organized fashion on the maps to pull this off.
The challenge compared to other CBSes is mainly figuring out how to organize events on the maps themselves without things getting too messy. The execution is simply making the attack animation be a picture that moves to whatever xy coordinate the monster is, and play effects over the target. Still it’s really cool to see what the result looks like when put into an actual game with story. The author’s note says he was persuaded to just release what he had even if the battle system was still basic. You can spam attack, defend, or use an item. Speaking of the battles, there’s sadly not much to say. Some places look really great, and even if they’re a slog to navigate sometimes, they sure work well as a backdrop for when the battle starts. There’s this dominant blue hue added to a lot of the assets and makes the world rather cold and unwelcoming. The graphics are mostly CT edits that are cohesively put together. It’s likely you’re meant to play a more optimistic protagonist later on. Ultimately this feels like an in-media res intro ala Breath of Fire 4 where you play as a powerful being at first to get a taste of the battle system while things are still easy. Probably due to the various biblical references and showy philosophical musings. The strength of this game’s grim dark tone is that things just feel IMPORTANT in ways that are hard to explain. Anecdotally I come across a lot of modern RPGs and games that are a bit too afraid to go down this route, or are too self-aware to fall too hard into this trap. Although this is all quite self-indulgent and angsty I kind of welcome it these days. Abyss spouts lines of dialogue about how powerful he is and pathetic the things he’s going up against. Much like the start of Elfen Lied (or the more kid friendly Pokemon: Mewtwo Strikes Back) you’re going on a rampage on those responsible for creating you. You play as the edgelord of edgelords, an artificial being known as Abyss. The game is set in a cold dystopian underground complex.