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PostPosted: April 5th, 2006, 9:02 am 
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Very yes. I wasn't going to mention this at all, but like a little highschool girl, I just can't keep my mouth shut. We actually have a side quest that uses it's own field map. We were able to tie it in with the story a little, so that's a plus. For beating it you get three things: Two items that can be used as many times as you want (I won't tell you what they actually do), and a key that will unlock a door. The door is in the "bonus room" you gain access to for beating the game the "alternate way" Not much change in the ending besides an extra appearance of a character with some added dialog. Anyway, I don't think I'll tell you what's behind the door either. But yeah, side quests are there....

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PostPosted: April 24th, 2006, 10:54 am 
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This sounds like its going to be a very good game, i can't wait to play it!


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PostPosted: April 26th, 2006, 12:21 pm 
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Thats great, I like getting word that ppl will want to play what me and my friends have put blood, sweat, and tears into. I've been keeping a production thread if you are interested:

http://rpgmmag.com/forums/viewtopic.php ... torder=asc

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PostPosted: April 26th, 2006, 12:53 pm 
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Sounds cool. I can't wait, either. In one of my old games (I'm posting this because it sounds familiar), I too had an alternate ending featuring a character from my old dojinshi series.

What are some of the features you've added to the game?


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PostPosted: April 26th, 2006, 1:33 pm 
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I think one of the biggest features is the Game + Mode. So you can play the game over again with the end game stats. This might be nessessary to beat the optional dungeon that we are putting in. I'm hoping this game will be good enough to make you want to play through again, which is why I'm going through the trouble of making Game +. In the game, we go into fine detail. Even small things that really wouldn't matter that much, such as in the begginning of the game, your characters will not know magic, so in battle, they will not even have MP on their information boxes. Most ppl leave the MP and just have it set to "0". But we are taking everything and making sure it's perfect. I hope that once we are done, we will have set the bar for RPG making (on any platform) to a higher level. But after seeing "Take" (Tah-kay) it's kind of a sharp blow to the gut. But that makes us work all the harder.

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PostPosted: April 26th, 2006, 1:43 pm 
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Sounds great.

Oh, here's an idea for the New Game+. I did this in one of my games before as well (like I mentioned about the extra character), I added a development room, as well as a couple extra dungeons, and even another short scenario or two just to explain "the other side's story".


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PostPosted: April 26th, 2006, 1:48 pm 
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Yep, what is the "development room" is a room at the end of the game you get if you have unlocked the secret character at the end of the game (normal or game +). But there will be a locked door in that room that will unlock if you beat the optional dungeon, which might not be easily beat if you haven't tried game +. I also plan to release the passwords for the system and scenario datas if some other requirements are met.

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PostPosted: April 26th, 2006, 1:59 pm 
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That's pretty cool.

But yeah, I did something like that in New Game+, I had a little Lantern that the player started with that, in an even later, the player gives the lantern away to a guy who, in return, gives the player bonus stuff.

Or you could do what Elder Scrolls does.

Charge $5.00 for a 360 download of a key to unlock a door WHICH IS ALREADY IN THE GAME.

... sorry, I just really hate Bethesda right now...


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PostPosted: April 26th, 2006, 2:08 pm 
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lol, no worries... I understand completely

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PostPosted: June 5th, 2006, 1:36 pm 
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Draygone wrote:
That looks impressive. Nice to see somebody putting real effort into RPGM. Hopefully it'll add to the small list of "good" RPGM1 games.
Wait till mine is on here, it is unique from many, I hope I can get it on here soon...


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PostPosted: June 15th, 2006, 2:32 pm 
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NWalterstorf wrote:
That's pretty cool.
Charge $5.00 for a 360 download of a key to unlock a door WHICH IS ALREADY IN THE GAME.


You have to give Sony some credit in this area. All their net accessable games are free. No monthly charges or anything... Just however much the game cost.

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PostPosted: October 28th, 2006, 2:04 pm 
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so I see the 2 screen of your game and I think it great but I have some questions
first: Is the graphism custom or rip?
second: Why don't you explain the battle system?
third: you said that you work in this project since two year but how is it advanced? How many hours gaming? How is the gameplay(mini-game custom menu system)?
Excuse for all of my question


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PostPosted: October 30th, 2006, 10:44 am 
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No problem... I like questions. :P


LoneWorm wrote:
first: Is the graphism custom or rip?


We use several RM sprites. We tried to custom as much as possible... for example (probably the most obvious) the tentacles in the screenshots. But we also ripped a sprite or two that I'll keep under wraps till the game is out.

LoneWorm wrote:
second: Why don't you explain the battle system?


Simply because we haven't worked with any of it yet. We are working exclusively on the storyline of the game... Being the scenes, dungeons, towns, and all the switches and pages within. We do this because we want to be able to do the best job on every aspect. If we can give all our attention to the story, without worrying about how the battle system is coming along, then I think we are going well. But as soon as the game is finished (as far as story is concerned) we will start over from the beginning and work on the battle system, making sure that battle flows well. Without having to worry about the story line (since it's already complete) we can put all our attention on making battle perfect.

LoneWorm wrote:
third: you said that you work in this project since two year but how is it advanced? How many hours gaming? How is the gameplay(mini-game custom menu system)?


http://www.rpgmmag.com/forums/viewtopic.php?t=1638

That thread is for our game. We keep it updated as the game progresses. I think it will answer pretty much everything you've been wondering. 'Cept for the game hours. Since we are working with so many scenario memory cards and each card has it's own time stamp of creation, we can't really say exactly how long we've been working on it. Kind of ticks me of too... but oh well.

But as I said, any questions are incouraged. =Þ

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PostPosted: October 30th, 2006, 6:57 pm 
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Nice job go lantis!!!!!


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