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DReAMER

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DReAMER

DReAMER is an RPG in progress by me, Zatham, for use on RPG Maker 2003.
The working title for this project was The DOTH Scriptures, if that rings a bell.
Please ignore the aliasing on the headers; they were intended for lighter backgrounds lol ::embarrassed::

Belfry is a city with no escape. The mountains of the North are too tall to climb, the coastal waters due West are too violent to sail, the dense forest in the East spits out any travellers, and the desert expanse of the South doesn't seem to have an end.

Luckily, there is no reason for the residents to want to leave. The city's environment is kept in perfect condition by a part-organic, part-mechanical embryo hidden far beneath Belfry's soil. This embryo, titled SETH, is venerated as a God as it maintains the city's weather and flow of sentience. Belfry, as a city, is completely self-sufficient, and that is why it made a perfect experiment.

Contradictory to the perfect scenery, Belfry is no utopia. In its 100 year existence the city has had its share of civil unrest. City Hall is constantly at odds with a secretive society of vampires, a scientist-idolizing group of desert-dwellers, an isolated pacifist nation perched on the back of a giant flying turtle, and a hidden faction of cultists claiming that Belfry is an artificially-created abomination against a higher power.

Enter Will Powers, a 15 year old student at Clarkson High. Will feels his normal existence slipping away from him as the line between his real life and the abstract horror of his dreams at night blur. After being handed a mysterious amulet on the boy's birthday by his talking dog, Will is lured by a voice in his entrancing dream onto a midnight bus full of passengers without faces driven by a clown. The bus drops him off in a cemetary. His amulet emits a bright light, blinding the boy for a few moments. When he is able to see again, he finds himself in front of a large, ornate church. The clown lets him in. Will is greeted by a strangely-dressed teenage girl, calling herself "The Watcher," who thanks him for his help; she was trapped in the church and now, with Will's amulet, she can help her sick mother. The whispers in Will's head grow louder as he looks behind The Watcher and sees an eerie, life-like statue of an older woman. While Will's gaze is transfixed on the statue, The Watcher aggressively tries to take his amulet. Will is scared away and flees the church. The bus chases after him and, just when he thinks he is going to be hit by the vehicle, he blacks out.

Unsure if what he did in the middle of the night was a dream or not, Will wakes up the next morning to the shrill call of his best friend, Mary-Lou. She drags him out of bed and over to the their high school to watch her performance in the school's play. While in the audience, Will catches sight of a familiar-looking dark-haired boy. He quickly tells his mother, Donna, that he's off to the bathroom and makes a hasty retreat in search of the boy.

Noticing Will's extended absence, Donna steps outside of the auditorium to investigate. After encountering a monster in the boy's washroom, the school is suddenly locked from the outside and Donna struggles to find any human contact or escape.

And so begins DReAMER.

As the story evolves, Will finds himself being strung along by a number of puppet masters all desiring a different fate for Belfry. Meanwhile Donna does her best to protect her son from those who look to use and abuse him while uncovering the mystery behind her husband's disappearance years prior. To make matters more complex, the impending revival of the city's two greatest threats to date cause dissension between the city's different factions, plunging Belfry into militant chaos.

I began this project about 5 years ago with doodles of characters in my art class sketch book. I have done about 4 substantial rewrites since the original timeline was created, each time combing the piece for plot holes and making the plot more complex and involving. The story is a fairly straightforward expanse of 34 chapters, and those who go looking for more information about the game's deliriously convoluted background information will find it in-game if you look hard enough.

Will's Party >

Will / A 15 year-old high school student. He's easy-going, silly, curious, and has a great interest in anything gross and frightening. He often finds himself lost, unsure of what part he plays in the collapse of Belfry, and intimidated by the forces wishing to use him in their plans. On his list of goals, Will would like to find out more about his estranged father.
Mary-Lou / A 16 year-old high school student, and best friend to Will. She's opinionated, bossy, a control-freak, and hides a sensitive side beneath a tough exterior. Though some see Will as Mary-Lou's interchangeable sidekick, Mary-Lou cares very much for Will and often puts his safety above her own.
Chia Bane / A talking orange dog living with Will and Donna. Chia Bane is very wise, and sometimes assumes the position of leader in the group. He has an extensive and interesting history, though he takes great care not to speak of it. It is Chia Bane who gives Will the Amulet, a former possession of the boy's father.
Dartanyon / The 14 year-old son of Belfry's Mayor. Not ashamed of nepotism, Dartanyon is also the Deputy Mayor of the city. He is wise beyond his years, tactical, and cautious, though sometimes his better judgment is compromised in favour of flirtation and his raging hormones.
Petals / The adopted daughter of Doctor Katchatorie. She is very quiet, choosing to speak only when she is alone with someone. Will feels an affinity with her, often seeing her as a little sister. Petals' origins are misty as well. Like Will, she hears Dahlia's whispers as well.
Gothika / A 16 year-old vampire daughter of Mysterious Fish Woman From My Past. Gothika feels like she's been caged most of her life, forced into a sheltered life in the pacifist nation of The Sanctuary. This upbringing has led her to be rebellious. Gothika is direct, sarcastic, reckless, and is always more than happy to share what is on her mind.

Donna's Party >

Donna / The 30-something mother of Will and home maker. 16 years in the past, Donna met and fell in love with a man many labelled a violent and dangerous enemy. She tamed him and birthed his child. Shortly afterward, he disappeared without a word. Believing he ran out on her, Donna has been left fragile and romantically inept. She is nurturing, compassionate, sassy, determined, self-righteous, and puts the well-being of her son above all else. She is also not afraid to use her looks and charm to win over just about anyone.
Johnny Styles / A star member of the Adventurers Sect of the Heroes Guild in addition to being the Uncle and guardian of Mary-Lou. Johnny is a long-time friend and neighbour to Donna. The two have taken care of each other emotionally over the years, as Johnny's sister and brother-in-law were killed shortly before Donna's husband ran out on her. He is adventurous, strong, reckless, hopelessly optimistic, and loves getting his hands dirty.
Doctor Katchatorie / A prided member of both the Nurses and Researchers Sects of the Heroes Guild, Doctor Katchatorie lives and operates out of his medical practice with his adopted daughter, Petals. Doctor Katchatorie is kind, cautious, creative, and charmingly eccentric. Like Johnny, Doctor Katchatorie is always ready to go on an adventure, though some find his thirst for knowledge to be excessive at times.
Serenade / A high-ranking Nurses Guild member delegated to work in her home land of The Sanctuary. Serenade serves as one of The King's advisors. Serenade is nurturing, musical, curious, and a great listener. In addition to being Donna's unofficial psychiatrist, Serenade has also taken it upon herself to tame Gothika's fiery independence.
Tia / An enigmatic fortune teller travelling with a crew of circus folk. She is stoic, prophetic, wise, and loves to know what is on everyone's mind. Tia has great interest in Will, and is sure to check in with him as often as possible. She also seems to know Doctor Katchatorie quite well, though it is not known how.
Drake / Belfry's vampire, sometimes referred to as The Sire. Drake's history is entwined with that of the city, as he was one of its first residents. He was blessed and cursed with the Nocturna Virus, a gift of near-immortality at the price of needing to consume human blood to survive. His love of women circulated the virus through the city, and now he leads the group of vampires, or Nocturna, in the slums of Belfry known as the West District. Drake is calculated, quiet, secretive, charming, and is often susceptible to the will of his heart.

Other Important Characters >

The King / A former ally and associate of Chia Bane, Mayor, Drake, The King, and Killian. After the woman he was in love with was murdered, The King retired from his position of guarding Belfry from outside intrusion, and fashioned a pacifist nation known as The Sanctuary safely isolated on the back of LAZARUS, a giant flying turtle.
Killian / Along with Drake, one of the oldest citizens of Belfry. Killian is physically blind, but has extrasensory foresight. Once the hero of Belfry, Killian has secluded himself in his apartment building where he does his best to shut out the rest of the world. He knows his return is impending, which means he has to announce to the people of the city that Belfry is in great danger.
Mayor / Long-time Mayor of the city of Belfry. Mayor is very well-spoken and is revered as an outstanding leader. He leads Belfry's largest faction, City Hall.
Mysterious Fish Woman From My Past / Mother of Gothika and former vampire, Mysterious Fish Woman From My Past resides in her own cave in The Sanctuary. Her skin is scaly and sickly-coloured; this woman has a story needing to be told, but with no one willing to listen.
The Watcher / Adopted teenage daughter of Dahlia. Her awkward upbringing has left her psyche malleable, and her belief of what love is has led her to follow her mother's instructions without any question. She is extraordinarily determined, strong, feisty, and sometimes even loopy. Nothing will stop her from reviving her mother.
Cerise / A creepy clown who is entirely subservient to The Watcher. He is very well-spoken, well-read, and loves scaring others more than anything.
Keebler / A mute, dark-haired boy whose feeling of familiarity lures Will into often dangerous situations. He is the envoy of someone.
Helica / One of the voices that whispers to Will. Helica has porcelain skin and is veiled in a blue cloak.
Dahlia / One of the voices that whispers to Will. Dahlia has stone skin and piercing green eyes. She is an outsider, though her life outside of Belfry is unknown. She once sought to take over the city and rebuild it under her extremist ideology. She was stopped and turned into stone. Her powers of persuasion are so strong that even still she speaks to her subordinates through whispers. She is the leader of an underground group of cultists known as Oculus that plan to, once again, try to overhaul Belfry.
Isaac / Thought of as the Father of Belfry. Isaac was a brilliant scientist who forged and figured out the potential of the Lifeline, SETH's connection to Belfry that circulates free-flowing Sentience. A mutual lust for power over the city caused tension between he and his wife, Erim. As a repercussion, Belfry broke out into its first civil war. Isaac was slain. His body was taken to the Catacombs by The Pharaoh, who intends to revive him so the scientist may lead Belfry once more.

Dual Protagonists / The game has two parties that the player controls independently. One is a group of younger heroes led by Will, while the other group is headed by his mother, Donna. Including the leaders, there are 6 playable characters per party. In addition, I am thinking of making it possible to switch between parties in most chapters of the game. Note: I have yet to implement this feature so it may not make the cut.

Speaking With The Defunct / Sometimes an enemy will begin speaking to the player's party in the midst of combat. The enemy will ask them a question. Depending on how the player answers, the foe may hand over a gift or money, critically hit one of the player's characters, or run away.

Lair System / Each dungeon contains a "monster lair." Inside a monster lair is a hideous-looking—but relatively harmless—monster that the protagonist can make deals with. These monsters tend to hold the key to move on in the dungeon, but require you to accomplish an in-dungeon task before they can help you out. Other times, the monster may just hold something that can help the protagonist out such as an unlockable Crest or piece of equipment.

Random World Map Events / While traversing the world map, you are subject to a "random world map event." You will be taken to a small map where you may be ambushed by enemies, uncover treasure, stumble on a trap, or encounter a number of other possibilities. Think Fallout, people. Note: I have yet to implement this feature so it may not make the cut.

War System / In the game's plot, I have scheduled a few wars. In my mind, these will operate a la the Suikoden series. However, I have no idea how I will accomplish something similar so this is still just a possibility. I'm sure I'll figure out something, though. Note: I have yet to implement this feature so it may not make the cut.

"New Game +" Mode / I intend to make a "New Game +" feature should this game ever be finished. I have it written into the plot. Halfway through the "New Game +" you will have the option of fighting a tantalizingly plot twist-y secret boss. Also, I may make it so some plot scenes can only be witnessed in a second play-through. More specifically, scenes not involving the protagonists. Note: I have yet to implement this feature so it may not make the cut.

Intense Conversations / This system puts the player in the hot seat as they must control one of the protagonists' responses to a barrage of tricky statements, questions, and insults cast by the opponent. Depending on how the player answers throughout the conversation, they will either win or lose favour. Winning will have a reward, such as an item, making an impending boss fight easier, etc.

The Senate / Save points scattered around Belfry take you to a menu interface called "The Senate". Once there you can recover your party members for a fee, save your game, exchange party members, purchase new skills, or expand shop inventories.

Non-Playable Characters / Occasionally, a non-playable character will temporarily join your party. Their role is as the fourth member of the active battle party and cannot be controlled while in battle. They also have no access to the Sigil and their equipment cannot be removed.

Preferred Customer / The protagonists will be eligible to expand the inventories of the toy store (weapons), clothing store (armour), and grocery store (items) depending on how much money they spend in each store or how much money they net at the pawn shop. Expanded inventories give the protagonists access to better equipment. Note: I have yet to implement this feature so it may not make the cut.

On-Screen Enemies / Game dungeons contain on-screen enemies that will engage the player once they are adjacent or bump into the protagonist. The on-screen enemies will take a step every time the protagonist takes a step. This ensures that the player is not rushing around dungeons trying desperately to avoid monsters at all times.

Sigil System / Characters gain new skills through the Sigil System. After winning a battle, characters in the active battle party receive Sentience. This Sentience is later spent while accessing the Sigil at The Senate in order to learn new skills. These skills are represented as crests in the Sigil. There are four kinds of Crests: Offensive, Defensive, Conditioning, and Attribute. The Sigil is set up so there are six main branches with each branch devoted to one of the six colours (elements.) There is a lot of opportunity for crossover between branches as many of the skills lead to other skills. A character cannot advance in the Sigil until they learn all of the skills that block their desired path. In addition, characters may also purchase permanent stat increases with Sentience to compliment their weaknesses. Once a skill is learned by a character, it cannot be learned by another character. Donna and Will's parties share separate Sigils containing different Crests.

Dungeon Items / Throughout the game, the protagonists will expand their inventory of dungeon items. These are tools that are used by the protagonists to dungeon crawl more efficiently. While sometimes they are required to proceed through a dungeon, sometimes they are necessary only to retrieve treasure. Examples of dungeon items would be a hacking disc used to play a computer mini-game that may open a locked door or have some other kind of reward, a snorkel to travel underwater, spring-loaded boots to cross gaps in the floor, and so forth.

The Heroes Guild / The Heroes Guild is a venerable faction that enlists the protagonists to undergo numerous side quests to gain rank in the organization and reap the rewards of being a friendly neighbourhood hero. The Heroes Guild serves as the hub for most sidequests. There are three divisions in the Heroes Guild that the player can choose sidequests from: the Nurses Guild, the Researchers Guild, and the Adventurers Guild. The Heroes Guild is also home to an arena where one character from the protagonist's party is pit against four arena contestants fought individually. There are six tiers of increasing difficulty containing four opposing contestants each.

Weapon Skills / In this game, there are 12 different types of weapons. Each playable character can equip any of the 12 different kinds. As the character uses the weapon type more, he or she will automatically learn new and more powerful weapon-related skills. Note: I have yet to complete this feature so it may not make the cut.


Scene from the game's intro.


At the beginning of each chapter, a newscaster gives a recap on the latest goings-on in the city. Note: I will be changing the "super" (that's what we call it in the biz) and a small picture will occupy that black box.


Here is a prototype of the Intense Conversation System. Note: I have changed the portraits and the system set since then.


Another scene from the game's intro.


Yet another scene from the game's intro.


I wanted to portray a game-board-like feeling for the game's outside maps, as seen here.


Programming this party member changing system was one of the most difficult things I have ever done in my life.


Here is a snapshot of the Heroes Guild Arena's entrance.


Will is standing in front of the corner store across the street from his house. That weird black strip is an artifact from when I transferred this image from an old computer to this new one! Revel in its mystery.


Donna encounters her first Monster Lair, Obayifu.


An example of the battles in this game. Each encounter has an abstract moving image in the background.


On-screen enemies that take a step every time the protagonist takes a step.


The Senate.


Here Donna is using the hacking disc, a dungeon item, utilizing a mini-game to unlock information she needs to proceed in the dungeon she's trapped in. Note: I will most likely change the hacking mini-game dramatically.


Will is attempting to purchase a skill from his Sigil. Note: I'm trying to find a better moving panorama, if anyone has any ideas.


I was toying with the idea of throwing in a few side-view rooms for variety and also to promote the use of certain dungeon items. We'll see.


Will is underwater using the snorkel dungeon item. I programmed it so he emits bubbles every once and a while. It's cute.

So ends this giant topic. I will be adding information as it trickles in, probably in screenshot and feature-form. I do not intend to release a demo soon as I am a very busy boy and also a perfectionist. As of now, I am mostly establishing the framework of the game, such as the custom systems, creating character, battle, and weapon sets, and so forth. This takes a very long time and cannot be showcased outside of screenshot-form until it is complete enough to tie gameplay and the plot together.


On hiatus. Blame holloway.
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Wow. I want to play it.

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Release a chuffing demo already!

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lol, I read the title of this topic in the middle of listening to "Imagine".. that was intense..

anyway.. it lokks as good as it has for like.. that past... 2 years mayb..

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DUUUUUUDE! WHERE'S MY DEMO????

:Drool:

EDIT: Hey Zath if you want I can make starfield backgrounds...nice ones!

don't blink, you might miss the droids you're looking for...

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I haven't posted for a while for specific reasons, but I do continue to view the boards. And I must say, this game looks truly sensational. I'm not a fan of the face sets, but thats just me, its the art style. BUT, I love the battle artwork for the characters. Who pixel'd them, may I ask?

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I know first hand that the portraits/facesets have been updated since the screens were taken. Wink

Nothing further to say.

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I'm doing all the custom graphics like battle charsets, weapons, etc.


On hiatus. Blame holloway.
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Zatham's doing it the good old fashioned way- by hand, by himself.

But it's quite obvious that this game was made by a huge earthbound fan. It seems so normal but so surreal to- talking dog?

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I've been delaying replying because a game of this quality deserves more than "looks excellent".

I'll start by saying it looks excellent. I wouldn't have expected less from someone with your artistic ability. From some decent mapping to the slick menu screens, it really does show that you are indeed a perfectionist. There's only so much I can say about the visuals because they're fantastic and I can't fault them. Of course, the side view screenshot is the exception. The perspective is wrong and consequentially looks terrible.

The story is really intriguing, though. It certainly is quirky and a bit chilling. I find the whole clown-bus-church combination to be a bit spooky, a little like Silent Hill.

I must admit, when I read "handed a mysterious amulet" I groaned but I was relieved that it was given by a talking dog. It's the kind of surreal plot that appeals to me. With characters with names like Mysterious Fish Woman From My Past, how can it not be a success?

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If talking dogs were good enough for Soleil (Crusader of Centy) then they're definitely good enough for this game! I only need one word to sum up what I think about this game: colourful!

As Maxi said, the sideview screen (though a great idea that has worked well in other games) looks a bit iffy, especially considering the high standard of the rest of the screens. Other than that I find it hard to fault: there is a thin line between subtly surreal and plain whacked out, and I think you've managed to get it just on that line. I think the conversation feature looks excellent, and reminds me of Blade Runner. Also, I think the newcaster touch is very cute and one of those 'why didn't I think of that' type features. Even if you decide not to implement some of the features that are mentioned, I don't think it would be of too much detriment to the final product.

All in all looks bloody good!

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I am not the kind of a guy who would appraise just about anything he sees that is done properly or average. Even some good works, I just don't spend the time to comment them.

But this project, well, it deserves it. The whole surreal dreams versus surreal world just made me fell in love with your project. Having the RPG touch to it, it doesn't fit anywhere in the conventional RPG. I congratulate you for that. And as if it wasn't enough, the many custom systems are also unique, giving us the player (I hope), a new approach to the game play: I mean, Intense Conversations, The Senate? Who would have thought!

Contradictory to what someone here early suggested, the custom faces and custom graphics all fit together and give us some new visuals over the over-used Mac n Blue or RTP.

Simply put, I can't just point at anything. The poor Mapping Chicken and Maxy noticed is just well, insignificant comparing to the other ideas in your project.

You gave me this, now I have a high expectation from this project! Hope it meets.. Good luck.

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>( Guys, the occasional side-view room is basically the entire backbone of the game and NOT something I just thought up and threw together a few minutes before making the game topic. <_< But in all seriousness, I don't see any probs with the perspective except for the bridge. Can someone help me out here? Oh and I was going to lower the lava too. It's just a prototype, yes?

Maxy @ Dec 11 2007, 12:50 PM wrote:

The story is really intriguing, though. It certainly is quirky and a bit chilling. I find the whole clown-bus-church combination to be a bit spooky, a little like Silent Hill.

Silent Hill is one of my inspirations!! But for the dungeons, mostly. To make them more interesting than the standard "Hit the switch! Congrats you figured out the dungeon. Fight the boss now."

Maxy @ Dec 11 2007, 12:50 PM wrote:

I must admit, when I read "handed a mysterious amulet" I groaned but I was relieved that it was given by a talking dog.

I know right? XD I don't like having the amulet there either. It's inspired by this little comic-within-a-comic I read when I was very young about some dude who had this card on a string that he wore as a necklace and it had magical powerz that he could not control. And for some reason I always thought that was a cool idea. Anyway what I like about my game is that it is meant to start out cliché-ridden (which is why I found writing the intro hard) but as the story goes on you're like "?? wtf? Where did this come from?" and fights against the clichés.

How does my system remind you of Blade Runner, CSC? I've always wanted to see that movie...


On hiatus. Blame holloway.
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Now this is what I'm talking about!

It has all the qualities of one of the great 'Golden Age era' RM games. Crikey, just looking at the screenshots transports me back half a decade. I was discussing DReAMER with a certain chap from the Town over MSN last night, and what he said in response to my 'Golden Age' comments was spot-on:

"Stylish, but unpretentious."

This looks like a game you're making for the fun of it, rather than for recognition within the community. It's the spirit the first two Legion Saga games were made of. And I have to say, it's contagious!

They call him Boss, Boss Honkey
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