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Grave Prosperity: Redux

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Townie
Joined: 21 Jul 2010
Grave Prosperity: Redux

First and foremost, I would like to say that it has been years since I posted here (Back when I first began with 3D animation for my projects). I have been to many many different forums with my project "Grave Prosperity," but this site is the very first one it ever surfaced on, and now I would like to make this the first place the final version of its successor surfaces. It means a lot to me, as a developer, to return to the first home of Grave Prosperity with its final make!

"Grave Prosperity: Redux" is precisely what the title suggests. It is the return of the original RMXP game, only this time it has been greatly enhanced and fixed where the previous game was broken. For example, instead of pushing the RMXP system to its limit making an entirely custom evented engine inside it, this version has been made with a much more appropriate engine: The "Construct 2" engine. Now high speed combat is possible through this powerful engine, and it comes off as much more natural. Running at a fluid 60FPS,  Grave Prosperity has never look so smooth. For anyone who is familiar with the RMXP release, below is an image of the re-worked battle with the first boss:

The game now makes use of precise collision detection and particle effects to give exploration and combat a very natural look and feel. Some features, such as navigation, have been changed. The game is now based on a 2 direction movement system, opposed to a 4 directional movement. This means the player can still more freely around the map at any angle, but only left and right facing animation have been provided. This slight adjustment has completely removed some of the old movement bugs from the previous make. 

The protagonist is still Amber Ridge, and the story is still relatively the same. You have been attacked and kidnapped from a night club, and left for dead in a remote location. After stumbling across an old dark structure, you begin your descent into an unforgettable action horror nightmare. As of yet, the combat system still hasn't been fully made out. The ability to dodge and upgrade to perform combos are present, and a new feature called "Combat High" has been added as a sort of limit break available for use after engaging in enough combat. Also, the ability to block incoming attacks and counter attack has been added as well. The only remaining question is the HUD. The previous game was based on an HP regeneration system, but I'm thinking about making this version along the lines of the classic era of games. On hit kills. It sounds horrible at first, but given the insane arsenal of techniques at the players' disposal, it would almost seem unfair to have an HP system. And this way forces the players to really focus and hone their technique while fighting, if they choose to do so. Puzzle elements are still present and also provide an alternative way to collect EXP in order to upgrade techniques for those difficult boss battles.

These are the things that have been going on with Grave Prosperity since its original release back in 2012. Please leave any comments on your ideas or opinions on the current systems described below. All of your feedback is welcome, and necessary to help make this version of the game a greater success than the last!

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Townie
Joined: 9 Dec 2015

The support that they are asking is something to look forward to. That would be a thing for them to contemplate. - GE Pro Elite

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