Hello! My name is Prince Xaine. You can call me Prince, Xaine, or PX if you prefer.
I am on this site because I am working on a project, and may need assistance along the way, or might just ask for opinions on different story lines or game play.
Inspiration: The game is inspired by several different games I have played in the past, most notably the "Tales of" series, and the "Final Fantasy" series.
Scripting: Currently, I use YANFLY scripts, as I have only basic knowledge of scripting, and this would take much longer than using open source scripts, applying them to my game and giving credit where it is due.
How I got here: I was looking for more assets for BGM in my game.
Project Updates: If it is allowed, I would love to post my game here as I'm working on it, so everyone can tell me what they think :)
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Project: Tales of Auernia
Story:
Prologue: The main character wakes up to find himself prisoner in a dungeon. Inflicted with amnesia, he searches to not only find out why he is a prisoner, but to discover his identity.
Author Notes:
I know this description of the game is very minimal, but I want to keep it this way. The game is EXTREMELY variable, with many different options open to the player. I can almost guarantee a different experience for each, and every player.
This game contains, or will contain:
- Hundreds of different variables to make the story branch in different directions.
- Variables for all loot, to make the game unpredictable.
- Interactive environment: If you see a sword on a table, you can take it. A barrel on the floor, you can search it. Everything is open to your imagination.
- Hard. This is the easiest way to explain the game. If you have played Dark Souls, you know what hard can be like. This game is no different. You will need to LEARN from your mistakes, and leveling won't always cut it. All enemies will have different strengths and weaknesses, some of the enemies might be even be variable to be exactly the same except in a couple different ways.
- A pleasant max level: I always felt Final Fantasy had a low max level. and the "Tales of" Series had a max level that didn't make much sense. In this game, the max level WILL make sense and it WILL be necessary as you progress through the game.
- Clock System (WIP): This game will contain a lot of time sensitive elements. Even some story based variables that occur depending on what time of day it is.
- Optional Bosses: I always found that optional bosses were the best part of RPGs. Knowing that there are super bosses that can be almost impossible to defeat made me want to reach post-game content. There are optional bosses hidden all throughout Auernia.
These are just some of the many things I have planned for the game. I am undetermined if I want a class based system in the game or not, sometimes I feel like this limits the potentials for combinations within the game.
Let me know what you all think!
I am on this site because I am working on a project, and may need assistance along the way, or might just ask for opinions on different story lines or game play.
Inspiration: The game is inspired by several different games I have played in the past, most notably the "Tales of" series, and the "Final Fantasy" series.
Scripting: Currently, I use YANFLY scripts, as I have only basic knowledge of scripting, and this would take much longer than using open source scripts, applying them to my game and giving credit where it is due.
How I got here: I was looking for more assets for BGM in my game.
Project Updates: If it is allowed, I would love to post my game here as I'm working on it, so everyone can tell me what they think :)
------------------------------------------------------------------------------------------------------------------------------------------------
Project: Tales of Auernia
Story:
Prologue: The main character wakes up to find himself prisoner in a dungeon. Inflicted with amnesia, he searches to not only find out why he is a prisoner, but to discover his identity.
Author Notes:
I know this description of the game is very minimal, but I want to keep it this way. The game is EXTREMELY variable, with many different options open to the player. I can almost guarantee a different experience for each, and every player.
This game contains, or will contain:
- Hundreds of different variables to make the story branch in different directions.
- Variables for all loot, to make the game unpredictable.
- Interactive environment: If you see a sword on a table, you can take it. A barrel on the floor, you can search it. Everything is open to your imagination.
- Hard. This is the easiest way to explain the game. If you have played Dark Souls, you know what hard can be like. This game is no different. You will need to LEARN from your mistakes, and leveling won't always cut it. All enemies will have different strengths and weaknesses, some of the enemies might be even be variable to be exactly the same except in a couple different ways.
- A pleasant max level: I always felt Final Fantasy had a low max level. and the "Tales of" Series had a max level that didn't make much sense. In this game, the max level WILL make sense and it WILL be necessary as you progress through the game.
- Clock System (WIP): This game will contain a lot of time sensitive elements. Even some story based variables that occur depending on what time of day it is.
- Optional Bosses: I always found that optional bosses were the best part of RPGs. Knowing that there are super bosses that can be almost impossible to defeat made me want to reach post-game content. There are optional bosses hidden all throughout Auernia.
These are just some of the many things I have planned for the game. I am undetermined if I want a class based system in the game or not, sometimes I feel like this limits the potentials for combinations within the game.
Let me know what you all think!