Von Ithipathachai Posted January 31 Share Posted January 31 (edited) This game makes use of character portraits and backgrounds generated with AI. If that doesn’t jive with you, it is recommended that you click out of this thread now. Hello once again, Serenes Forest. Adarya and I are excited to show off in earnest our first collaborative project. Originally debuted as part of the MARTH (Make A Really Terrific Hack) contest on FEU, it is now well on its way to becoming a full-fledged game. Featuring a (human-written, don’t worry!) story of a runaway queen grappling with the might of two warring empires to make the continent of Avra safe for her children again, this game’s presentation is further enhanced with expanded battle animations, numerous unique backgrounds, beautiful custom tilesets, and a visual style reminiscent of Radiant Dawn, and even some limited voice acting to create one of the most appealing SRPG Studio experiences yet. Notable gameplay features: Choice of playing with either single or double-RNG The Weapon Triangle (Swords, Lances, Axes), which grants Accuracy ±15 The Trinity of Magic (Light, Anima, Dark) and (Fire, Thunder, Wind), which grants Attack ±3 and Accuracy ±15 Fixed weapon ranks like in Genealogy of the Holy War and Engage Enemy targeting lines like in Engage AS = Spd - Wt (you need 5 more AS than your opponent for follow-up attacks) A Fates-like Skill system in which each character has a unique personal Skill and can learn more dependent on his/her class Spreadsheets: Characters Classes Skills Weapons/Items Dropbox link (8 of ?? chapters) Discord server Known Issues: There is no notification when learning a new Skill outside of battle, i.e. by getting a Level Up from Staff usage. Remaining Mov display when selecting where to move a unit doesn’t account for screen scrolling. This feature is turned off by default. There is a tiling error in the Prologue that allows Stella and Sirius to walk through the upper wall and out of the training area. This should be a minor issue since there’s nothing important outside and this is a Rout map in which none of the enemies move. Credits: Spoiler Story and character concepts by Adarya and Von Character portraits generated with KlokGen AI using training data from Intelligent Systems Custom Tilesets: Nekura Fantasy Map Chip Material Collection Custom Class Graphics: EightWinds Fuwafuwa gameandfun JAPANWeb Kashikoma Maiser Von Ithipathachai Custom Weapon & Item Graphics: Briver Claris Dankboi JAPANWeb miyabirakuda senaka Von Ithipathachai Custom Spell Animations: Chiryo no Tsue Fuwafuwa Pipoya Sfilna Skeleton Custom Backgrounds: Intelligent Systems SapphireSoft Additional backgrounds generated with Stable Diffusion Custom Plugins: Anarch16sync Aren Balberith Claris Cube Goinza MarkyJoe McMagister namae_kakkokari Nantoka PCMath Repeat robinco Custom Music: “Toberu mono” (instrumental) by Nobuo Uematsu used for the title screen All other music from Intelligent Systems (Arrangements of “Going My Way” and “Loptous” by Dragston Dev) Custom SFX: Intelligent Systems Metzik Custom Voices: Intelligent Systems Fonts: Monster Of Fantasy Modern Serif Font by Storytype Studio Constantine by Dukom Design Screenshots: Spoiler Edited February 7 by Von Ithipathachai Quote Link to comment Share on other sites More sharing options...
link16hit Posted January 31 Share Posted January 31 That art style! Quote Link to comment Share on other sites More sharing options...
Von Ithipathachai Posted February 1 Author Share Posted February 1 4 hours ago, link16hit said: That art style! Indeed. Adarya is very talented and has far better eyes and ears for audiovisual presentation than I do. Her map work alone really helps this game stand out compared to others I've worked on in the past. Quote Link to comment Share on other sites More sharing options...
Von Ithipathachai Posted February 3 Author Share Posted February 3 A bugfix for Demo 1 of Cycle of the Heavens has just been released! It fixes some bugs that weren’t caught in initial playtesting and adds some new QoL features. Changelog: The red arrows used to mark escape points are now animated to make them easier to see You can now save at the start of maps that don’t have Bases Units’ inventories are now automatically returned to the Convoy when they die Raw values for Hit, Avo, etc. and bonuses are now displayed separately on the Unit Menu Booster items for weapon types are no longer usable by units who can’t use that weapon type The tiling error in the Prologue that allowed Stella and Sirius to leave the training area has been fixed The Prologue has also received a new defeat condition in which a Game Over is triggered if Stella and Sirius run out of tome uses, i.e. by discarding them An error in Frances & James’s Base conversation in Chapter 4 that caused the conversation to increment James’s Support with Odette instead of Frances has been fixed An error in Chapter 4’s eventing that prevented George and Ada from dying on Classic Mode has been fixed The post-battle cutscene for Chapter 4 has been adjusted so that the game doesn’t wait for the crowd murmur SFX to finish all the way before proceeding The left and right sets of Armored Knight enemies in Chapter 5 now start moving on Turn 6 regardless of whether their partners are still alive An error in Ibrahim’s AI in Chapter 5 that inhibited his ability to actively approach your units after moving from his starting position has been fixed Quote Link to comment Share on other sites More sharing options...
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