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(15+) Cycle of the Heavens (SRPG Studio, 8 of ? Chapters)


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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.

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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:

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

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db9ca1f24233d099090d2533a923ffa7520fdd41

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Edited by Von Ithipathachai
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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.

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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
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