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WIP  Relics of Creation (A Pokemon Fangame)
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WIP  Relics of Creation (A Pokemon Fangame)
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WIP  Relics of Creation (A Pokemon Fangame)
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[WIP] Relics of Creation (A Pokemon Fangame)
United States CGWorks
Hammer Bro
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#1
05-22-2018, 07:09 PM (This post was last modified: 11-23-2018, 09:02 PM by CGWorks.)

PLOT SUMMARY:
[+]Spoiler
Riky the Lucario has lived a care-free and peaceful life in the small town of Elkton, which is surrounded by forests and mountains, relatively cut off from the dangers and strifes of the outside world. However, a tragic event brings this to an abrupt end. The night of his 18th birthday, as well as the anniversary on which he was rescued, the home in which he lives is razed to the ground in a violent terrorist attack consisting of a mix of both Pokemon and Humans, during which the Elronds - which is the family Riky was rescued by - are killed. In an attempt to rescue her cherished friend, Vanessa Elrond sacrifices herself to save the Lucario, and Riky watches in horror as she is murdered. When he comes around, Riky, with his best friend Fiona the Braixen at his side, swears to avenge Vanessa, her family, and all the friends they lost in the attack, and set out on a dangerous quest across the largely untamed world of Alto to bring the killers to justice. During their travels, they will meet new friends, face unimaginable challenges, and discover secrets and motives the likes of which they could never have imagined.

So yeah, people that've been on MFGG a while will know i've been working on and off on this for about 2 years lol. Relics of Creation is a blend of Pokemon, Xenoblade, and Final Fantasy in terms of gameplay and story. I've long felt that mainstream pokemon games are very bland and feel more like simple reskins + a new feature or two with re-coded assets from older games in the franchise, but I LOVE the Pokemon themselves, so I decided I would make a game in vein to how I'd like to see Pokemon done, even if it's unlikely lol

The game is planned to feature large areas to explore. The game has sidequests, a day-night cycle, realtime weather changes, sandstorms, snowstorms treasure chests to loot, switches that have various effects on things in the area, pushable objects for puzzles (which utilize tiles rather than separate sprites), an inventory system, an affinity system, a shop system, a collectibles system, party members, party swapping, a lighting system, and more is planned.

There's still A LOT to do on the game, but it's all coming along nicely. Here's the part where i post old pictures, videos, and gifs of stuff i've worked on for the game:


This is the game world - Alto:
[+]Spoiler
[Image: 2o9rh3w.png]
Super extra old videos, with the most recent being at the bottom:
[+]Spoiler




an old gif showing off the sword and cuttable grass (ZELDA style o3o)
[+]Spoiler
[Image: aH6vUuD.gif]
A gif showing off the buttons/switches and the pushable objects o3o
[+]Spoiler
[Image: dbdCRho.gif]
And lastly a gif showing off a preview of the sidequest system o3o
[+]Spoiler
[Image: XaytIG6.gif]
Here's a mockup of the battle system:
[Image: YuWySwA.png]

Since this mockup was made, i've expanded the horizontal border of the view to make the screen less crowded. I'll just copy/paste what i've said about the battle system before:
[+]Spoiler
I was originally gonna use a turn-based system but then i'd've had to've made a good deal more sprites, and bigger ones at that, so i decided to go with a real-time combat system inspired largely by Xenoblade Chronicles 1.

Techs are the various moves you can use; you can swap between techs in the pause menu outside of battle. When a tech is used, its icon will darken, become slightly transparent, and shrink considerably. It will gradually resize to normal proportions and become opaque again, as well as sparkle briefly when it's available to use again. Each tech has a different amount of cool down time.

Techs have two important qualities - Nature, and Type. The Type represents its... well, "type". Like if Riky uses "Swords Dance", then its Type is Normal. This information is important when you want to deal critical damage to enemies who are of a Type that is weak against attacks of a certain Type. The Nature of the Tech represents the quality of the move itself. All techs are color-coded:

Red (physical move)
Purple (Offensive Aura)
Blue (Defensive Aura)
Orange (Temporary Stat-boosting Aura)
Gray (Character-specific Skills / Items / Flee / Initiate Team Combo

Characters also have Morale, which itself has 5 stages, which are simply Neutral, Motivated, Fired Up, Downcast, and Despondent. The higher a character's morale, the more accurate their attacks are and the more likely they will be to land critical hits. If any team member has Despondent morale, then a team combo can't be performed.

Team combos are very much like chain attacks from Xenoblade but with an added twist - at the end of a combo, the Types of the Techs you've used may result in a very powerful after-effect. Like if Riky, Fiona, and Vergil use offensive Techs of certain Types in a certain way, then it could result in a "Scalding Water" or "Steam Bomb" combo which will deal massive damage, for example


Also one more thing I should mention: since this mockup was made, i also went and expanded the width of the game's view so as to make the screen a little less crowded during battles
I think that's all for now. I'll post more as I remember/get things done :P If you have questions don't hesitate to ask o3o
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United States GamerInGeorgia
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#2
05-22-2018, 07:16 PM
Wow. Huh? The title screen is phenomenal and the music really fits. Can't wait to see what this game turns into!

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United States SonicKade2048
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#3
05-22-2018, 07:20 PM
I LOVE this idea! Everything I've seen in Pokemon Mystery Dungeon games have always fascinated me, and I've wanted to do something with it all myself, though I've never gotten around to it due to some reasons which I won't really describe here. As for the progress of it all right now, it looks amazing! I love the aesthetics of it, and I look forward to seeing more come from you. Keep doing what you're doing now, and I'm sure you'll make it into an amazing game!
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United States CGWorks
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#4
05-25-2018, 02:49 PM (This post was last modified: 05-25-2018, 02:51 PM by CGWorks.)
Thanks y'all c:

nothing too big to post about here, but i updated the OP because for some reason the videos weren't showing. That's been corrected, and in addition to that some small changes and bug fixes were done.

Some sounds such as the sound of a creek or pond fade in gradually the closer you get to them but the volume was escalating and fading in an exponential pattern so that's been fixed so that it scales more linearly. Also in one of the videos showing the affinity system I used the mouse. I've changed this to use the arrow keys instead

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United States YoshisIsland3
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#5
05-26-2018, 12:43 PM
The controls sound very nice, and there is a lot of LOZ mixed in there, I'm looking foward to the game.

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United States CGWorks
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#6
05-28-2018, 09:39 PM


New dev progress video

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United States CGWorks
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#7
06-03-2018, 04:37 PM



The music system works now o3o

music will change depending on day/night cycles and it will change whenever you get into a battle. Music will not have day/night transitions if you're in a cave or something similar
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#8
06-05-2018, 11:58 PM
This seems really ambitious, but very cool. Good luck with this.

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United States RetroRespecter
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#9
06-12-2018, 02:40 PM
Now that's what I call a passion project.

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United States CGWorks
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#10
08-07-2018, 06:32 PM
Sorry I've not updated this in a while <w> I had summer classes this summer and they were, to put it mildly, some of the most stressful classes I've ever taken lol due mainly to 14 weeks of material being covered in 7 weeks but i'm back to work on this o3o

I've been adding some more ambient sound effects as well as modifying how some of the ambient sound effects play so that they sound more "fake 3d" is how I'll put it. I can't really explain this well without a video but we'll get to that eventually i guess lol

I've also been updating greninja's sprites because they needed it BADLY:

[Image: aYWIZI4.png]


old sprites are on the left and new ones are on the right.

That's all i have for now unfortunately, but I hope to be able to post more in the near future c:
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United States CGWorks
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#11
08-12-2018, 04:51 PM (This post was last modified: 10-01-2018, 05:29 PM by CGWorks.)
Got a few new things to show o3o

[+]Spoiler
[Image: RUaYd5e.gif]
Buttons now can spawn treasure chests, and the camera can focus on certain elements of a level or area to highlight important things or points of interest


[+]Spoiler
[Image: OeCHNro.gif]
This one's just for cosmetics, but while indoors lightning flashes will shine through windows o3o

In addition to these, quite a few collision bugs were also fixed. I've also sped up the in-game time because otherwise it would take 24 irl minutes for a full day-night cycle to play out lol
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United States RetroRespecter
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#12
08-13-2018, 03:41 PM
This feels like Pokémon Mystery Dungeons taken to the next level already.

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United States CGWorks
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#13
08-14-2018, 05:31 PM (This post was last modified: 10-01-2018, 05:30 PM by CGWorks.)
[+]Spoiler
[Image: ALo2877.gif]
I added more eye candy (birds and things)

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United States CGWorks
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#14
08-28-2018, 12:24 PM (This post was last modified: 10-01-2018, 05:30 PM by CGWorks.)
[+]Spoiler
[Image: EycjM1z.gif]
Their name is tentative. You can use them to create Stat-boosting crystals o3o
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United States CGWorks
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#15
09-24-2018, 12:21 AM (This post was last modified: 10-15-2018, 05:18 PM by CGWorks.)
[+]Spoiler
[video=youtube]watch?v=FfZESp4Wahw[/video]
New stuff o3o

The minimap is functional, and I made some changes and improvements to the "ores" system i showed earlier. The real improvements are internal so you don't glean too much from this video unfortunately, but they now have better names and descriptions in the inventory. Also you can sell Ores for high prices
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This is neat.
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#16
09-24-2018, 12:47 PM
Wow, this is pretty neat! This game seems very big, but you appear to have a lot of passion for it and the game is looking very polished! I'm quite sure this will turn out to be a really great game once it's finished! Smile
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United States CGWorks
Hammer Bro
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#17
10-01-2018, 05:28 PM (This post was last modified: 10-15-2018, 05:19 PM by CGWorks.)
[+]Spoiler
[Image: UINMRUa.gif]
New feature o3o

Landmarks have been implemented. You'll be able to fast travel to landmarks you've visited in the game
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United States CGWorks
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#18
10-15-2018, 05:17 PM
I added the clock/weather thing which i've attached to the minimap

[Image: X8TOl8A.gif]
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#19
10-15-2018, 07:23 PM
Those night/weather effects are looking pretty nifty.
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United States CGWorks
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#20
10-17-2018, 03:38 PM
[Image: 6J6zOiZ.gif]

small update, but i've added an option to change the time of day o3o
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