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Full Version: [In Development] Hieros Gamos (New topic)
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[Image: dwartle4v2hueshift.gif]
Introduction/Plot

Hieros Gamos is a 3v3 monster-battler RPG based on Dragon Warrior Monsters, Pokemon, and Shin Megami Tensei. It is currently being developed in Game Maker 8.

In the world of Roeizek, alchemy has developed so much that it is the single driving force behind everything in the world. The form of alchemy used in Roeizek is homunculus based - most alchemists get by through summoning and binding powerful creatures to do their bidding. After they are finished with, these creatures get released into the wild, causing an influx of monsters surrounding towns and cities. This development called for a new breed of alchemist, one who had the utmost understanding of the homunculi - one who could bind any homunculus to their will.

You are the younger brother/sister of one of these alchemists. Your sister, Morgan, set off three years ago in order to study the Hieros Gamos, the ultimate breeding rite between two super-powerful homunculi. One year ago she was pronounced missing, and you haven't gotten any contact from her until now.

On your doorstep lays a small package. Inside said package is a large crystal - one homunculi are known to produce after they breed.

The return address is illegible, except for the name "Morgan".

As you wait for the crystal to hatch, you read the note left behind by Morgan.

"Please don't come after me. I'm fine."

This isn't the truth. You know it that if Morgan was really okay she'd come home.

When the crystal hatches, you set off to find your sister, and ultimately, the secret of the Hieros Gamos...

[Image: 4starters1-2.gif]
Features

-Battle with, breed, and raise over 150 homunculi in their 4 ranks and 6 stages of growth
-3v3 battle system with combination attacks and over 200 skills
-Three-faceted Personality system means no two homunculi are exactly the same
-4 Basic and 16 Complex elements, each with its own focus
-Megaten-style recruitment - convince a homunculus to join your side, if you dare
-Retro-style homunculus graphics
-Multiple Endings based around the player's interaction with certain NPCs

The elements:
The first type of Personality, thinking type:

[Image: mermaid.gif]
Media

Various Homunculi:
[Image: dwartle4v2hueshift.gif][Image: 4starters1-2.gif][Image: mermaid.gif][Image: sylphenv24-2.gif][Image: hummzilo4-1.gif][Image: sloag4.gif][Image: mause4.gif][Image: coffatos4.gif][Image: bassicore4-3.gif][Image: dorappa4-1.gif]

Battle Screen Mockup:
[Image: mockup2.png]


Link to some Music




[Image: sylphenv24-2.gif]
Team

Medical Meccanica/Rashoumon/Masquerain: Game Design, Story, Monster Graphics and Design
Zukilord: GMK Coder
MiniMozart: Musician
ArtisticTiger: Tile Artist
I really like the premise of it, and I like the music c:

the HUD could use much more work, but I know that's eventually going to get replaced.
(09-12-2011, 03:11 AM)Accelgors Wrote: [ -> ]I really like the premise of it, and I like the music c:

the HUD could use much more work, but I know that's eventually going to get replaced.

Could you explain what needs work? I'm the one who has to make the HUDs for all aspects of the game and I've never made one before.
sure!

The HUD certainly needs a better design, because as now it looks like a MS paint rounded egde rectangle. Be more creative, and try fitting it in the game's context. For example:

[Image: metroidprimeguide_111704_hud.jpg]

this is Metroid Prime's HUD. See how it's made to look like Samus' visor is rendering them. You could use a similar idea and make your HUD to fit the context of your game. For example, since your game is homunculi-based, try using mystical/alchemist-looking details in your hud, such as old-looking papers, stylised letters, glass bars filled with color liquids for HP/MP bars etc. The possibilities are endless, and will improve the game's visuals tenfold.
Been working a bit on an updated version of the battle HUD so I can make another mockup.

[Image: hudpiece-1.gif]

It's not much, but it's something.