After some issues with writing a decent narrative for a Blue Valkyrie Adventure origin story as well as some issues in transferring elements into an RPG format I began to focus on the script side of things while I brain stormed this testing of lightning scripts led to new ideas and the project evolved into something very different.
I Introduce Project Asylum; a Koudelka inspired game mixing the exploration of a Resident Evil/Silent Hill/Fatal Frame game with the combat of a turn based RPG. Project Asylum isn't necessarily meant to be a horror themed game rather than it being atmospheric and claustrophobic.
You Play as Reva an inmate of black wood asylum set loose by chance; lacking any memories of the past Reva stumbles through the dark halls of the asylum searching for a way to escape. Reva fights on her own and gains a variety of skills granting her effect against the various weak points of the horrors of black wood asylum, the battle system lacks the typical basic attack command and rather uses skills completely to inflict damage; strategic use of powers is key to surviving both the minor and major encounters.
-Exploring is key; thorough players will find healing items, Armlets (Armor) and Rings (Accessories) that will prove key to surviving.
-Enemies all have key weaknesses and strengths; players who target these weak points will waste minimal resources, spamming skills will not get you far.
-Several NPCs will be encountered throughout the game; ensuring their survive will benefit the player and unlock story that might otherwise not be available.
-Three Endings, depending on Reva's actions one of three endings will be available; I'm still deciding on the inclusion of the New Game+ feature. (Perhaps alternate costumes on completion of the game?)
Beta Screenshots (all are from the RPGMaker VX Ace Engine said locations may not be in the playable versions released later.)
Testing the Lighting Engine; Reva explores a cell within the Asylum; while she gives off light through her powers torches and other light sources still remain lit helping her navigate. Darkness will help produce a tense and claustrophobic environment alongside the minimal soundtrack.
In this screenshot Reva bumps into one of the horrors inhabiting the asylum; a placeholder graphics is being used for now but a generic monster graphic will be used to show enemies for the demo. As of now there are no random encounters in Project Asylum; enemies roam the halls and can be outright avoided if desired; enemies will only re spawn if Reva leaves a major area and enters another (enemies will not re spawn if you simply enter another room and return though.)
Early test of the battle engine, Reva fights a "hollowed" inmate a minor enemy encountered early on; there's a lot of work to do here such as a better interface; I kinda like the dark background though. Depending on reactions I may try to get some drawn backgrounds instead if people desire it.
I'll post screenshots as I progress but I wanted to show I was in the process of making this and past the basic idea phase; kinda bummed Blue Valkyrie Adventure didn't work out but honestly the world I had made for her didn't fit a turn based RPG game very well and I wasn't happy with the early stuff I had managed to finish; I feel this project will pan out better and I've always wanted to do a survival horror themed story.
Whats next---
-Balancing Inventory;Equipment;Powers; and some early monsters.
-Will post bios on several of the enemies, as well as some screenshots of testing areas.