Inspiration
In the creation of the game, we were inspired by other games such as Undertale and the Pokémon games as well as other RPG games that were made with the same engine like Angels of Death. We took inspiration from stories we read in books and shows, examining how the human mind deals with a traumatic event.
What it does
Our program is a fully-playable RPG, controlled with arrow keys and interactable with the z key. You will need to download the .exe and extract the files to run it.
How we built it
We used RPG Maker VX Ace, a software found on Steam. The entire game was made with the Ruby Game Scripting System 2, an engine built into the software. We used pre-existing sprites and graphics for the game that came with the program.
Challenges we ran into
Our biggest challenges in the creation of the game was the maintenance of the events in each map. We made almost every event auto-run, which meant we had to take care to avoid having the events loop and lock up the game. We also ran into some problems with the use of variables to trigger events and either allow or bar access to an area.
Accomplishments that we're proud of
We were able to build a whole RPG in a day from idea conception to full-build. This was the first RPG we worked on as a team and the second game we made ever. Our previous game was purely mechanical with no story, so this was the first game where we had to make a story from scratch.
What we learned
We learned a lot about the use of RPG Maker through this project. We learned how to use variables to turn on certain events, a skill we knew from programming experience but not in the context of this engine. Learning to use conditional that allowed us to help direct players to the right place and keep the game on track was a new experience. We also learned how to control movement and animations, learning the nitty gritty of how to keep a smooth experience. Most of all, we learned how to put together a full game experience. For us, it was simple to comprehend each individual tool. However, the experience of putting these individual features into one cohesive experience was a novelty for us. We plan on taking these experiences to future projects.
What's next for Requiem Salve
In the future, we plan to add another part to the story to create a fuller experience for the player and to expand upon the themes explored in the game. We also plan to adapt lessons learned from this experience to our future project such as video game development for TSA competitions.
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