VN RPGM Abandoned Saria Reclaimed [v0.17] [Velminth]

2.40 star(s) 162 Votes

Jeidoz

Newbie
Donor
Feb 4, 2020
17
41
at this point I might as well steal the guy's entire code and try to remake the game in a new artsyle lmao
LOL, you wanna too?

I have already begun remaking the game in Unity and hope to release some demos or an MVP this summer. If I remember correctly, Velmith mentioned in a Discord post that he allows the use of his Saria assets for our own needs. The voice actor has been mentioned in the credits. All that's left is to hire an artist who can continue Vel's style, and I think I have found one.

I have plans to add new story chapters, scenes, and a quest/dialogue & scene constructor. There will also be controller and Android support (and possibly Mac & iOS support later); translation support; and Lovesense toys support (with shared/created user profiles, since I am new to tweaking and creating profiles).

The quest/scenes constructor will allow users to add a new NPC with their own dialogues, choices, requirements, and scenes to enhance future game replayability through community content. You may create and save scenes using existing sprites, VAs, SFX, or import your own. Dialogues and scripts can be implemented via Ink file imports, where you can write phrases, logic, use sprites, audio files, and more. A wiki or guide will be included.

But first, I aim to complete a 0.15.2 game state in Unity, and later extend the game with such a constructor/builder and new levels/plots, monsters/enemies, NPCs, and a better corruption/fame system that will impact game flow. Overall, Vel’s game idea was awesome; it’s sad that he has abandoned the game.

Any way, if you want to create Godot remake, be ready to write a lot of code. Game contains a lot of stuff:
- 2D movement
- Dialog system
- Save system
- A lot of stats with buffs/debuffs and requirements
- Several tilemap levels
- Interactive objects and NPCs
- Layered images (you need to compose CG, by overlaying Base body, guys, face, coom and etc)
- Connect Scene with SFX / VA
- Inventory system
- Mouse only mode (with NavMesh or Pathfinding navigation on click)
- Card or RPG battles
- Fight with monitor resolutions
- Dig, Extract & process RPG maker assets from origin game (including VFX from RPG Maker & cutting sprite sheets into animations and extracting dialog texts and existing code for some features writen in JS or RPG Maker switches)
- Solve a lot of bugs during development
 

HikkiG

Active Member
Dec 12, 2020
657
807
LOL, you wanna too?

I have already begun remaking the game in Unity and hope to release some demos or an MVP this summer. If I remember correctly, Velmith mentioned in a Discord post that he allows the use of his Saria assets for our own needs. The voice actor has been mentioned in the credits. All that's left is to hire an artist who can continue Vel's style, and I think I have found one.

I have plans to add new story chapters, scenes, and a quest/dialogue & scene constructor. There will also be controller and Android support (and possibly Mac & iOS support later); translation support; and Lovesense toys support (with shared/created user profiles, since I am new to tweaking and creating profiles).

The quest/scenes constructor will allow users to add a new NPC with their own dialogues, choices, requirements, and scenes to enhance future game replayability through community content. You may create and save scenes using existing sprites, VAs, SFX, or import your own. Dialogues and scripts can be implemented via Ink file imports, where you can write phrases, logic, use sprites, audio files, and more. A wiki or guide will be included.

But first, I aim to complete a 0.15.2 game state in Unity, and later extend the game with such a constructor/builder and new levels/plots, monsters/enemies, NPCs, and a better corruption/fame system that will impact game flow. Overall, Vel’s game idea was awesome; it’s sad that he has abandoned the game.

Any way, if you want to create Godot remake, be ready to write a lot of code. Game contains a lot of stuff:
- 2D movement
- Dialog system
- Save system
- A lot of stats with buffs/debuffs and requirements
- Several tilemap levels
- Interactive objects and NPCs
- Layered images (you need to compose CG, by overlaying Base body, guys, face, coom and etc)
- Connect Scene with SFX / VA
- Inventory system
- Mouse only mode (with NavMesh or Pathfinding navigation on click)
- Card or RPG battles
- Fight with monitor resolutions
- Dig, Extract & process RPG maker assets from origin game (including VFX from RPG Maker & cutting sprite sheets into animations and extracting dialog texts and existing code for some features writen in JS or RPG Maker switches)
- Solve a lot of bugs during development
Do you think we'd be allowed to donate on Subscribestar/Patreon/whatever once you have a playable enough build?
 

Jeidoz

Newbie
Donor
Feb 4, 2020
17
41
Do you think we'd be allowed to donate on Subscribestar/Patreon/whatever once you have a playable enough build?
I can create them, but I'm not sure yet what to post or share. Donations will help me cover expenses for 2D artists. After the first demo, At least, I wanted to share the YouTrack board with plans and task progress, and create a thread on F95Zone for the game and a development thread.
 

finale00

New Member
Jul 29, 2019
4
7
But first, I aim to complete a 0.15.2 game state in Unity, and later extend the game with such a constructor/builder and new levels/plots, monsters/enemies, NPCs, and a better corruption/fame system that will impact game flow. Overall, Vel’s game idea was awesome; it’s sad that he has abandoned the game.

Any way, if you want to create Godot remake, be ready to write a lot of code. Game contains a lot of stuff:
Would there be less work involved in making a unity remake as opposed to godot remake?

What's the motivation for remaking the game in unity, as opposed to just cleaning up the MZ build?

When I looked at the MZ project, there was a ton of event duplication, the battles were basically copy paste copy paste copy paste and absolutely terrible to manage. I wouldn't be surprised if author gave up because it was just such a pain to actually add new content.

Even adding an enemy to a single battle required making sure 3 or 4 different event pages had their scripts updated to incorporate the new enemy. Eventually I was able to figure out how to add more enemies to each battle, but it was just a huge headache.

If all of the battles were to be refactored into a much more manageable state, it'd probably be just as usable.
 

HikkiG

Active Member
Dec 12, 2020
657
807
Would there be less work involved in making a unity remake as opposed to godot remake?

What's the motivation for remaking the game in unity, as opposed to just cleaning up the MZ build?

When I looked at the MZ project, there was a ton of event duplication, the battles were basically copy paste copy paste copy paste and absolutely terrible to manage. I wouldn't be surprised if author gave up because it was just such a pain to actually add new content.

Even adding an enemy to a single battle required making sure 3 or 4 different event pages had their scripts updated to incorporate the new enemy. Eventually I was able to figure out how to add more enemies to each battle, but it was just a huge headache.

If all of the battles were to be refactored into a much more manageable state, it'd probably be just as usable.
>1
Yes. Unity has years of professional support, functionality, and documentation over Godot.
>2
>3
RPGMaker functions are extremely limited and the engine itself can only support so much of even its own native functions. As a whole the engine cannot even handle simple programming tasks and JS can only do so much heavy lifting.
 
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finale00

New Member
Jul 29, 2019
4
7
Yes. Unity has years of professional support, functionality, and documentation over Godot.
Those things aren't going to make re-implementing the list of functionality any faster, especially if you're porting a game made in one engine into another.

RPGMaker functions are extremely limited and the engine itself can only support so much of even its own native functions. As a whole the engine cannot even handle simple programming tasks and JS can only do so much heavy lifting.
RPG maker is perfectly fine for programming. MZ is completely open-source.
JS can certainly handle simple programming tasks.

Respectfully, what is your experience with programming in general?
 
2.40 star(s) 162 Votes