Malise and the Machine is an adult RPG for the PC, and is being created using a heavily improved version of RPG Maker VX Ace. The project has already been in development for over a year, but now it is time to expand the project and get players involved (that's you!).
One of the major goals of the game is originality in as much as possible. Characters, enemies, artwork, the story, tilesets, and even the soundtrack are being custom made for the game. If you've been waiting for a H-game with virtually non-stop combat-oriented H content that draws on gameplay aspects from classic RPG greats such as the classic Phantasy Star and Final Fantasy series, then you should care!
Version 0.03 - it has 2 episodes, selectable at the start of the game.
Version 0.05 - it lacks the first episode, but more content in the second, improved interface and a number of other changes, see the list of changes. In future versions, the author will combine them.
More about the features of the game:Is the gameplay any good?
The gameplay is good! A key element is the custom active time battle system that features fully animated enemy sprites and unique, highly detailed character artwork for every action. Characters have access to different outfits and weapon types that will modify their stats, play-style, and most importantly how battle H-content gets carried out.
Here's a brief summary of gameplay elements that are either integrated already or are being planned/designed:
A fast paced active time battle system featuring a party of two with real-time H-content
Complex skills, status system, balancing, and actual challenging gameplay (gasp)!
Quality AI
A fleshed out story told through events with detailed character artwork
An array of armor types for each character with their own unique visuals and play-styles
Crafting
Armor and weapon upgrade system
A whole lot of loot to feed the crafting and upgrade systems
Non-linear story/quest/progression elements
A custom user interface designed to maximize effectiveness of the biggest feature: H-content
What's special about the H content? What will this game feature?
This is where the game really shines. The design goals of this project aim to overcome the design drawbacks of many of the H-RPGs that have come before it. Instead of H-content feeling like it has been tacked onto the gameplay, this game is being heavily designed around the H-content.
Many games demand that you lose to see H-content. While it situationally makes sense, it is completely counter-intuitive to what makes a game fun: progression and overcoming challenges. Discovering a new enemy only to have to wait for a game over screen to collect H-content simply isn't that fun.
In this game, you are rewarded with H-content by surviving. Most of the H-content occurs during battle scenes, and does so using a completely original system. The game features a struggle system not unlike many RoR titles (Shinobi Girl, Witch Girl, etc.) built within the active time battle system. This opens up a whole new realm of gameplay possibilities such as skills and stats designed to affect the outcomes of the struggle system, as well as story/event battles designed completely around this system.
While there are a ton of details I could go into (and yes, many details left to be fleshed out as well), here's a basic summary of the H-content elements that are being designed for the game:
Real time battle H-content that is strongly influenced by characters' armor, level, and stats.
In-battle H system that combines the best aspects of RoR titles with traditional RPG H-games.
Unique clothing destruction system.
Unwarranted amounts of happy jelly.
Highly varied enemy types (humans/androids/robots, beasts, insects, tentacles, and more!)
Beasts, tentacles, insects, vore, and more will be included.
A ridiculous amount of highly detailed artwork
A gallery system to view higher quality versions of the ridiculous amount of highly detailed artwork
Different armor and outfits huh? Explain!
A lot of games in the past utilize picture overlays to simulate different clothing/outfits. In Malise and the Machine every outfit truly has its own unique artwork, and every single H attack has different artwork for each character and outfit (and many times the attack changes entirely!). In addition, each outfit type has a unique progressive armor damage pattern that affects how H attacks play out!
The artwork looks unique! How is it being made?
As I mentioned, the game has been in the early development stages for about a year. A big chunk of that time was devoted to experimenting with art styles, programs, and processes.
The art style I've settled on uses pre-rendered graphics made from 3D models. I'm using a highly customized set of shaders and post processing combined with hand painting in Photoshop to achieve this style, and the result is that I can create highly detailed artwork relatively quickly without being a master 2D artist. This route also allows me to pay to license models/parts from artists and customize them to my liking for use in the game. This isn't a magic button that does the work for me by any means as a lot of customization goes into everything, but it is the next best thing to having a team of artists working with me.
Who are you? Have you made any games previously? How many people are working this?
I'm a professional programmer, but this is my first game. I also have a background in various mediums of graphic design and music, and have pushed my creative abilities to new levels to lay the groundwork for this project.
I did much of the early work by myself, but the development team now consists of myself, a full-time programmer, and a second part-time artist. Due to the nature of the game content and the specific skill sets required for making the artwork (and coding my ambitious ideas) the pool of candidates is very small. Naturally I can't expect such talented people to work for free, nor would I want them to.
Change-log:0.05
Content
Added the 'Tactical Frame' armor type for Neon.
Added approximately 100 portraits as well as the sprite artwork for Neon's new armor type.
Added a new skill for Neon compatible with her new armor type.
Replaced the puzzle area in the Breeding Zone with a more straightforward series of exploration-centric maps. These maps were created with and show off the power of TK's new 3D map editor, and they also do a better job of setting up the main story than the puzzle area.
Replaced the Access Tunnels Entrance map with one created using TK's 3D map editor (over time we will replace all existing maps with improved versions).
New story H scene
Map Overhaul
Tilemap usage (vanilla RPG Maker's method of making maps' visuals) was removed or heavily scaled back on all maps in favor of parallax mapping (using multiple layers of pre-processed images to construct the maps' visuals), resulting in a huge increase to map performance.
Redesigned how traversable/non-traversable terrain is set for maps in the RPG Maker editor. This reduces map configuration time and minimizes the chance of errors such as invisible walls, walking in the air, etc. In addition, this allows for more elevation layers to exist on a single map, as well as much cleaner handling for marking areas of maps that utilize multiple elevation layers (for instance, walkways that characters can both walk on top of and underneath).
Recoded and improved map elevation levels code, which allows proper and player-independent occlusion and shading of characters and event graphics. What this means is that previous to this change, mobile NPCs and the player basically couldn't exist on separate elevation levels without the possibility of crazy visual anomalies.
Added map data preprocessing, which greatly reduces access time to map data by the engine.
We've begun implementing a new design system for new maps that should make it easier for the player to judge where the player characters can and can't move with regard to navigating near walls and ledges.
Added custom collision detection for events with graphics bigger than 1 tile (for example, the player character doesn't have to overlap with larger characters like FuseBot to interact with it, and in addition large characters like FuseBot can now hypothetically freely wander the map without overlapping walls or other map events).
Added custom activation area for events, meaning an event can be activated from multiple points on the map. This means using less events to perform a task (for example, transfer zones which required up to a dozen events now require only one, resulting in a performance boost). This also significantly speeds up time spent creating complex events, since before this we would have needed events for the sole purpose of triggering other events, and so on.
Added a general custom event configuration feature that allows us to quickly and easily make a variety of common edits to events, thus speeding up map creation. This includes but is not limited to setting collision/activation data and being able to shift events' graphics independently of the event itself.
Limited the creation of event sprites to only those that are within or near the visible area of the map, which greatly enhances performance.
Updated all existing maps and events to take advantage of new features.
Plethora of other fixes, tweaks, optimizations, etc.
NOTE: The map overhaul is an ongoing process, so some things, such as map loading times, may actually be worse than before - this will be addressed when more maps get updated with new visuals as then we'll be able to make more proper decisions on what is the best solution for this.
Equipment
Fixed a few minor bugs related to armor types that surfaced after implementing Neon's second armor.
Implemented separate skill Tetra panels for each armor type.
Improved handling of Tetra panels in both Tetra configuration screen and battle. This gives a marginal performance boost, but is way more manageable.
Implemented armor type restriction for skills.
Added armor/weapon type restrictions to some skills.
Miscellaneous
Removed multiple major 3rd party scripts - their functionality, when necessary, was coded from scratch in way more efficient and dedicated way, which improves performance and makes code more manageable.
Added cursor speed options to the Options menu, allowing for more responsive navigation of the menus / battle target selection. "Initial Delay" changes the activation time for the cursor to begin repeating movement when a directional key/button is held down. "Repeat Delay" changes the speed at which the cursor repeats movement after the initial delay time has passed.
Added 'Y' keyboard key as alias to 'Z' key - their positions are swapped in QWERTY/QWERTZ keyboard layouts, and using Z key in QWERTZ layout is a pain in the... ahem... hand
Filenames for all graphics depicting player characters (portraits, map sprites, etc.) are now dynamically built using current actor state (armor damage, lust sickness stage, states, etc.). This means that character sprites and dialog portraits can now show armor damage / effects of lust / so on. Unfortunately, adding graphics for this wasn't in the scope of this update, so these changes won't be visible yet.
The 'Pause' key/button will now hide all map windows (including message windows). This is basically a simple beta method for being able to hide the message window during H scenes.
Added process for displaying 'under construction' graphics for battle portraits that don't have art yet.
Added the capability for having loading screens, and added said screens where necessary.