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DragonBlossom and stuff by sierrarune

As you guys may know, I'm importing alot of stuff from my WIP indie game called DragonBlossom. Now, what of this? Well..

  • I have been working on this project since 2013 (so this would be it's 2nd year of development)
  • It was inspired from Freedom Planet (to be honest, I know of Strife, its creator).
  • This is a RPG Platformer which means levelup systems and whatnot.
  • Most of the stuff has gone under revamps including sprites and concepts.

Additional involves..
The storyline. Ho boy.

It's been a millenia has since the Ancient Beings and the Great Hero has established peace within the lands after stopping a war that was being lead by a mysterious evil to conquer the world. Once defeated, this evil was sealed away, never to return to threaten the lands. In this time of peace, enough was done to establish the grounds for the four kingdoms which all have Leaders, however the High Prince was crowned as an absolute ruler to keep the Kingdoms in check.

Over time, despite of being beaten, the evil grew until the time of it's revival and from this, it threatens the lands once more. Worse of all, it throws enough havoc to have the Solsai Kingdom press threats of war against the other Kingdoms and blaming the High Prince for his inability to stop such an incident. To make matters worse, strange happenings have been sighted around all over the kingdoms and in a strange twist of Fate, it's all up to a youth and her allies to save the kingdoms from going to war against each other and stop the evil before it's too late.

It's not much but if you are getting Legend of Zelda and Klonoa vibes, you would be correct because it's inspired from those games as well.

GIMMICKS
Now, what's a game without gimmicks? Come on now. We can't have any gimmicks whatsoever, however I can tell you this. Gimmicks will be borrowed from games such as Sonic, Donkey Kong Country and others. However, there has to be a balance on the terms of having too much or too little and as a project, we need to be just right.

I have already created a gimmick that would be of something unique, but it's a work-in-progress.

GAMEPLAY
Before we move on, yes, all characters will be able to swim (with the exception of one), grab-onto grapnels, roll, attack, defend and other basic things, it's just these gameplay mechanics that I am about to mention, will separate each other from having the same gameplay mechanics.

Now, since we are entering about what's unique about each character, there will be about four to five different gameplay mechanics;I will listed them now.

  • Ayasuka will have great speed, however don't be expecting her to be fast as a certain blue hedgehog anytime soon; not even Lilac is that fast. Since Ayasuka is a monkey, she will be able to climb vines (ala from the DKC series), be able to climb onto moss covered walls. She also holds the ability to use the elemental powerup shields to their full advantage and does so with elemental variations of attacks (much like Kirby in a way).

  • Seichi will be balanced. His bo staff and natural chameleon abilities would be enough to consider. He will have some melee and stealth sections to undergo every now and then.

  • Mao is heavy offensive. She has a sword and a set of cards that summons variations of attributes. Her gameplay style is more like of the Tales of Symphonia format.

To add, for the finale, the powerups serve more than a simple powerup, there's level systems that would temporarily help the status of each character and all have their weaknesses.

DragonBlossom and stuff

sierrarune

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  • Link

    This sounds pretty cool, good luck!

    • Link

      Thank you very much. ^_^