"Selatria" Copyright (c) 2011-2012 The Selatria Development Team, All Rights Reserved. Producer/Director/Lead Game Design and Concept: Grover Wimberly IV Co-Director/Lead Talent Director and Casting: Jabari Smith Game Concept/Design Team: Grover Wimberly IV (Lead) William Merriam III (Mapping) Airen Blakovich Andreas Engh Jonathan Dishaw Jabari Smith Storyline/Plot Team: Airen Blakovich (Lead) Grover Wimberly IV (Original Concept) Vikki Ceballos (Number 016 Backstory) William Merriam III (Sidequest Director) Jonathan Dishaw (Script Revision) Jonathan Flynn Rodney Walker Art Team: Jonathan Flynn (Lead Artist, Art Directon: Character Concepts/Expressions, Coloring) Erik Boismier (Lead Enemy/Monster Concept Artist, Character Shadowing) Derrick Frainee (Main Logo Design) Gyreck (Status Effects/Sprite Artist) Juliet P. Taylor (Character Concepts, Sprite Artist) Music/Sound Team: Luke Simpson (Lead Composer) Christopher Nuño (Composer) Jonathan Dishaw (Composer) Jabari Smith (Composer) Donald Brown (Sound Effects) Shadoe (Sound Editor) Voice Acting Team: Mage - Jabari Lewis-Smith Melanie - Vikki Ceballos Luis - River Kanoff Number 016 - Kristyn Yearington Hat - Bowie Alexander Gobby - Johan Flynn Commander - Jonathan Dishaw Prologue Guard - Fiona Cheung Prison Guard - Michelle Deco Number 015 - Anthony Hintzen Merchant - Neil Stucky Talker - Bowie Alexander Narrator - Peter L.Quon Monsters - Jabari Lewis-Smith Programming Team: Grover Wimberly IV (Lead) Matthew Estrada Juan Nevares Additional Scripters (See Below) Scripts Used (With Permission given for use with commercial projects): Map Effect Pack - NoorXp Splash Screen Script - Vlue L. Maynara Font Modifier - ChaosOverLord Defense Script - Synthesize Modified Map Name Script - Falcao, edited by Grover Wimberly IV/Matthew Estrada Modified Custom Menu Script - Grover Wimberly IV Modified Battle Result Script - Woratana, edited by Grover Wimberly IV Level Up Heal Script - Woratana Tanketai Battle Script - Original Script by: Enu English Localization: Kylock, Mr. Bubble, Shu Contributors & Special Thanks: Shu, Moonlight, NightWalker, Enelvon, Atoa, AlphaWhelp, blackmorning, Mithran, Kaduki, Enu Front-View Tankentai Battle System Script Add-On- Grover Wimberly IV Special Thanks: Cristobal Guerrero
Samples of art/pictures submitted by current team members: Character Face Art: Jonathan Flynn Spell Icons: Gyreck Full-Body Character/Monster Art: Erik Boismier/Jonathan Flynn
Development on Chapter 1 is coming to a close soon, a trailer is coming this week, and open testing/demo is coming next week!
I wanted to update what I'm looking for in the team. While I got a lot
of requests of people who are interested in joining, I am really only
looking for the following positions, and serious ones at that. We move
at a really fast pace on the project and a lot of us spend our free time
working late nights on actually developing the project and giving each
other suggestions on how to improve the game.
That being said, we're looking for very passionate people, and if you
don't quite fit the spots available and think you have some ideas that
may be great, please join! We'd love to have your input.
Synopsis:
Selatria is a game largely
developed as a collaborative effort between game designers, artists,
musicians, actors, and other talented individuals. As such, it is a for-profit using
mostly original-created resources.
All development team members get a share of ownership in the project!
Team members who submit resources to the project will get a share in
ownership of the entire game. (Percentages will not be determined until completion of
the project and will be agreed upon by the group.)
Regarding those interested in joining the project on a commission basis:
Unfortunately, I'm not looking for people who are willing to submit resources to the game via commission-based pay at this time. If any revenue comes into the game project, it will be split proportionally to all of us passionate people in the team currently who have been working not just for money, but to see a big project to completion.
If the project gets enough revenue in the future to give back to all of us currently in the team who have been here working on the project, then I will open up commission-based payment for new members in the future. Current team members are a clear priority, though. Goals for the game project:
Creating a fun and enjoyable gaming RPG for the player that mixes retro 2D concepts with elements adapted from newer games. (Voice acting, achievements, and the like.) This is undoubtedly the most important point.
Redoing all of the environments to give the game a unique look and atmosphere that matches our game vision.
Creating a game that the team can use as a stepping stone or a resume/work sample to obtain employment in a related industry.
To be able to see a giant six-chapter game project to completion. For some reason or another, projects get canceled mid-development and it ends up being a giant waste of time for all involved.
To be able to learn the SphereDev open-source RPG engine to be able to port the project to other platforms.
Open Positions:
*Indicates a new position that has opened.
Position -- Priority
Art Team:
-Environmental Tile Artist (Buildings, tiles, grass, bizarre environments) -- VERY HIGH
-Animation Artist (for Spells/Abilities) -- HIGH
-Concept Artist (Weapons/Armor)-- HIGH
-Digital Artist -- HIGH
-Icon Designer (Weapons) -- HIGH
-Dedicated Unique Sprite Artist (Monsters) -- MEDIUM
Programmers/Game Designers:
-JavaScript Programmers for new RPG Engine -- HIGH
-Ruby Script Programmers -- MEDIUM
-Event Planner -- MEDIUM
-RPG Maker VX Event Planner -- MEDIUM*
-Webpage Designer -- MEDIUM*
Acting:
-Voice Actors -- Audition Basis: Please talk to Jabari Smith or myself if you want to audition for a role.
Testers:
-Game Tester (Intentionally tries to break the game on a weekly basis leaving detailed notes of bugs) -- MEDIUM*
-Storyline Fact Checker (Intentionally looks for discontinuities in the story, checks to make sure things make sense leaving detailed notes of story concepts that are not well explained or thought out.) -- MEDIUM*
The purpose of this agreement is to ensure the advancement of the
"Codename: EPIC" project and or related project names this may go under
in the future. This contract is not meant to be a hindrance, nor is it
meant to trick anyone in the group into agreeing to anything that is
unreasonable, unfair, or consequential to the development of the
project.
Members will be subject to agree to -all- of these rules:
1/ Resources that are submitted by an individual in a team will be
required to credit their contributions that they submit to the project. (Definition
of resource: Any art, musical piece, character design, windowskin,
tileset, lines of code, voice acting submission, sprite etc. This does
not include ideas or suggestions) The more submissions that are
credited, the more we have documented on how to split up shares of
sales once the game goes live so everyone gets a fair percentage for
their work on the project.
2/ All resource submissions that are used in the actual project from
team members become property of the Development Team as a whole (and not any specific individual) after 30 days (starting the date the resource was placed into the Dropbox folder) has passed. [This
does not apply to works in progress, musical demos, or ideas to be
considered. This only applies to resources that have been finalized for
the project.] If a resource is being used and has been in the
dropbox for 30 days or longer, the person will be unable to
retroactively take their resource out of the project. Furthermore, the person will be credited and receive a percentage via said contribution to the project no matter what.
*Resources in the dropbox already are subject to the 30 day rule starting with the date of April 8th, 2011.
3/ By accepting this agreement, members will be unable to communicate to any proprietary company about specific details
about this project. (Including characters, areas, and concepts in
development.) You are free to talk about this project to friends,
relatives, significant others, and the like. However, agreeing to this
contract means that you are not allowed to sell or transfer these ideas
to a company for personal or financial gain. (Excluding resumes.)
4/ For resignation: Members will be required to give a one (1) week
advance notice before official departure from the group. If doing a
short notice resignation of less than one week, then we (the
development team) have one week to remove anything submitted by the
person leaving that has not passed the 30 days needed to become group
ownership.
Addendum: 2/26/2012
5/ The head(s) of the project (Director, Producer) reserve the right
to, if there have been no significant contributions at all to the
project over a long period of time, to remove that individual from the
team. ("Long period of time" means 3-6 months with no significant
contributions made at all to the group.) This does not apply to
members of the group who have made significant contributions at one
time, but because of what ever reason had to take a break from the
project. This rule is more reserved for the people who have
been in the team for an extended period of time and have nothing or only
one or two ideas/concepts to show for it and does not provide any input
or reasoning for their long absence. Removed members under this
addendum will have their rightful contributions to the project removed,
and their credits deleted from the team.
Addendum: 8/2/2012
6/ As well as part-ownership of the game, those who have
submitted resources, voice acted files, art, music, or related
visual-sound effects will retain ownership over their contributed
resources and are free to share their contributions on their own if they
choose.
The Selatria project will have an unlimited license to use
these submitted resources if they are put into the project and have
passed the time limit that was previously specified.
I consider myself a traditionalist when it comes to my game design philosophy. I like to take the simple classic concepts that made the fun of the games of the genre what they were, and expand (or put additional twists) to it.
Rather than continually try to do things different from well-respected games, I want to look into what made them fun, use this as a basis, and expand on it.
Reserved Point System:
In recent years, RPGs (and MMORPGs for that matter) made it way too easy to be able to restore HP and Mana. I wanted to take the easiness of that out, and mix it from the old way of playing through RPGs where the player had to know to conserve their health and magic to be able to make it to the end.
The amount of Reserved Points is shown in the menu. It accumulates over time during regular gaming.
I hate the concept of grinding, I am more of a "fight as you progress" kind of guy. As long as you don't escape every single battle on the journey, you'll be able to get through the basic story. (Though, that's not to say you may not make it if you try to rush through things!)
Anyway, the Reserved Points system is designed to try to curb against excessive grinding against save points, by having points that regenerate to a cap, and they can be spent at any save point. The points are capped depending on the chapter the player is on, for the chapter 1 demo that will be released soon, the cap will be 300.
As mentioned above, the Reserved Points can be spent at any save point, and the points built up will transfer into given hit points and ability points for party members.
The only way I see use for abuse is that the player will sit idly waiting outside the save point for reserved points to fill up. I'm not sure whether I should keep finding ways to force that not to happen, it seems grossly inefficient and kills the fun aspect. On the other hand, I don't want it to become so mindlessly easy that they kill enemies for experience points, run right back to the save point and abuse that as a grinding point. If anyone has suggestions, feel free to lay them on me!
Team Attack System:
Selatria uses a modified traditional turn-based system in which I like to call the Augmented Team Attack System.
The game starts off like a traditional turn-based RPG battle system. Player inputs commands for the party members in a sequential order, and the moves execute via the priority of the action mixed with the speed of the characters and the enemies.
The twist to this is the addition of Trigger abilities, which four characters get to use. In the example video I posted below, Melanie is what is called a "trigger character". Trigger characters have abilities (appropriately called Triggers) which can cause chains among those in the party. Example:
Mage (if in the party) chains with ability "Recover" (heals all party members)
Depending on the trigger ability used, different party members may join in. This is what is known as an attack/ability chain. Anyone who chains off an ability will cast their chain spell at 1/2 price of what it would have been if it had been used via a command from the player.
Example:
Mage uses standard ability "Fire" - costs 6 AP. Mage chains off Melanie's "Fire Blade" ability with a "Team Attack: Fire" - costs 3 AP.
As the game progresses, Trigger abilities and Team Attacks will be the primary mode of fighting. The combos and compatibility between members who can execute chains off of each other will not be explicitly stated in-game. It will be up to the player to discover what abilities chain off of which, and how to execute the best chains possible. There are 8 different characters in the game when it will be completed, and the entire game will contain at least 64 different chaining combinations.
There will only be a few in Chapter 1, but you can take a look at a preview of the system. If I can find additional artist in the future, I may add a Chain graphic when more than one person goes off of the ability. We'll see!
Additional Screenshots:
Credits:
Character Faces: Jonathan Flynn Music: Luke Simpson Status Effect Icons: Gyreck Monster Art: Erik Boismier/Jonathan Flynn Sound Effects: Donald Brown