JRPG Celestial Faith: Elythia's Curse
JRPG Celestial Faith: Elythia's Curse
A story-driven 2D JRPG inspired series. Discover a Fantasy world, based from bits of the Nordic Myth.
A story-driven 2D JRPG inspired series. Discover a Fantasy world, based from bits of the Nordic Myth. Read more
About this project
During the Issa Year, the 12th, Paradale Calendar. The Regnalia Empire waged war against the Empire of Elberia. The King of Elberia was dumbfounded by the actions of Regnalia, as they had been in an alliance for a long time. Little did he know that the entire country of Regnalia was being manipulated by the mischievous god, Loki.
The story starts to revolve around Lear, an adopted child of the Morgild Family. Lear lives together with his sister Mirianna and friend Li'Shun Seng. All aspects of the world of Vanaheim are run by magic: machines, transportation, and other conveniences. However, Lear is incapable of harnessing any form of magic, making him the subject of much gossip and scorn. To change the opinion of others, he decided to enter the Magic Knight's School of Regnant City, despite not being able to use any magic.
Destined to be entangled in the conflict of two nations, where would Lear stand?
Action Battle System - The team has always been a fan of classic turned based battle systems. However, we decided to go with a different system, inspired by that of the Tales of series, which combines elements of RPGs and fighting games.
Fluid Battler Animations - We were very meticulous with this part, as we didn't want to have any half-baked battler animations with only 4 limited frames. Serasoft destroyed those boundaries and went over 5 times than the usual frame count, with an average of 10-20 frames per pose.
This one consists of 10 frames in the idle pose. No matter how you look at it, it's quite smooth, isn’t it?
This one, however has 20 frames in total, believe it or not!
This guy here, our main character has 10 frames on his idle pose.
Below is a sample sequence of poses merged together, from idle, to running, attack, then dodge.
Blacksmith/Crafting System - This system of ours has been done in many games; however, we added a lot of perks to keep it interesting. For example, when you upgrade a weapon, the weapon’s appearance changes. There's also armour creation, and gem inlays to boost your stats.
The success rate of your upgrade will vary on the hammer quality and the number of materials used.
Cooking/Alchemy System - Cooking systems are a hit or miss for many games, and can often be boring. However, we at Serasoft wanted to make an exciting, enjoyable cooking system with a beautiful UI and interesting twists! You can make your own tonics, foods, or any consumable items to heal up the characters of any status ailments.
Fishing System - We thought that a cooking system wouldn't be a cooking system without any fish to cook. Even it's a fantasy world, there are still plenty of fish waiting to be caught and cooked into delicious seafood!
Daycare Houses - In this feature, you get to hunt for monster eggs in a specific area, hatch it into a newborn monster, and take care of it in the daycare.
Rode Relics - Collect pieces of rodic sheets to complete the rodic alphabet, allowing your character to decipher the unknown language known as “Rodic Aers”. Once the player is successful in deciphering a material using Rodic Aers, the player will receive a random bonus.
Over 30+ characters - Some of these characters are playable but most are pretty much story dependent only. There would also be instances where you can choose a character out of all for you to use.
Original Soundtracks -The game will feature an original soundtrack by our composer, Darrell “Dibur” Reconose. Dibur has a very specific sound, and is also the perfectionist of the team when it comes to music.
Here's a sample:
A Stranger's Light feat. Chiisana (Celestial Faith OST)
Estimated 30+ Hours of Gameplay - Excluding the side quests and other activities like crafting, cooking and fishing.
As Serasoft’s very first commercial game, we have been pooling insane amounts of effort, blood, tears... and sweat? In any case, the reason we chose is because we wanted to improve the game as much as possible, and make it stand out from other RPG Maker games.
Until now, we've been relying on our personal savings to fund development, including custom assets like artwork and original music. However, we've faced many hardships, such as budget cuts and other things. That’s why we need your help to make Elythia’s Curse the best game it can possibly be!
A lot of grand resources are being planned to be made throughout the campaign, like more OST pieces, Battler sheets, Character/Monster sprites(There will be a lot of these), and others. If possible, we’d like as much of the game’s assets to be original as possible, such as the overworld maps.
If this campaign is successful, it will cover a big part of the project's budget. We will use it to Kickstart Elythia's Curse, and so we can find the best possible partners to finish and polish the game. Publishers have been contacting us regarding the project but we have not yet chosen anyone as of yet as we think it might be a little too early, regardless of that, we will still do so before the development finishes.
Celestial Faith: Elythia's Curse is being developed with RPG Maker MV, which is partly accessible with Windows and Mac. We are also taking into consideration of exporting through mobile devices by completely remaking the game via a different game engine, but that's for future plans for now.
By the end of the first week of the campaign, a demo will be released to give the backers a definite feel of what the game is all about. To check what works and what doesn't. Bug hunting, if you're determined.
Risks and challenges
There are quite a lot of risks and challenges in developing Celestial Faith, so many that we don't even know how to solve them. Therefore, we've decided to list all of them and solve it little by little with the proper time and effort.
As I've mentioned somewhere in this post that this is Serasoft's first commercial game and the first one will always be the most problematic one. I mean, it's not that the succeeding projects would be easy but at least an individual has experienced the first one so they'd know what to do or what not to do in the next one. However, again this is the first commercial game we've developed.
The challenges we undoubtedly have to face is the road to our successful and completion of this development. However, we at SeraSoft are very much determined to finish things all the way through.
One of the most important risk is when when become too choosy on what we make and cannot simply allow a simplistic or mediocre results. In short, we at Serasoft are a bunch of perfectionists, and that may become a huge hindrance for us but it'll also become a source of our perfected productions.Learn about accountability on Kickstarter
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