This is a reboot of Eremidia: Dungeon!, which has been redirected after years of development.
Link to the old version: Richter-h.itch.io
The storyline has drastically changed and the gameplay has been improved, yet I keep some aspects true to its former counterparts.
After months of reworks, the game has reached its first milestone and the alpha version has been available to be tested.
The story revolves around the Scout who's been hired by the Queen of the soon-to-be-ended Kingdom. The mission is quite simple: search and rescue the missing King when he's embarking the expedition towards a mysterious island in the sky. The Scout then embarks the journey into the island with an Airship full of skillful crews and a Farsight Amulet in hand.
Long story short, the Scout finds himself/herself stranded in an euclidean chambers
in the middle of void which connects the inner part of the island and the outer world, called Void Rift. The Scout is not alone; he/she's in there along with the crewmates of former and latter Airships, yet the King was alleged lost in the Rift.
Along with the Guardian Duo--Richter and Theo, who were also part of the Airship crewmates--the Scout has to find the King and save him at all costs. Little they know the Rift has surprises for those brave and foolish enough to explore the seemingly endless masses of land in the middle of void, and even lesser they realize that the island hides such a threat to the Kingdom; it is called Herald of the World's End for reasons...
So, why with the Kingdom?
In this project, Eremidia Kingdom is simply called "Kingdom" intentionally; while it's still having connections with its former project, An Empty Tome is an independent story which is currently handled by me (richter_h). The whole story is all based on my insight and proposed concepts without direct intervention from the dispersed RPGMakerID community. Most of the contents are left intact; some are altered from their original concepts.
Eremidia itself has been neglected for more than a year, and I have no intention to continue it after this project. That's why the story hints the Kingdom will be ended when the story is concluded.
Have put a few things in the latest sprint, and while the story development is not progressing that fast, there are some interesting cues worth to mention in this month’s devlog. Mad Queen arc storyline is being written at the moment, so it'll take a while to finish--not to mention, some revisions will happen soon or later.
First of all, I’ve made it to make half of the entire cast’s character art. It’s quite something, since this had been started six months ago. Maybe I’ll can make the entire cast in the end of this year. Maybe.
And then, while the story is kinda… well, stuck (not really stuck tho, I still need some time to make it more interesting), a side story emerged based on the newly established setting. The ‘Skyward Temple’ party is about to have a spotlight in this project, and here’s the interesting part: they’re about to have their own game, too. The ‘Skyward Temple’ project is currently being held by TheoAllen—and as part of the collaborative work, I provide some assets as well as establish the character design of the project’s main party.
Left-to-right: Terra Erde, Alfred Soleil, Emille Lunar, and Stella C.
Terra, in the game, being the strongest character in unassuming looks
"Beam'em up, Lunar!"
Visualizing the character concepts is quite something, I'd say. In Mad Queen arc, some villains will have their spotlights and (hopefully) they'll reveal their motives in the story. Here's some character art of them
The Mad Queen herself. Rumors have it, she has some sort of relationships with the Town Guard.
The leader of Pars Mythos cult. Also, rumored to have some relationships with the Town Guard. Why the villains are related with the Town Guard, anyway?
Supposed to be the characters appearing in one of sidequests in Mad Queen arc. One is the good side while another is the opposite. Whose side the Scout will take?
In the UI department, there's a revamp on the character menu. It's meant to give players a bit more info about said character as well as some insights on how well he/she would make it when he/she is in active party.
For sake of convenience in gearing'em up, the equipment UI is also revamped.
Also, some old contents got revised and revamped. The redactions in scenes were... well, some were absurd at best, so I had to work on it once more. Here's one of the reworks I've made for the game, which also may give answer of why and how Iris came out of the book like Richter tends to say.
That's all for July Devlog. Anyway, there's a new demo will be out soon; I'll make an announcement once it's up and ready, so stay tuned!
Anyway, Leila's Tavern is always open, so as you know, but currently the last line will be said by the now-entitled Stealth Explorer, Theodoric Allen. He's so unassuming as a Royal Guard but eh, he's still a legit one.
"Dammit, Theo! Don't mention that name again!" -- H
Forgot that the Docent has proper ending line for this devlog. Here it is:
Summary of March - June devlog. Basically this article describes the overhaul of Eremidia: Dungeon into the current version, which is now called An Empty...
As you may have read in the game's description, Eremidia: An Empty Tome is a redirection of the previous Eremidia: Dungeon! with a slight adjustment in...
The update includes revamped dialogue lines, some tweaks in battle system and difficulties.
Eremidia: Dungeon! gained some feedback after the prototype release for the selected testers. There will be some changes before it's released to public...
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The new demo to show what's the game is about. Moment of truth, if you will.
The stable build. This build is still having 'Project Dungeon' codename on it.
Stable release v1.3. The update includes revamped dialogue lines (as well as support for translating it into other languages, which is the main purpose...
The Beta version of Eremidia: Dungeon! Features the Act 1 storyline, more than 12 of playable characters and estimated playtime of 2-4 hours, depending...
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