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omnia-rpg · 23 hours
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A Glimpse of Vestril
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Nope, none of the houses or buildings have doors yet, because I have not started mapping any of their interiors at the moment. Once I start editing interior tiles and working on those buildings, the exteriors will get their doors~ =)
Little, cloudy Vestil is the second inhabited town in this part of Zeskuyra and as you can see, there are a couple of children here!
Once I've mapped Vestril's buildings, I only have four more areas to map (two large and two small) for Omnia's introduction!
Once I'm done with mapping out the rest of the intro, I'll be working on everything else for this part of the game-- and I'll start working on an Itch .io page at some point during that time.
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omnia-rpg · 2 days
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Bite-sized Lore Chunk: Zeskurya
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omnia-rpg · 2 days
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Meet The Party (Part 2:) Humans
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omnia-rpg · 2 days
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Meet The Party (Part 1): Demi-Humans
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omnia-rpg · 3 days
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Something Is (Intentionally) Wrong Here
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I'm not giving a single spoiler away, save for saying I have -just- finished mapping Mirique's Forest!
That puts me at seventy-three maps deep so far and today, I will start editing exterior tiles for the second town and mapping it!
I had wanted to wait to start on that town until I had finished this forest, as not only had I been slapped upside the head with ideas for this place, but I knew this place would end up being a relatively large and very tileset edit-heavy area to map. I -did- have a ton of fun with Mirique's Forest, like I thought I would, though!
That leaves just six areas I need to map for Omnia's introduction! Though three of these places are going to be fairly large (The second town, the second cave, Mirique's Solarium,) it won't take more than a week or two to edit tiles for all six locations, map them and start implementing my writing afterward-- which means there are lore drops that I'll be posting here in the fairly near future~ =)
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omnia-rpg · 4 days
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Pastel Forest: Part 2
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This is probably going to be the one of the last two previews of Mirique's Forest~ =D I've only got three more maps to work on, before this area is finished. (Two little side maps and the final forested area, which will have a boss that I need to recolor the sprite and enemy for; (defeating that boss is the last required step before leaving this forest and emerging close to Mirique's Solarium.)
Since Omnia isn't a straight-up horror game and this forest is of the ensorcelled variety (to keep unwanted intruders out of Mirique's Solarium) -Domina Mirique is the demi-humans' monarch- I want tthe strangeness in the dreamlike forest to be slightly understated and more arcane-looking than straight-up horrifying (there will be places that are far more visceral and dirty, just not this one!)
I hope what I'm intending to be unsettling and weird isn't -too- subtle in this map.
There are the dead trees that have faces and one of their roots looks like a hand. There are still Mirique's Eyes (the animated eyes in the trees), the fleshy tendrils hanging from the tops of some of the trees, the almost human-shaped shadows on some of the trees and rccky ledges, cracks that bleed and some trees have been stitched.
The storm here is evented: there are animated splashes to make the rain look like it's really falling, the screen is tinted (naturally! XD) and I've got a looped cycle (with wait periods between each one) of screen flashes to imply lightning, accompanied by thunder sound effects. (The storm was just fun to event and well, weather is weather, so storms can and do brew with little-to-no warning in advance!)
At this time, I am sixty-nine maps deep! (Yep, I know: NICE number! XD) So once the intro/demo mapping is done, it's safe to say that I will have made somewhere in the vicinity of one hundred+ maps.
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omnia-rpg · 7 days
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Poisonous Pastel Candy
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This is just a small preview of what I've been working on today, now that I'm mostly finished recoloring the tileset I started recoloring and editing yesterday-- this is going to end up being a somewhat large (well, at least decent-sized, multi-room) loctaion that will become increasingly strange the deeper one ventures into it. (There is a reason for the aforementioned "strangeness" in a dreamlike forest; the reason will make sense in-game. ^.^)
In addition to the recolored and edited tiles, there are also recolored sprites, two recolored fogs (the leaf shadows on the ground were recolored violet-red and I recolored the purple clouds; they were white,) a black cloud fog and a pink-grey screen tint.
I am even more pleased with how everything works together than when I was yesterday, when I posted the tileset test. 8D
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omnia-rpg · 8 days
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Tileset Test
I know it really isn't the most exciting thing to read, but I spent basically all day today editing the hell out of tiles that way I can start working on mapping the dreamlike forest, since I got slapped upside the head with an idea this morning and I ran with it.
The screenshots I'm dropping here aren't going to be seen anywhere in Omnia, because I made a very small map to see how my edits looked together-- and I'm honestly pretty damned pleased with how things are looking so far! I wasn't completely sold on the palette for a while, but after playtesting my test map, yeah, I'm sticking with these colors.
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I recolored the trees' foliage, the dirt path, my cloud and leaf fogs, the will-'o-the-wisp orbs, the grass and weeds, all of the flowers' stems and leaves, several of the flowers themselves, the water, gems at the top of the lanterns, lilypads, vines, slimes, the irises of the eyeballs and the swans. (The large blossoms on the ground are treasure chests, by the way.)
Recoloring tiles might not seem like a big thing, haha, but anyone who has one it before knows that more than anything, recolors take time. And I'm still not done with the recolors, either. I've still got to recolor some crates, barrels, vases, stumps and protruding vines before I start actually mapping Mirique's Forest.
There is a reason for the eyes in the trees, the person-like shadow one of the tree trunks and everything else you see here-- and without giving anything at all away, the deeepr one will venture into Mirique's Forest, the stranger it will become.
Who said pink and purple -have- to be soothing, comorting colors, after all? X3
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omnia-rpg · 9 days
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Warning Screen
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This morning, I figured it would be a good idea to put together a warning screen for Omnia. Though I know the colors aren't as bright as what some people might be used to, I didn't want it to be garish or eye-searing. This will be displayed immediately after someone starts a new game, before proceeding with the tutorial and introduction.
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omnia-rpg · 10 days
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Byatis' Orchard ++
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Even though I have fine-tuned the ghost town's exterior map and have finished the interior mapping for the first visit there, there are some maps I just can't take screenshots of, as I'm not going to give
-everything- I do away!
So, instead, I'll show you parts of the exterior of Byatis's Orchard (though it could be called a sunfower garden as well. XD) Yes, her statue is broken (as you can see, there is a large hole in her emerald sphere) and no, the Earth goddess does not have as many followers as she did many years ago (people would rather pick and purchase peaches, mullberries and sunflowers, their seeds and oil) than become one of her followers, but she still does have -some- worshippers!
I'm going to start editing tiles for the little cavern-church tonight and will most likely have the interior mapped by early tomorrow afternoon. It's unlikely that I'll show screenshots of that interior, due to it being a lore-heavy location, but there will be other stuff I'll post instead.
PROGRESS:
I still need to map the following locations, then I'll be able to start working on other stuff for Omnia's introduction/demo:
~Byatis's Church Cavern
~ The second inhabited town
~ The second real cave
~ The run-down port
~ The Forest of Dreams
~ The large cathedral
As you can see, a -lot- of progress has been made, map-wise; I'm estimating myself to be about halfway through the necessary maps (or just slightly better than halfway) and I'm sitting at having fifty-six finished thus far.
I know it sounds like I have a long way to go still, but I've mapped six out of the twelve areas that can be explored in just the intro/demo-- and some of those areas have -multiple- maps.
To give you an idea of how things look in my engine, this is my map tree. Haha, naturally, I scribbled over the names of -most- of the maps I've made so far, since their names might give something away, somehow.
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And here is a vaguely artistically-cropped (I'm going with that, it beats the hell out of saying "strangely cropped!") screenshot of the demi humans' country on the world map. (Screenshat from the engine/editor, cropped and shaped in Gimp just because I could!) Yep, I've added and changed a few things, but I am now happy with how this part of the world map looks~ Naturally, no, you will not be exploring -every- part of this country durning Omnia's intro/demo.
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omnia-rpg · 11 days
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Ghost Town Sneak Peek
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I am currently working on this ghost town (in real life, I -adore- exploring and treasure hunting in ghost towns!) This place has a decent chunk of world lore associated with it-- and there is a plot-relevant reason for you to visit it as well. These two screenshots are just miniscule glimpses at the exterior!
The only living creatures inhabiting it are animals (fish, turtles and ducks, raccons, squirrels, rats, birds and grass snakes.) But that doesn't mean it's exactly a -safe- place to visit, either. Yes, there is a reason for the green/blue spheres you see in these screenshots (they aren't stationary; think of them as being somewhat similar to a will-o'-the-wisp.)
You will only be able to enter a few of the buildings the first time you visit (if you like exploring in games, like I do, that is!) But the second time you drop by, more of the buildings will be accessable.
I will start mapping their interiors tomorrow!
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omnia-rpg · 11 days
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Title Screen and Menu
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This is just a very quick, silent video that shows off my in-game menu and a screenshot of my title screen. I took a break from mapping for a few hours, since I sort of knew what I wanted for Omnia.
Even though it's a dark fantasy game and there will be many adult themes and instances of horror, I didn't want to go with anything that would have implied that it's an outright horror game, because it's -far- from anything of the sort.
I know some people might think the title screen is on the simple side, but I didn't want to do what most people do with their title screens, since I don't want Omnia's title screen to mimic anything.
For those who might be geninely curious about such things, I used Pixabay.com to find the sparkly moth (I changed the colors from blue and off-white to black-and white for the title screen and removed the sparkles for the menu.)
The window skin is just a temporary one from Black and White Pastisserie, which will be my placeholder, until I find one that matches better.
The menu itself is an old relic that I've always liked a lot, but you don't really see at all any more-- it's Niclas ("Nicke") Thornquist's Hirion Engine scripts for VX Ace. I know people like much flashier things now, but I've always liked the elegant quasi-simplicity of how the Hirion Engine looks.
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omnia-rpg · 12 days
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Merchant Port
While you will not be able to take a ride with a merchant right away (damned merchants and their mercs -always- need you to do something for them!) You will have to do something for one of them toward the end of Omnia's introduction/demo and hop onto a boat for passage to another one of the demi-humans' islands!
As always, this is not the whole merchant port, just a bite-sized chunk of what this place looks like~
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Yep, that is a mermaid in the water
I know this isn't a huge update by any means, but I have been having tornado watches over the past few days and that does cut into development time, especially when I have to head to my underground shelter.
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omnia-rpg · 14 days
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Lunar Garden and Chapel First Floor
The Lunar Chapel isn't a temple, cathedral, or anything of the sort! Though the demi-humans who attend service pay homage to their lunar goddess, the chapel is better known for a place of celebration: weddings are performed here, as are some festivals. In-game-wise, this is more of a place of lore (especially since the Chapel has an interesting, albeit non-sinister "secret" upstairs.) One of the NPCs encountered upstairs is related to one of the party members, which is another reason to visit!
The Lunar Chapel's color scheme is pink, yellow and white instead of the more traditional white, blues and silvers because the sleeping Lunar Goddess, Gitendra, is referred to as the "Goddess of the Pink Moon."
The multi-colored spheres here are meant as a visual indication of divine magic in the chapel. Outside, in the Lunar Garden, the water is animated (the glitter/glimmer effect moves with the water), the fish, ducks, turtles and mer-people swim as well.
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omnia-rpg · 16 days
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Farm and Farmhouse First Floor
I did finish my seven-map-long cave late last night ^.^ I know seven maps might seem like a lot, but several of them are just small rooms (and a missable secret.)
I am now working on the farm and farmhouse, where the first side quest will be obtained from. I've just got to work on the second floor (which will house the bedroom and office.)
As of tonight, I am now fourty-four maps deep, which is either right at the halfway point, or very close to that point, for this section of Omnia! Of course, these screenshots only show small teasers of what I've been working on today~
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omnia-rpg · 17 days
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People forgetting that game development is an actual art and resorting to AI-generated bullshit is something that's been bothering me immensely lately as well. These supposed "developers" who shill out their AI shit try to argue in favor of it, while failing to realize just how detrimental it is to actual indie developers (and teams) who go out of their way to make something worthwhile and fun. Not to mention the fact that they don't seem to give a damn that AI-generated shit is NOT ART. It's copied or stolen, computer-generated, soul-sucking garbage.
I have also noticed lately that tons of would-be "developers" have been resorting to using AI-generated writing as well. It's EXTREMELY easy to spot, considering that it's a bunch of nonsense filler trash that doesn't explain or describe anything, relies on excessive purple prose, the word "embark" and the non-word "amidst."
I’ve noticed a worrying but unsurprising trend of AI being used for rpg maker games / indie rpgs recently.
Will update in future if necessary but this is not a good thing.
Note: fourth image is one of many pictures “made” by a dev ( but not specifically for the game itself ? )
ninth image is not from an rpg maker game but dev has published an rpg maker game
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omnia-rpg · 18 days
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Continuing To Work On The Cave
Considering how work has been this week (a pain in the ass!) I didn't have too much time to work on Omnia over the past few days. However, I only have two rooms left before the cave is finished (the puzzle room and boss room!) I included a missable secret as well, just because I like things of that nature.
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I know I said I wasn't going to be posting any more screenshots of the cave, but this little one gives nothing at all away (yes, the goblins are NPCS.) The fish in the pool (yes, some caves really do have water-- and cave fish are not too uncommon in the real world. I thought I'd throw that in, since it's always been interesting to me!) do swim; they're not static. Galv's Region Restrict is a great tool for things like that~!
I should have the cave finished by tomorrow, I think! Then I'll be mapping the farm and the rest of the areas that will be explorable in the introduction/beginning.
I know it might seem strange that I keep posting mapping stuff, without mentioning plot and characters yet, but I've got my plot (well over several thousand words worth of writing) and character information written and saved, which I will start to implement once I'm done working on this stage of the mapping~
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