Abstract- A dark story set in an obscure, future world, where 99% of mankind is addicted to a drug named [TRYADINE] and all major cities are protected by a dome named [SHIELD]. A story about truth, lies and how easy is to manipulate information... Genre- Science Fiction Platform- RPG Maker XP Latest Update- 16th March, 2013 Progress: Chapter 1 - complete & donwloadable (about 3 - 4 hours gameplay) Chapter 2 - Day 5 - part 1 released Development Team Members: Andrea Demetrio (a.k.a. Jens of Zanicuud)
NOTE:The facts and events in this game are pure fiction and aren't supposed to match any living or dead person, company, brand or place. Any reference to reality is purely coincidental.
>8th February, 2013
>Tryadine Effect development was resumed after a long period of time; Day 5 - part 1 is to be released. >Day 5 is the beginning of Chapter 2 - Buried Burdens >Day 5 has been split into two parts (Day 5 - part 1 and Day 5 - part 2) >before the actual release, I need someone to beta test the new demo till the end of Day 5. >if someone is interested in beta testing it, please PM me. I'll post the new demo link in a couple days anyway.
Tryadine Effect is still alive, after all
>10th October, 2012
Major update. I've created a new technical demo with some modifications: 1. Difficulty level settings. Three levels: Easy, Normal, Hard. Enemies Pain and Blood tolerance is controlled by this feature. You can change your settings from the in-game menu by selecting System -> Options; 2. Retry option. After you lose a battle, you have the chance to retry it, retry it on full cure or retry it on Easy. BTW, story hasn't been updated yet. This is the very same thing as Chapter 1 Demo with improved features. Day 5 will be out by first days of November (delayed to this February).
>26th September, 2012
By next week, a new technical Demo will be released. It won't add a new Day or Chapter, but it will introduce some new features: 1. Difficulty levels. Enemies' pain tolerance and blood will vary according to the difficulty. You will be able to set it via in-game menu. Fighting on Easy could prevent you from unlocking some extra-contents in the CG gallery; 2. Retry Option. When you lose a fight, you are given the chance to retry, retry after a full cure or retry on easy. Every retry will be recorded and could prevent you from unlocking some extra-contents in the CG gallery; 3. Rest. Characters will be able to heal some pain in battle using this skill (available to anyone); 4. Pain healing. Outside battles, characters' pain will decrease by 1 every two seconds; 5. Cover. Blame will be given the ability to take damage instead of other party members. This feature, however, could not be ready in the next demo and is under development/critique.
19th January, 2012 Edit: District 7 maps 80% complete
20th January, 2012 Edit: District 7 maps 100% complete Day 1 development: 25%
22th January, 2012 Edit: Day 1 development: 45%
27th January, 2012 Edit: Day 1 Released; starting Day 2
30th January, 2012 Edit: Day 2 under development; District 2 mapping: 10%
2nd February, 2012 Edit: Day 2 - first screenshots
7th February, 2012 Edit: Day 2 - SPECTRA building under development; SPECTRA bulding mapping: 75%
15th February, 2012 Edit: Day 2 - District 2 reissued; SPECTRA bulding mapping:100% THX Vexus, Sakura Phoenix, Supercow, Resource Dragon
29th February, 2012 Edit: Day 2 cutscene complete; Day 2 mapping: 80%
14th April, 2012 Edit: Day 2 Demo released 20th June, 2012 Edit: Day 3 at 50%. Release in the next few weeks
25th June, 2012 Edit: Day 3 released.
23rd July, 2012 Edit: Day 4 at 70%. First half completed, some bug fixed >Cybil part: 50% complet; >Laese and Eric part under development
4th August, 2012 Edit: Day 4 at 90%. >Cybil and Laese's parts completed at 100%
6th August, 2012 Edit: Day 4 complete - new Demo release
18th August, 2012 Edit: Latest demo fixed; Day 5 under development
15th October, 2012 Edit: Latest demo fixed; Day 5 under development; Project page updated;
9th February, 2013 Edit: Day 5 released for beta testing;
STORY Famous scientist [EVERETT LYONELL] is murdered in [ST. PATRICK] city. Detective [VECKERT RAINER] is assigned to the case, which is considered an ordinary homicide. However, the inquiry is covered up after two days only. Veckert finds evidence of a link between Lyonell's death and a mysterious accident happened fifty years before in a country mansion, just near [OLD ST. PATRICK]. In the attempt to find the answer, Veckert will enshroud the veil which covers Tryadine history and Creatures, discovering a sad, amazing truth...
The world of [TRYADINE EFFECT] is our world, in 2062. [CREATURES] are blood-sucking quadrupedal monsters which caused the [HUGE CRISIS], fifty years before the events told. The story is set into [ST. PATRICK] city, a neon-enlighted, chaotic urban district, subdivided into nine sections. The city is completely covered by the [SHIELD], an opaque, carbon-made dome which protect the whole St. Patrick and its inhabitants but also prevents sunlight to reach the ground. The one enlightenment is provided by neon-lights. [TRYADINE] is a simple, but extremely effective drug which causes addiction. Death occurs after three days of abstinence. An equipe of scientist, led by Lyonell, was financed by [SPECTRA] labs in order to find an antidote to Tryadine effects. [HUNTERS] are an unofficial organisation which is made up mostly by former mercenaries. They are often hired in order to destroy creatures, since Tryadine can be found in these things' veins together with blood. They are commonly paid in Tryadine doses. This practice fueled a huge Tryadine smuggling ring.
St. Patrick A neon-enlighted city protected by the [SHIELD]. It's subdivided into nine districts.
District 2 District 2 is the richest area in St. Patrick. Its inhabitants know little about [CREATURES] and some of them believe Haemophages are just monsters from fairy tales. Everyone here is Tryadine-addicted, though nobody explicitly admits it.
District 3 District 3 hosts warehouses and docks. Only policemen and workers have free access to this section. There are some troubles caused by creatures, Noctiphages in primis, and by members of a tryadine-smuggling ring.
District 7 One of St. Patrick outer districts, more exposed to [CREATURES]. Lyonell is found dead here. District 7 is a sort of underground, where people without enough money to live anywhere else recollect and reunite. Recently, a tryadine-smuggling ring has been discovered. This actually was the case assigned to Veckert before Lyonell's death.
Moe's tavern Nothing more than a dirty pub located in [DISTRICT 7]. Hunters usually wait here for job offers.
Old St. Patrick
Old St. Patrick Ruins just out of the [SHIELD]. The remains of the old capital, full of mystery and degrade. They say [CREATURES]'s nest to be somewhere there. Lyonell was seen here two day before his death, although noone was supposed to exit the [SHIELD] without permission. Ruins are made up of: -Ruins' core: the main section. Remains of houses and old facilities; -Spectra: what's left of old Spectra Industries (later Spectrum Lab). It's an old facility built with durable materials. Its underground levels contain results of old experiments and the relative documentation, though nobody is allowed to collect it without the government's permission. Lyonell was seen just here; -Graveyard: the supposed [CREATURES]'s nest. A monumental graveyard, forgotten by all living beings. It's a sort of relic of a lost golden age. Necrophages are the most common creatures found in this location: -Old hospital: this facility is set just outide the [SHIELD], at the beginning of [VAIR'S WOODS]. It's an old medical center that was abandoned less than a year ago, due to Haemophages' attack. The status is generally good.
Vair's Woods A dark forest just out of the [SHIELD]. Someone postulated that [CREATURES] came form here. It's the main hunting ground for Tryadine-addicted hunters like Eric. Forgotten Mansion lies at the center of Vair's Woods. It's an old country mansion which used to be inhabited by nobleman [ARTHUR COLLAIN]. Someone claims that old [SPECTRA] was involved in the mysterious accident happened here fifty years ago.
Spectra Labs Formerly known as [SPECTRA], they were founded by Anton Fourier in 1955. Located in old St.Patrick, they were destroyed during the [HUGE CRISIS] and then rebuilt with a new name below the [SHIELD]. The main aim of this company is to free mankind from tryadine-addiction, or at least, this is what they claim. Actually, [TRYADINE] is a huge business and nobody really wants to prevent it spreading throughout the world. Nobleman [ARTHUR COLLAIN] invested most of his money in research, before the crisis and the appearance of tryadine. Someone suspects that Collain knew something he shouldn't and therefore would have been killed. There are no pieces of evidence which support this theory, however.
Detective of the St. Patrick Police Dept., Veckert is a sort of bloodhound with a success rate near to 100%. This agent's past is actually well known by anyone in St. Patrick. A marked interest in blond girls and a fierce cruelty in killing [CREATURES] are Veckert's most notable features. However, there are some blanks which aren't filled yet. A mask covers part of the face because of an accident occurred two years before the events told. Veckert is tryadine-addicted and cannot live without assuming it regularly. A good amount of the monthly salary is spent in drug. When Everett Lyonell is found dead, Veckert is given the case. Noone knows where this investigation will lead the hound...
A sort of android in force to the police. The VORS-class cyborgs are generally incapable of autonomous decisions, but can be led by a skillful agent with vocal commands. Blame is Veckert's personal droid. Its AI was designed to be more receptive and to elaborate simple strategies. Blame is equipped with a light machinegun and a shotgun that can be switched anytime. This character is the second mandatory party member. Its Pain parameter refers to his outer coat status, Blood parameter refers to the remaining oil. It can be repaired only with [REPAIR KIT]. [PAINKILLERS] are uneffective.
A cold hunter who has no respect for anyone's life but his. He was hired to kill all the [CREATURES] living in [DISTRICT 7]. Eric is selfish and has no regrets in killing anyone who dares to oppose him. He's known as the [SHARP KILLER]. He can be hired at the end of Chapter 1 as a helper.
Laese is a blond girl who acts as a creature hunter. Her fighting style is designed to deal the greatest pain in the shortest possible time. Laese had a short realtionship with Veckert, two years ago. They broke after a month, but secretly her desire is alive yet. She's tryadine-addicted, like the other characters. She's one of the helper who can be hired at the end of Chapter 1. Note: phonetical transcription: her name should be pronounced [la'ese] and not [le'is].
[CYBIL VANE] Age: 25 Blood: AB+ Class: Lady Weapon(s): Bayonette Gun (a gun with a long knife mounted on, as a Napoleonic rifle)
A huntress equipped with a singular weapon known as [BAYONETTE GUN]. She's quite enjoying her lifestile and spends her time killing creatures and drinking [TRYADINE]. Cybil is also known as the [SWEET KILLER], since her gentle moods while committing homicide. She's also involved into campaigns to defend AI's rights and against indiscriminated androids' log off. She's one of the helper who can be hired at the end of Chapter 1.
[LAURENT FOURIER] Age: 58 Blood: B+
[SPECTRA]'s CEO, he's the descendant of Anton Fourier. Laurent is very confident on his skills and brutally selfish. He has no problem in causing troubles to an entire city in order to earn some more money. He hasn't commented Lyonell's death, but seems to know something more than he pretends to...
[EVERETT LYONELL] Age: 46 [dead] Blood: 0-
Lyonell was the main researcher in [SPECTRA] labs. Before his sudden death, he was working at a revolutionary research about [TRYADINE]. Little is known about him. His corpse was found in [DISTRICT 7], near the underground. A whole bunch of files was stolen from his lifeless body. First hypotesis involved [CREATURES] in his homicide, but Veckert is not supporting this theory.
[ARTHUR COLLAIN] Age: 52 [dead] Blood: A+
A nobleman died in mysterious circumstances fifty years ago, before the [SHIELD]'s construction and the [HUGE CRISIS]. He was the owner and inhabitant of [FORGOTTEN MANSION]. Before his death, some [SPECTRA]'s scientists were seen talking to him about a shared project. The events of [FORGOTTEN MANSION] are related to Lyonell's death.
[ADELMO RICCATI] Age: 31 Blood: 0+
Laese's bigger brother, Adelmo "Moe" Riccati is the owner of a tavern located in [DISTRICT 7]. He actually thinks his sister is too much libertine and can't stand her behaviour. His English is really poor, and he often commits grammar mistakes. Moe knows Veckert very well. Speaking to him has never been a waste of time...
>Legal Stuff I don't own any copyright related to raw materials I employed: Xenosaga base sprites, Rondo of Swords sprites, Guilty Gear HUD, Sonic Rush Deadline sprites, Castlevania portraits are properties of their respective owners. However, the story concept and each of the modified pictures (like the ones in the character section) are under copyright. To use them you need to ask for permission BEFORE using them in your project, provided I'll give you the permit. The following list contains each graphic under these restrictions:
Sonic Rush Deadline sprite - background (ripped by: Trish Rowdy)
Sakura Phoenix - St. PAtrick Tileset Theodore - Train tileset Zanyzora - Underground / train tileset Kenji Shingetoshi - various tilesets ??? - Forgotten Mansion tileset (I apologise but never found who created it)
some tileset edited by me.
Ice Axe - robots (Blame, Onirazors) Sithjester - Veckert's base sprite, NPCs, smugglers Vexus - close range train sprite supercow - bullet train sprite werecat - car yamina-chan - Cybil's sprite, Eric's sprite Kenji Shingetoshi - soldiers, mechs, lorries Enterbrain RTPs - NPCs, other charas
characters edited by me: -Haemophage -Mother Haemophage -Veckert's char -Scientists -Some NPCs (Sithjesters' white SeeDs) -Ice Axe's robots -werecat's car -Noctiphage -SSC (based on KNight Blade policemen) -Heirvonen (based on KNight Blade policemen) -Some smuggler -Lymatophage -Laese
Xenosaga I&II DS - base sprites (ripped by: Barubary) Rondo of Swords - base sprites (ripped by: Dazz)
portraits edited by me: -Veckert's portrait -Laese's portrait -Cybil's portrait -Fourier's portrait -Eric's Portrait -Moe's portarait -Blame's portrait was drawn by me and coloured with Paint.NET
Sakura Phoenix supercow Vexus
--"Picture of Dorian Gray" cutscene--
Castlevania Aria of Sorrow portraits (ripped by: SmithyGCN)
Magnus Noctem site - students 2d FighterMaker 2002 RTP - school background
Background ripped from Steins; Gate - found at The Spriters Resource
every other cutscene made by me with Paint.NET
Guilty Gear X HUD - ripped by: Kaihouku
slightly edited by me
Sonic Rush (Deadline) - background (ripped by: Trish Rowdy) Guilty Gear X HUD - boxes (ripped by: Kaihouku)
Concept inspired by Edu Mazieri's "A DUST tale" sprite copied from his project
-Countdown to the End (title) -Countdown to the End (gameover) -Reasoning... -Epiphany -The Mansion -Neonlight Sonata -Fighting Alone -Addiction Symphony -Heartbeat -Silent HEartbeat -Danse Macabre
Original score, written by Jonnie19:
-Abandoned Hospital -District 7 Emergency
Every other sound/BGM/BGS is from:
Enterbrain RTPs KN-Blade
Everything made by me, except for:
-XRXS's Input module -XRXS's Polygon Shaped status -Feoden's Menu Layout -Blizz ABS Input module
3rr3 Feoden Knot m4usviecr The Law G14 Vexus
--SpEcIaL tHAnKs-- (in alphabetical order)
3rr3 - beta testing bacon - hints about the shot cutscene Donny - beta testing Feoden - beta testing/bug report/grammar check/new menu layout Jonnie19 - support & some awesome BGM; Knot - beta testing/bug report/grammar check lethitax - HUGE grammar review m4usviecr - WASD suggestion/bug report Magical_Rune_knight_2001 - hints about the Noctiphage picture mooshra - help with Laese's graphic rewells - beta testing, review, support Sakura Phoenix - GREAT help with tileset and cutscenes supercow - train cutscene hints and comments shaddowval - beta testing The Law G14 - beta testing, comments and reviews Vexus - beta testing/bug report/grammar check/mapping hints X-M-O - hints about the shot cutscene, help with sounds effects my brother - the one who ever tests and comments my games
everyone else who supports my project
Moe's disasterrific English was inspired by my friend Marco's. Thanks you to exist
--Andrea Demetrio (a.k.a. Jens of Zanicuud)-- --2011 - 2012--
--"Thorns are the Roses's sweetest Essence"--
Screenshots (updated to Demo V2.0)
Forgotten Mansion - Entrance
Forgotten Mansion - Garden
District 7 - First Glance
District 7 - Underground
District 2 - Main
District 2 - Railway Station - Out
District 2 - Railway Station - Ticket Office
District 2 - Streets
-Story subdivided into three chapters, for a total of seven different days; -Blood & Pain engine version 1.2 updated (see this topic for further information); -Defeated enemies' blood can be used to heal Blood Damage; -Three different endings based on who the third party member is; -Storyline features change according to the third party member's choice;
After a month of thoughts and discussion, I decided to employ a custom-made turn-based sideview battle system. Nothing exciting or relevant, just a FF6 like battle system, similar to MinkOff's with some features... -weapons are visualized when actors attack; -techniques vary according to the weapons equipped; -battlers can switch between two weapons before selecting their action; -characters who die are healed after the encounter, with a 10% blood. -There's no way to revive an ally in battle. Only Blame can be reactivated in battle; -Monsters can be seen on the map. No random encounters; -No levels. Actors don't grow. It's something more reality-oriented, since Veckert, Eric and the others are just well-taught in combat. However, this last feature should be discussed...
1. Characters have two layer of damage, Pain&Blood. 2. Pain damage lowers progressively your stats. 3. Blood damage is related to life. 4. Standard attacks deal Pain damage, and if target evasion is low, even blood damage; 5. Skills deal only one kind of damage and generally are less accurate. Pain skills have greater accuracy but cannot deal blood damage. Use it to weaken enemies. Blood skills deal only blood damage. Use it to finish enemies. 6. Defend prevent Blood damage and halves pain damage received during the turn you're guarding; 7. Items can heal Pain damage. However, some of them (i.e. Painkillers) have a vanishing effect, that is after a certain number of turns, their effect goes away.
-use Pain skills to weaken enemies. Pain skills generally deal much more Pain damage than standard attacks. -weaken every enemy, don't focus on a particular foe before they are all slowing down, since Pain damage reduces accuracy. If you kill a Haemophage, you have a 50 - 60 % Pain, and the second Haemophage has 0% Pain, then your attacks will miss everytime. -when enemies become slower, begin to use standard attacks, in order to rise their Pain and to deal serious Blood damage. -in the end, finish'em with Blood skills, which have lesser accuracy, but deal high damage (e.g. Blame's Close Range Burst)
Move: WASD or directional arrows; Switch weapons in battle/Characters in Map: V or B key Select/Confirm: Enter, Space or C key Exit/Cancel: Esc or X key; Menu help / Torch ON-OFF: Z Key;
I'm sorry, but I'm revisioning the whole project. A Demo is no more available, since I'm starting rebuilding part of the engine from Day 1 on. I can assure your save file will be valid anyway and you'll be able to resume the game from the very same point you stopped.
I would like to thank (in alphabetical order):
Clord, for having reported a bug I wouldn't have found by myself; Feoden, for his beta testing, his awesome menu, and his bug-seeking skills; Knot, for the first grammar review of my first demo and bug-seeking; Jonnie19, for his interest in the project and his amazing soundtrack ideas; lethitax, for the hugest grammar review my game has undergone since the beginning; m4uesviecr, for her idea of introducing WASD system; rewells, for his precise review of my demo and for ana amazing grammar/spell check review; Sakura Phoenix, for her amazing tileset and graphics advices; shaddowval, first post ever on this topic and full review till Day 2; supercow, for some good graphic advice which showed me how to use brushes in Paint.NET; The Law G14, for his review of my first, second and third Demos, and his 6 mark to my graphics (without it, I'd never thougth to modify the main menu); Vexus, for his precious mapping hints and advices, and for his interest on this project; yamina-chan, for my side-characters sprites (I wouldn't have succeeded in doing them that way).
Frequently Asked Questions
Q: Where are the hints Veckert should find in crime scene?
To trigger the last one, simply talk with the agent in the second warehouse (the one with the bullet holes)
Q: I'm keeping on dying against those damn Noctiphages in Warehouse 12. What can I do to prevent them from killing me? A: Rememeber what smugglers' leader told you. Noctiphages can't stand something you can trigger...
Q: I'm stuck with the safe combination. What do I have to do? A: The code is actually 518 (that is, the hour displayed on the computer screen - the carpe diem sentence refers to that number). Notice that the clock is mirrored, so you must input the numbers on the knobs on the opposite way: there are 16 numbers (the 16th is actually the 0), so 5 would be (16 - 5) = 11; 1 would be (16 - 1) = 15 and 8 remains 8.
Q: Why I have only a HSIG in Day 4? Can I find some other weapons? A: In Day 3 you can find a knife, in the room where the smugglers' leader talks to you, and a gun, by inspecting a certain body. If you found them, you can carry them in Day 4 too.
Q: I cannot beat the HG-74S Shield Gate guard. If I hit it too hard, it recovers. A: You must not give it the haemorrhage status, otherwise it will recover a huge part of its Oil. Don't use regular attacks, just take it down with blood skills like Bloody Dagger. This way, the boss won't be able to recover. Remember that only Eric's Blood Skills can cause haemorrhage, together with regular attacks.
1. Settings.rxdata bug (thanks Knot); 2. Passabilities issues and font problem (thanks Vexus); 3. Big Haemophage bug (thanks both Feoden and Vexus); 4. Missing files recovered (thanks Vexus); 5. Hamophages lock facing issue (thanks Feoden); 6. Train cutscene non-fading picture issue (thanks Feoden); 7. Grammar & spelling check (thanks Knot); 8. Grammar & spelling check (thanks lethitac); 9. Grammar & spelling check (thanks rewells); 10. Huge menu & battle bgm bug (thanks Clord); 11. Menu items bug (thanks The Law G14);
If you find a bug in the Demo, please, PM me: -map in which the bug was found; -file missing (file name, etc.) -script error (line, script, etc.)
PERFECT PLAY REQUIREMENTS
In order to unlock some files in the complete game, you should do certain actions and make certain choices. If done correctly, these choices will unlock some extra picture in the gallery (yes, there is a gallery, but unfortunately it isn't available in the Demo version). You are free to ask more about this feature.
There are be no known bugs (ATM) in the latest Demo, except from some tileset issues and various grammar / spelling mistakes due to my far from perfect English. Anyway, when shutting the game down, you'll notice a script error. Just ignore it, since it's not related to the game. Jonnie19 found another silly issue: Strange bug you could find... To avoid this, just press UP right when the message window disappears, in order to escape the Haemos.
>GRAPHICS: 1. I'd like to replace Xenosaga-based graphics with some good custom graphics, in a sort of realistic anime style. I'm obviously not able to do that. If someone is interested, just PM me an artwork of Veckert to see. 2. I'd also need someone to create some custom RMXP characters' sheets. I need some robots - mechs (like Armored Core's MT) and I'm not able to build them myself. >MUSIC: Jonnie19 is already helping me to build up the OST, but I still need some music to be composed. If someone is interested, just PM me. >NATIVE ENGLISH SPEAKERS: I need some help to clean up the game's dialogues, since I keep on committing every genre of mistakes.
SUPPORT THE PROJECT: If you wanna support this project, just put this banner in your signature.
Thanks in advance
You are free to PM me for further information.
This post has been edited by Jens of Zanicuud: Mar 29 2013, 03:17 AM
"Thorns are the rose's sweetest essence..." -Jens of Zanicuud