IXFURU'S PROFILE

Hi. I'm Ixfuru. I started creating games when I was very young. Probably about 6th grade or so. I used to sit at school and doodle these pencil and paper games and then me and a friend would play through them. When I was in my 20s, I started creating a game called NetherQuest. It was a D&D style game and it kept me, the wife, and the neighbors occupied for many nights. When I discovered RPGMakerVX, some time in my early thirties, I started recreating NetherQuest as a playable video game. The process was slow at first, as I didn't know how to script, and most scripters didn't want to take on large projects like those I needed for NQ. It took me a few years to learn to code in Ruby on my own. Since then, I've been taking those 13 notebooks and transforming them into the massive world of NetherQuest, and it's become an obsession to try and finish it before my days on earth are through.

About a year and a half ago, my wife, my two sons, and I, started a little gaming company called J3I Games. We've released one commercial project so far and have been busily creating on NQ and the other handful of games that are on the docket.

I am an amateur rock guitarist, writer and programmer. I like dark music, comedy films, and open-world RPG video games.

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NetherQuest Review

@Irog:

Hmmm...2 Stars :(

I'm wondering about the adjective you used there...'Broken'...to describe the battle system. Is it broken? Or is it just not what you've come accustom to? I don't recall from reading your review that you found something missing or malfunctioning. Is that right? Only that you didn't prefer what you were playing. I'm sorry if that sounds defensive, but I think this review's adjective can give a false impression of what the issues you found were. The battle system runs fine, the way it's supposed to. It doesn't allow 1 button spamming, or 'everybody gets a turn' kind of thing, but does that mean it's broken? I just want to clarify that.

Okay, now for the response to your review...and I LOVED reading the review! I love when anyone takes the time to make a review of NetherQuest. I have literally poured my heart and soul into this game, teaching myself to code along the way, with the intention being that my game doesn't play anything like the 100s of other RPGMaker titles. I always thought that was the point of creating video games, to make something new and refreshing that alter the mundane concepts of how a game should be played.

Anyway, Here's some quotes and some answers from your post:

Unfortunately, the character creation window doesn't display character statistics and weapon proficiency.

I have actually heard this complaint before. And there is an improvement in the works for Version 0.83, which will be the next release. The plan is not to give direct, "This is how good your guy/gal is going to be", but to give a "this is the bonuses you receive for choosing this class" kind of thing. I'm thinking a small window in the scene which pops up dependent upon which class you're hovering over.

And there is an appealing class listed that you can't select. If it was hidden and made available after completing the game, it would add replay value but visible and unavailable makes it frustrating.

Here again, something that's in the works. The 'Obscure' class will be available to the user upon starting the game when I'm done with the class's development. I need to get to the point, where the Obscure class can develop through a certain level, changing forms along the way. The issue with the class is that it is a sort of doppelganger which can take the form of enemy creature on command, adding new minion changes to his/her arsenal through leveling up. There are only 90-something minions right now in the game, I think that would get them to about level four of possible development. So the question is ultimately, would the player be more disappointed with a non-select class at the beginning, or a class that only 'works' through level four? I believe the latter. As there are easily 70 hours of gameplay, and in playtesting, we've reached level 10+ with our characters.

you can add bags whose purpose are to remove the weight of the items placed in the bags. But the transfer screen to put items in the bags does not display item weights.

Point taken. Maybe for 0.83 or 0.84. I agree. Thanks for the input on that.

When you talk to an NPC, the action menus give the opportunity to use equipped items (like a weapon) on the NPC. You can kill an NPC this way. But when you have a rope equipped, you can't tie up the shopkeeper to rob the shop

What an awesome idea!!!
Not all things work everywhere, but some things work somewheres. ;)

You can use a boomerang to retrieve distant item but you can't target a distant NPC.
Yes. Boomerangs, whips, etc. Cannot target human NPCs (at least so far), but perhaps later. :) And what about animals. (at some point, this may also be the case.) Don't give up trying these things. The retrieval of items is based on an item's "PKUP" (pickup) ability.

Furthermore, there are no obstacles on the battlefields to build some variations.

This just isn't true. You just haven't gotten far enough.


After fighting my way through the character exchange system and their unwillingness to share


You cannot give something to someone if the item will put them overweight.

This breaks any strategy building and the need for more than one character. The AI also get only one action per turn whatever the number of monsters involved in the fight. So just send your strongest fighter in the middle of them

I disagree. What it does is makes it so you have to use different tactics than those you've become accustom to in turn-base tactical battle systems. That's all. And if you just send out your strongest guy/girl. They will get all the experience. This system makes you look out for your weaker members. A better strategy is to beat up the strong minions with the strong members and feed them to the lesser members, so that everyone levels together.

Here again, I think this may be the essence of your "Broken" adjective. It just isn't the case. Things work. They just don't work how it feels comfortable to you. How about an adjective like "Odd", or "Wierd", or even "Strange". But not broken.

You can move, put away your boomerang, equip a hammer and smash the enemy with the hammer in the same round!

Yes!!!! POWWW!!!

I reached the second town, bought and equipped new gears and talked to town folks but my interest in the game dropped so low that I quit.

Too bad...

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I will continue to create NetherQuest despite the 2 Stars. I have played countless RPGMaker games in my day, and have found that many are the just mirror images of each other. Named characters, same menus, same battle system, etc. If my game gets two stars because it is complex, robust, different, odd, wierd, or strange...I will gladly accept and be driven by those adjectives.

Only...my game is not broken...

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@lianderson: Did you play the game, or just read the review? I think this is the danger of false headlining.

NetherQuest

Thanks for playing! I'm gonna close this in spoilers, kalledemos, so as to not reveal anything, The following is what you must do to gain access to the Cave of Edor:


1. Get the Letter of Passage from BrangLee. He's the guy that usually walks around near the southern end of town. You need only make a gift request to him in order to receive the item.

2. You'll need to take the Letter of Passage to Boldan in order to get to the Chief's Hall. But before you go, you need to go unlock the conversation topic called 'Drack'. This is done by discussing things with a man named Karov, who lives in the house south of the item shop. If you don't have this topic unlocked, Solomun, the chief, will not give you a reason for you and your party to get into the cave.

3. Next, you'll take the Letter of Passage to Boldan. You must make sure that you are using the actor with the item in their inventory when you speak to him. Then, select to Give Gift and select the Letter. Boldan will then move himself from the door, and allow your passage into the Chief's Hall.

4. Finally, you'll find Solomun usually wandering randomly in the northwestern corner of the Chief's Hall. When you speak to him, ask him about the topic called 'Drack'. He will then reply with a long statement, and you'll hear funny sound--the sound that a quest makes when given. At that point, you will be able to proceed into the Cave of Edor.


Hello, i'm that one guy nobody cares/knows about

Hey! I remember you! I'm still using VX too. I have some Ace projects. And I do like the mapping on Ace better. But. . .Can't beat good old VX to me. Guess that's because I know how the scripts work so well.

Good to see you around, ShinNess Ten!

I must just be blind or something

Hey, I just now created a game submission and pressed submit. That's when I learned that I didn't upload the images. So I did that. Then, I got to thinking. I really made a nice little profile there and all, but...I didn't upload the game. So I immediately went in to see if I could find a 'upload' button or something. But no luck. I did see that you can submit a 'download'. Is that what I'm supposed to use? I figured there would be something in the game submission editor, but I was unable to locate it. Should I just BB Code a link to it somewhere in the description?

Denied Script Submission

Okay. I'll look into this when I get a moment. Thanks for updating me.

Denied Script Submission

This question is about a script I submitted recently. The name of the script was "LootContainers" and it is for RPGMakerVX (not Ace). RGSS2. The feedback I received says that there was an error thrown which makes the script "unusable". However, the line which it references is part of a settings hash which can be altered by the user.

For the life of me, I can't get the error to appear, which leads me to believe that this is 'user failure' and not part of the script itself. Perhaps the user/tester of the script forgot a comma in the line above, or misspelled the hash key.

I would just like to know more about this error that it throws and perhaps you could show me how you have the hash set up in the settings. Perhaps post the hash you've created so that I can scrutinize it and determine if there is indeed an error on my part or if there was an mistake made in the settings by whoever tested it. If you used the script exactly as is, you will see, that there is no error. Nor, if the script's settings are adjusted properly will there be one.

The response I received was quite vague and I could not get the script to throw the error that it insisted was there.

Anyway, that is all.

Hello RMN!

Thanks for the welcome, you guys. I love scripting. Right now, I don't own Ace, so I'm afraid I can only be of service for VX. I never got around to purchasing it because of all the time I've spent on the current project.

Hello RMN!

Well, I don't know why it took me so long to make an account here. But, here it is. I'm Ixfuru. I've been using RPGMakerVX since about '08. (At least I think it was '08).

At any rate, I have some scripts for VX that I'll share with you and I'm willing to help you on some that you may have. Provided, that is that it's not a month-long event. I completed one game on VX about a year after I started using the engine. And started a failed one, (The prior's sequel) shortly thereafter.

I taught myself Ruby so I could make a tabletop game me and a friend made back in 2000. I've been working on its development for about the past two years.

Anyway, I just wanna say hi and I'll be stopping in here and there. So if you need anything script wise or just wanna say hey. Let me know.

By the way, I've been to this site before but never noticed the amount of engines which are available here and how many games you guys have created. Now, off to browse some more.
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