An upcoming RPG for Windows, Mac and Linux by Lunar Capital Studios (@rabbitlegs).

posts from @belowheaven tagged #BELOW HEAVEN

also:

(This is reposted from my Patreon)

I have spent the last month putting together a bunch of scenes from the game's prologue. My intent is to release said prologue as a free demo once it is complete.

The majority of the graphics and sound effects in the present build are placeholders, so there's not a lot that I can reasonably show. Above is the only scene in the game whose assets are final.



There's a new animation system in BELOW HEAVEN! This adds way more versatility than what RPG Maker provides out of the box. It gives me idle animations, blinking, "wait" animations (when you stay idle for a while) - all randomized, so characters don't all blink at the same time! - as well as the ability to automatically go from a walk to a run, with separate animations for both.

Internally, this also makes it a lot easier to change a character's pose, and even making those animation changes character-independent, as every character has an internal name that is referenced when pulling animations from. It also has support for alternate outfits!

We're planning on having this plugin available for others working on their own RMMZ projects, so look forward to that in the future.



When Caroline started her first day working at the First Royal Library of the Kingdom of Heaven, she was certainly not expecting it to upend everything she knew about her own little world...

Hi, I'm Lina and this is the official account for my upcoming RPG. The above image is just a mockup. The game has a hybrid battle system which combines classic Active Time Battle games of the 1990's and tactical RPGs. Every character's timer determines not only when they're able to act, but how much they can move on their turn, with each step depleting some of your gauge. Positioning is key, with moves having an area of effect that can hit foes and friends alike, and objects on the field working as cover for some attacks.

In addition, every character has a unique resource and associated mechanics in lieu of traditional MP. The Synergy Gauge also allows for team attacks between your party. Blocking is also done in an active manner, similar to a fighting game - and yes, there are parries!

This account will occasionally share art and post updates on development progress. Right now posts are pretty sparse but expect them to pick up once development really kicks off.


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