Eternal Eden 2 has a somewhat odd history—and a long development cycle I won’t dive in at length here. Suffice it to say that the project is now the offspring of a union between two other past tentative projects: Mystic Quest and Legacy of Ur.
The current task at hand is to consolidate everything I’ve created in Mystic Quest and Legacy of Ur into one single project. It requires to set the official project repository afresh.
What’s important to know is that Mystic Quest marked the beginning of crucial programming routines for rendering complex tilemap patterns with merely few clicks. Legacy of Ur (which was intended to be an Aveyond spin-off) took those algorithms one step further. Such high potential is definitely going to be the core mechanism behind the visual arts of Eternal Eden 2.
Pros and Cons
First, the cons:
- The game is developed with RPG Maker VX Ace, the software series I’ve been trying to escape all these years. It means that I have to abide to certain limitations, but I’m willing to accept the compromises this time.
- The initial launch is planned for PC only.
- The entire script section of RPG Maker has to be rewritten from scratch with modular construction in mind. The default code written by the RPG Maker team is more trouble than it’s worth.
- I might be forced to use a music package for the soundtrack; which totally goes against the grain for me. But we’ll cross that bridge in due time.
And now, the pros:
- Combining Mystic Quest and Legacy of Ur gives me a solid head start. There are tons of graphical assets and scripts that I can reuse from my previous works.
- The story that had been planned for Mystic Quest is perfectly suitable for Eternal Eden 2. Risk of hitting writer block is very low considering that the game already has a solid premise, twist and ending. I still have to bridge those three points with more story segments, though.
- I will combine some external tools with RPG Maker to boost flexibility with the creation process.
- More importantly, I am in a better financial situation than in the past, but I prefer not to take it for granted.
What are the core features that will make the game unique?
- Battle System with Chain System.
- Super Random Encounter System.
- Advanced mapping system – particularly when compared with the raw state of RPG Maker.
- Metroidvania world exploration (though, this feature is not set in stone).
What greatness is coming back from EE1?
- Storyline in the vein of EE1 with a twist you won’t see coming.
- Lots of cut-scenes.
- Intricate puzzle-oriented dungeon designs.
- Fun mini-games with rewards.
- Tons of hidden loots – with a new mechanism.
That’s it, folks!
All the above features will be explained in upcoming articles. Remember to follow my progress on Trello [click here]. Thanks for reading and stay tuned for more updates!