Announcements, Project Reverie

Leomorn Sword: Reverie

Rediscovering “Leomorn Sword” after nearly a decade, I was transported to a time of creativity, enthusiasm, and a sense of possibility, despite my own personal struggles at that time. As an amateur game developer, I poured my heart into this project, relying on the support of the RPG Maker community. Today, I embark on merging stability with innovation, in an attempt to revisit the game one last time. This journey, documented as “Leomorn Sword: Reverie,” shall reflect on past failures and missed opportunities as much as the “good times.” Realistic about the audience’s lack of interest in this revival, I still hope to offer insights into the game development process.

General, Project Reverie, Story

Confronting the Void

In unraveling the philosophy behind “Leomorn Sword” and its sequels, we encounter the enigmatic Void Lord Malaev, a figure of unparalleled chaos and consequence. Malaev’s presence looms ominously, instilling fear with his perversion of light and corruption of reality. Laenai Gladomain’s decisive action to confine Malaev within the “Forbidding” reflects her prioritisation of self-interest and protection of her chosen people. Yet, her actions serve as a cautionary tale about the dangers of avoidance and the reluctance to confront inner turmoil. As the Gladomain family’s legacy intertwines with political and religious authority, questions of accountability and familial responsibility arise. Malaev embodies existential nihilism, challenging notions of meaning and purpose. In Lauron’s journey, themes of choosing life and embracing existence offer a contrasting narrative rooted in existentialism. While the trilogy delves into profound philosophical concepts, it leaves players with lingering questions, epitomising the complexity of human existence.

Project Reverie

Personal Narratives & Creative Expression

Reflecting on the evolution of my RPG projects, from the early RPG2000 creations to the halted development of “Leomorn Sword” in RPGVX, I’ve discerned recurring themes that echo throughout each iteration. Central among these is the motif of family ties, particularly the protagonist’s relationship with their brother and the presence of a “formidable weapon.” Whether it’s Lheon or Leomorn, the brother figure plays a pivotal role, depicted as a mercenary or a Gemma Knight apprentice. This motif mirrors my own experiences, as my brother embarked on university studies during the genesis of these projects. As the projects unfolded, themes of familial expectations and self-discovery emerged, with protagonists grappling with their legacies and forging their own paths. “Leomorn Sword,” in particular, delves into the protagonist’s journey of solitude and resilience, echoing personal experiences of navigating transitions and upheavals. Through game development, I’ve found a medium to explore and process my own narrative, intertwining life experiences with creative expression.

Project Reverie

The Journey of “Leomorn Sword”

“Leomorn Sword’s” developer shares insights into the abandoned project’s genesis, trials, and ultimate legacy. From childhood inspirations rooted in classic games to the technical hurdles faced in RPG Maker’s world, delve into the developer’s reflections on the challenges encountered during development, including the struggle to balance creative ambition with players’ expectations and engine limitations. Witness how “Leomorn Sword’s” lessons learnt paved the way for narrative clarity and gameplay innovations, and explore the philosophical underpinnings of creativity and the intrinsic beauty found in unfinished works.

Announcements, Characters, Features

LS 1.7 Class/Abilities Update

Introduction Ranks: The proportion between Ranks has changed. The difference between Rank I and Rank II is the same as it’s been since LS 1.5 (20% increase), while taking any ability to Rank III will increase its effectiveness by 25% (up from ~22.22%). So the current proportion is: 100/120/150. Players will hardly feel the difference of a ~2.28% increase, but this helped… Continue reading LS 1.7 Class/Abilities Update

Announcements, Characters, Features, Gallery, Story

LS 1.7 Current Beta Changes

Introduction It has been very long since my last update – in fact, almost a year: this post is meant to summarise the current changes to the Beta. Most of the features highlighted in this post are currently being tested: nothing is final as of yet. Although LS 1.6 was never released, I will still refer to it as the… Continue reading LS 1.7 Current Beta Changes

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Announcements, Characters, Features, Gallery, Story

General Update & Known Bugs

Hi, everyone! This update is meant to show some of the recent changes in Leomorn Sword (1.6). A few of these changes are just visual upgrades, while others involve Classes, Abilities, combat mechanics, new cut-scenes, Characters and the Story Background. Visual Upgrades: Output Numbers (Combat) Output Numbers. This is how they currently look like: HP Gain|HP Loss|MP Gain|MP Loss. Environment.… Continue reading General Update & Known Bugs

Features

Abilities Update

MYSTIC I decided to change a few of the combat dynamics involving Mystics under Restoration Stance. Having single-target spells only would make sense if Mystics’ direct heals were much stronger, like Acolytes e.g., but since Mystics heal their targets mostly over time, I felt like giving them at least one multiple-target spell. I also decided to redesign Arcane Remedy.… Continue reading Abilities Update

Features

Class Update: Thaumaturges

Class Update Thaumaturges (formerly known as “Magicians”) «Become one with magic itself» (Laenai Gladomain). CLASS PASSIVE: Elemental Perfection: the Thaumaturge’s harmful spells can reach Rank III. It’s a rather simple passive ability. While all classes share some of the spells belonging to this class, the Thaumaturge alone can take these abilities to their maximum Rank (Rank III).… Continue reading Class Update: Thaumaturges

Features

Life Steal

Weapons increasing Strength when equipped restore small amounts of HP on hit. All physical attacks will trigger this effect and successfully convert a percentage of the damage dealt to health regained. Abilities dealing damage scaling off Strength will also grant some  Life Steal (Effect). Life Steal (Ability) (No Ranks; 10% Mana): regains HP on hit. The amount absorbed scales off… Continue reading Life Steal