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Released NEW! PS Legends: Frontier 2.0

This project has a release available. The full version is still a work in progress.

PS Legends: Frontier

A Gen2-inspired, 2DHD prequel to the Colosseum games!

Experience a 3D, Legends-styled game with a unique battle system!


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Taking place during the Wild West era, this prequel to Pokemon Colosseum, and the First Journey, will take you on an adventure through
the Wasteland of the Orre Region!

Steam Balls have just been invented, and the railroad has facilitated great population
movements westwards. An assortment of various factions is now vying over control of the Orre Region,
But within this struggle for power, the biggest conflict, that of Man vs Mon, has arisen.

Play as Luta, a Bounty Hunter with a burdened past, and a disdain for wild Beasts - which later became known as Pokemon.


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Features:

  • 3D Graphics!
  • A unique, weapons-dependent battle system! Defend yourself against wild Beasts
    by exploiting their elemental weaknesses! Change weapons during battle at any time!
  • Dynamic Camera sequences!
  • Beautiful, unique landscapes!
  • An original soundtrack coupled with a few Colosseum and XD Remixes!
  • - A huge custom Tileset!
  • - Custom Portraits!
  • - Exploration-oriented map gameplay!

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Made Using:
RPG Maker MZ, mainly the MZ3D Plugin (all plugins used are free)

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Team:
Dusky:
Design, Story, OST, Mapping, OWs, Portraits
DemICE: Design, Mapping, Testing
Oleole: Tilesets, UI, OWs
Radars: Phenac and Ranch Interior Mapping

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Notes:

The game favors stronger CPUs, but should play very smoothly even on older hardware.

The demo should be approximately 2-3 hours long.

Savefiles are contained in the game's folder, so updating to new versions requires moving the savefiles manually.


Battle tips:
- It is expected that mons can wipe you out easily. Defense is something humans cannot afford against Pokemon - the focus should be on speed and proper Elemental equipment. Your spear is generally the best weapon against them, since it grants you defense due to range, and it can attack twice. You may craft AIR weapons that attack twice on top of any other existing weapon properties. You should use your gut and avoid many difficult battles. It is also expected that you shouldn't mess with packs of Pokemon. They can obliterate you even at high levels. Think of these factors realistically.



Mandatory Themes:

- Golden Desert
(The Region, overworld, and various areas, also engulfed in literal golden light)
- Ominous Cave(Two atmospheric caves were you are being ambushed by wild Pokemon)
- Bustling City: (The famous Phenac city, overcrowded yet very sanitary)


Credits:

Engine: RPG Maker MZ, Gotcha Gotcha Games, Enterbrain


Plugins: (all free)

Cutivevirus: MZ3D Plugin (simply amazing)
Visustella: MainMenuCore, MessageCore, SaveCore, Debugger
Fomar0153: Individual Turn, Global Battle Events
TSR: SpriteEnemy
Caetheys: Flip Sideview
KC: Text Sound
Inv: TrackTroop
DK: Big Events
GCMZ: Core, MenuTheme, PluginCommands, GameInfo, Skillshop, Crafting, Screenshots, Splash Screen
PKD: SimpleQuestSystem
MPP: Encounter Effect

Other:

TheOdie - removal of MP from windows


Graphics:

RMMZ default
KingOfThe-X-Roads - later gen sprites
Jphyper - gen2ified sprites of later gen mons
utytft - Nickit gen 2 sprite


Audio:

Some original remixes from Pokemon Colosseum and XD


Screenshots:

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Game Download:

============================================


Frontier Demo 2.0

============================================


Bugs:

  • Luta's minimap icon won't change into the future version
  • Some lore entries won't show up. Please report those! It's been driving me nuts
  • Mouse functionality for camera isnt available currently (caused key strafing to not work). Might be gamepad related, but gamepad itself should function properly





Development Questions? Wanna make a game in this style? Ask away!


Resource Pack:




 
Last edited:

Cuprite (Kyu)

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Wow. Wasn't expecting an MZ game here, much less one using the 3D plugin. Immediately caught my attention. Lol.
Normally with stuff like this I'd wait until they were 100% complete, but for the sake of the jam (And also cause I really wanna see what this one is like) I will probably play it as-is. :)
 

AenaonDogsky

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Wow. Wasn't expecting an MZ game here, much less one using the 3D plugin. Immediately caught my attention. Lol.
Normally with stuff like this I'd wait until they were 100% complete, but for the sake of the jam (And also cause I really wanna see what this one is like) I will probably play it as-is. :)
Oh hey, you are the zelda/mon dev right? One of the few games I didnt get to play last jam, and I'm a huge zelda fan... I wanted to play as many as possible and left those that were from experienced devs for last, but then got burned out. As soon as I recover from the crunch (which means Im probably out for at least a couple of days, lol) I'll get to play both that and your recent entry!

Thanks for your interest! This is a demo and has a good verticlal slice and story conclusion (or cliffhanger) as is, so I think you'd enjoy it anyway.

We are using an older version of MZ3D which runs more smoothly, but there might be a chance you will be affected by a loading bug, so like the thread says, it's better to play the game in one sitting or leave it on the background if need be (it's not that long).
 

DemICE

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To players about to play the demo: A new previously nonexistent bug has occured, presumably some oversight during the last ditch all nighter crunching, where pokemon encounters do not trigger battles and are just automatically defeated in the overworld. Dusky has gone to sleep so I don't know when will this be fixed but it drastically waters down the game experience. You might want to wait for a bugfix before playing.
 

AenaonDogsky

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The canyon is hard when you can't move the camera with page down/up keys (i don't have them on my keyboard).
Nice graphics, nice music, the game looks cool overall.
Oh, sorry I had no idea there existed keyboards without those keys, I will try to fix that in the next bugfixing patch. Meanwhile, can you try with a gamepad?
 
Last edited:

AenaonDogsky

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The canyon is hard when you can't move the camera with page down/up keys (i don't have them on my keyboard).
Nice graphics, nice music, the game looks cool overall.
Seems like fixing that right now will take some time, in the meanwhile, if you can't find a gamepad, hit me up so I can send you a savefile right at the end of the canyon!

Version 1.2
  • Fixed abrupt camera turning speed
  • Fixed Render Distance Options not allowing for the smallest render distance
  • Fixed the possibility of getting stuck when approaching the two roadblock events diagonally
 

AenaonDogsky

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Version 1.3

  • Fixed 4 enemy mons using the wrong sprites
  • Fixed Onix sprite transparency bug
  • Fixed some lategame mons dropping the wrong Residues
  • Fixed incorrect attack times for Nickit
  • Fixed incorrect attack value for Mandibuzz
  • Fixed wrong EXP value for Mightyena


Version 1.4

  • Fixed a tip event in canyon possibly getting you stuck if approached from one particular tile
  • Fixed wrong canyon name in Tehuta dialogue
  • Fixed wrong descriptions for some Crafting Recipes (might only be applicable to new saves)
  • Fixed a wrong tile in Tehuta
  • Fixed "autosave" appearing as an option since autosave hasn't been implemented
 
Last edited:

AenaonDogsky

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Version 1.5

  • Fixed wrong placement of cacti indicators in 3 spots
  • Fixed wrong description for Ribon Bee item (incorrect amount of HP restoration)
  • Fixed glitchy ledge in southeastern part of canoyn
  • Fixed 4 big pillars placed in the wrong spots
 

AenaonDogsky

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Version 1.6

  • Fixed PageDown not being shown along with Interact in the tutorial text in Tehuta
  • Fixed grammar and typos
  • Fixed Water description saying it restores MP, instead of VP.
  • Fixed camera distance not defaulting to 5 after fishing scene in canyon
  • Fixed bird event giving residue not activating
  • Fixed incorrect shout skill animation
  • Fixed tighten up skill calling animation 0
  • Fixed Justin showing up as a follower after big moon phase 2, after the battle
  • Fixed NPCs in Outskirt Stand interior appearing behind their seats
  • Fixed three of Phenac's interior doors needing to be interacted with to open, instead of touch
  • Fixed Phenac upper eastern position
 

AenaonDogsky

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Version 1.7

  • Losing canyon battles will now spawn you next to the campfire you last interacted with
  • Added instructions regarding running away from wild battles
  • Fixed Fought Onix Switch event page missing
  • Readded 2 campfires I accidentally removed during my pre-release night crunch LOL
  • Fixed wrong description for certain elemental weapons
  • Fixed NPC not mentioning that you can hold shift to run
  • Fixed Water being usable from inventory
  • Added description about how armors work against Beasts
  • Fixed bird getting stuck
  • Initial Zubat encounter is now non-random and only yields one Zubat enemy
  • Removed wrong description about campfires being guarded by strong Beasts
  • Added entry Campfire to Cave
  • Fixed prologue typo

Some tips for the canyon map if you need em:
- Like Luta mentions, there's certain landmarks and objects you can use to orient yourself.
The first is, the dual cacti (side by side). As hinted by the camera preview of the area, where the cacti appear outside the cave entrance,
this pair is your primary indicator that you are following the right path. Second is the very big rocky pillars. Third would be a series of various small objects like rocks, dirt, and some cacti, these usually appear in linear fashion. However, focus on the dual cacti, and you can traverse the canyon in 3-4 minutes.

Battle tips:
- It is expected that mons can wipe you out easily. Defense is something humans cannot afford against Pokemon - the focus should be on speed and proper Elemental equipment. Your spear is generally the best weapon against them, since it grants you defense due to range, and it can attack twice. You may craft AIR weapons that attack twice on top of any other existing weapon properties. You should use your gut and avoid many difficult battles. It is also expected that you shouldn't mess with packs of Pokemon. They can obliterate you even at high levels. Think of these factors realistically.
 
Last edited:

AenaonDogsky

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Version 1.8

  • Fixed diagonal passage in roadblock event pre-trial potentially getting the player stuck
  • Fixed very tall ledge in tehuta
  • Fixed grammar in camera description
  • Fixed area northwest of overworld being accessible
  • Fixed incorrect description of Vigor Points.
  • Fixed MoP showing on the status menu
  • Fixed Cave fires going out after being interacted with


If you need any tips check out the previous comment, or the Notes section on the thread.
 

AenaonDogsky

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Version 1.9

  • All Eclo Cave losses will now spawn you next to the last campfire you interacted with
  • All Dohasan Mountain losses will now spawn you next to the last campfire you interacted with
  • Fixed all Overworld Locations not appearing from the start
  • Fixed in-battle enemy positioning sometimes being hidden by the UI
  • Fixed farm chest broken in two
  • Fixed overworld part of the sea digging into the chasm
  • Fixed Lair of Trial repeating certain tall tiles when viewed in maximum rendering distance
  • Fixed certain skills showing MP consumption instead of TP
  • Fixed Bill's initial level being 16 instead of 13
  • Fixed Longbow description
  • Fixed Earth Linen's description
  • Fixed Ursus Ring Hide description
  • Fixed an incorrect tile in Eclo Canyon
  • Fixed grammar and typos
  • Fixed a couple of overworld tiles


Unless something pops up, this will be the last update - since almost every major, or significant bug, has been taken care of.

Thank you all for your bug reports and Thundaga for his stream! Thanks to your help, we managed to iron out everything we are allowed to, for the post-jam
bugfixing period.

As stated at the end of the demo, if you wanna get involved with development (it's quite the challenge due to the nature of the game), feel free to hit me up!
Have fun!
 

AenaonDogsky

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Dropped it looking for the firefly. It was... obviously unique! I can appreciate the game not holding my hand but I probably needed a better clue. It doesn't help with how samey each section of the map is, but that's an obvious limitation that was beyond your control.

I can't really offer any meaningful feedback.
There are better ways to handle this, it's something we're looking to improve, moving forward.
That said, the no1 indicator is the side-by-side cacti; they will get you through the canyon very fast.
 
Some thoughts:
The things I have feedback to give on are pretty simple so I'll just start with those dot points:

-Minor thing, but when you come back at a campfire after fainting, your hp is set to 1, it feels odd since it is a free healing station, so it would make sense to just revive you at full health instead of making the player interact with the campfire after fainting to actually heal.

-I like that this game uses a new type chart, incorporating weapon types as well elemental types. But it is rather unclear what is good against what. Even when you are using a super effective type or weapon, there is no indication that you are doing something right. It would be nice to have some text say that "it is very effective" or maybe a special sound effect for super effective attacks, just so that the player knows that they are using the right weapon. It would also be nice to have something similar to a pokedex so that you can check what type/armour type it is. Since you can't even catch pokemon, the only way to check its type would be trial and error, and even the first pokemon game had a pokedex where you could look up a pokemon's type.

-The first actual area that you can explore is by far the most complex, disorientating, longest , and it is the intro area. I feel it makes sense for the first area to be rather simple in design, and then the designs of the dungeons/routes increase in complexity as you go. Think route 1 vs victory road. I will also say that I get the cactus pairs are there to help, but it isn't too intuitive without being told that explicitly. They really blend in among the other cactus types, and rocks as environmental details to pretty up the place.

All that aside, I just finished the demo and wow, what a splendour. Such a beautiful and breath taking game. Just everything aaaaaaaa. From swinging the camera as I travel through the canyons, traveling through dark caves in first person, walking down a train feeling like an absolute boss. Watching Telly get swooped away, only leaving his hat behind. The whole game feels so cinematic and beautiful! Really amazing job. I am so so so looking forward to what is to come. Please keep up the good work.
 

AenaonDogsky

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Some thoughts:
The things I have feedback to give on are pretty simple so I'll just start with those dot points:

-Minor thing, but when you come back at a campfire after fainting, your hp is set to 1, it feels odd since it is a free healing station, so it would make sense to just revive you at full health instead of making the player interact with the campfire after fainting to actually heal.

-I like that this game uses a new type chart, incorporating weapon types as well elemental types. But it is rather unclear what is good against what. Even when you are using a super effective type or weapon, there is no indication that you are doing something right. It would be nice to have some text say that "it is very effective" or maybe a special sound effect for super effective attacks, just so that the player knows that they are using the right weapon. It would also be nice to have something similar to a pokedex so that you can check what type/armour type it is. Since you can't even catch pokemon, the only way to check its type would be trial and error, and even the first pokemon game had a pokedex where you could look up a pokemon's type.

-The first actual area that you can explore is by far the most complex, disorientating, longest , and it is the intro area. I feel it makes sense for the first area to be rather simple in design, and then the designs of the dungeons/routes increase in complexity as you go. Think route 1 vs victory road. I will also say that I get the cactus pairs are there to help, but it isn't too intuitive without being told that explicitly. They really blend in among the other cactus types, and rocks as environmental details to pretty up the place.

All that aside, I just finished the demo and wow, what a splendour. Such a beautiful and breath taking game. Just everything aaaaaaaa. From swinging the camera as I travel through the canyons, traveling through dark caves in first person, walking down a train feeling like an absolute boss. Watching Telly get swooped away, only leaving his hat behind. The whole game feels so cinematic and beautiful! Really amazing job. I am so so so looking forward to what is to come. Please keep up the good work.
Thanks so much, I also caught a bit of the stream! Twas great, hopefully you managed to get some sleep after.

Yeah, all of these issues will be addressed very soon. Most were a time-constraint derived thing, and some, like HP not being healed after respawning was the result of trying to overcome the potential save-affecting lag bug. Big Moon boss underwhelmingness that you mentioned on stream, was another problem affected by the bug - if it was more challenging, it'd have led to more gameovers and more lag. 😭

Gladly this rarely shows up now and can be resolved by refreshing the map :bigbrain:

Nice to see that it felt cinematic, some inspirations were taken from Spaghetti Western overdramatization, I hope it didn't feel too exaggerated
 

AenaonDogsky

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Howdy fellas!

A humongous update has just dropped! Frontier Demo has been updated to 2.0!

Massive list of enhancements, additions, and other improvements including:
  • A minimap
  • Revamped Canyon (if you had trouble navigating before, you won't now)
  • Extra prologue and main story levels
  • new bosses
  • better designed implementation of concepts
  • Lorebook
  • and many more enhancements and additions!

There's three noteworthy bugs:

  • Luta's minimap icon won't change into the future version
  • Some lore entries won't show up. Please report those! It's been driving me nuts
  • Mouse functionality for camera isn't available currently (it caused key strafing to not work). Might be gamepad
related, but gamepad itself should function properly
 
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