Before Legends of Adrigal was ever even a passing thought in my mind, I had originally worked on a game for the original PlayStation's RPG Maker in my middle school years (around 1999). It was called SuperPhillip RPG. Now, I don't refer to my user name on various websites and things when I say "SuperPhillip". No, I'm referring to a superhero I made up in elementary school, and have since drawn multiple iterations of comics and come up with game ideas for.
He wears a red cap, red boots, a red cape, blue outfit, and has a red and yellow emblem on his chest with the letters "S" and "P". Very Superman-like aside from the red cap. The below sprite sheet shows off the character in more detail, obviously a redone sprite sheet I did of Mega Man from Mega Man 7 for the Super Nintendo.
Anyway, I'm getting ahead of myself. I worked on my very first RPG on the PlayStation for about two years, each day after school. Compared to RPG Maker today, RPG Maker on the PS1 was as basic as basic can get. You could create your own maps, items, and stuff, but you were very limited in what you could create. You couldn't do your own music, you couldn't do more complicated maps with multi-tiered tiles, and there were a lot of drawbacks. Regardless, I finished this game, and I still have it on my trio of memory cards, back when each card was, like, a megabyte. Okay, I might be underselling them there, but work with me here.
Fast forward to 2003 and the release of RPG Maker 2003 on the PC. This version never officially released outside of Japan, to my knowledge, so I "unofficially" downloaded it. (You gonna narc on me?!!) Seriously though, the difference in what could be done in RPG Maker 2003 compared to RPG Maker on PS1 was like night and day. The doors were open for as much as my imagination could come up with. But with so many options available, where would I even start?
That's where the idea to essentially "remake" my RPG Maker PS1 game came to mind in my early college years (2004, to be exact). I wouldn't have to worry about a story because I already had one created, albeit as complex as a middle schooler at that time could have come up with. I also had most of the maps made, so I would load up the old PlayStation RPG Maker and recreate the maps that were on my TV screen and transpose them to my desktop computer screen, obviously needing to use different looking map tiles.
All in all, I got pretty far with my game, making it all the way to Lime Beach, which was essentially the 1/3 point in my RPG. However, the reason why I didn't finish this new game, SuperPhillip: The Crystal Quest, was that everything apart from the original story and dialogue, characters, and most sprites (big props to
the Charas Project for its great custom RPG Maker character creator!) was taken from other sources. The music was taken from various soundtracks like Yoko Kanno's Brain Powerd, SEGA's Phantasy Star Universe, Capcom's Mega Man ZX, and many more sources. The enemy sprites were pilfered from various games, as were the tilesets of maps (from games like Wild Arms, Chrono Trigger, Secret of Mana, and more) all unoriginal. All of this un-originality meant that I obviously couldn't make this a professional product. I would, however, be able to share my game on various RPG Maker community websites.
However, as the years went on, my time was devoted to other things, other avenues, playing other games, doing college coursework-- obviously that's in the order of importance. (You can't see my face while typing this, but I'm doing a heavy wink right now.) Thus, SuperPhillip: The Crystal Quest never came to pass.
That said, I didn't let all my work go to waste. For one, it was a great learning experience figuring out the ins and outs of the program. Secondly, it gave me a start to actually creating a game I could publish later on. You might know it as Legends of Adrigal.
RPG Maker VX Ace, my current program for my current project, is very much like RPG Maker 2003, so it was like riding a bike all over again. Though, that is a very bad analogy as I never learned how to ride a bike... or swim... or skate... or learned how to tie a tie. (Thanks, Dad.) Anyway, I found myself knowing how to do a lot of things, and I also had a program called Game Character Hub which could create random NPC sprites out of a set algorithm, so I didn't have to worry about taking from another source. They'd be original sprites in my original game. Of course, I did create custom sprites for lead characters Casey, Monica, and Noah.
Those old maps I did for SuperPhillip RPG and then SuperPhillip: The Crystal Quest? Well, some of them are actually re-used in Legends of Adrigal, though obviously remade to fit my new game. Therefore, a lot of ideas from SuperPhillip have come to Adrigal like a long lost friend.
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SuperPhillip RPG's Mabel |
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Legend of Adrigal's Mabel |
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SuperPhillip RPG's Dorter. |
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Legend of Adrigal's Dorter |
Now that I have better art skills of my own, I can actually create my own monsters, though this will take some time. I can even compose my own music, too, which is really exciting. It makes me very hopeful that I can complete Legends of Adrigal in due time, especially since I have this semester to work on it in one of my independent studies at Webster University (my final semester... YES!)..
So now that you know some of my RPG-making background, take a look at some screens from SuperPhillip: The Crystal Quest! Since there's a lot of them to be had, check them out after the break.
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A piece of the world map of SuperPhillip RPG |
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