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The Design
Fall of the Moon stands in a class by itself, bearing only a few similarities to other home-made RPGs. Introducing a myriad of new custom-created gameplay engines, the player will find Darkenergy II far more open in scope than most home created RPGs.
MORTE - The Mobile Oriented Realtime Tracking Encounterer
Unlike traditional RPGs, Fall of the Moon allows the player some degree of control when it comes to initiating battles. The overworld map uses differant colored crystals which determine what kind of battle the player will face. These battles may be either easy or hard, depending on what choices the player makes. The exact type of enemy grouping a player will battle against is selected randomly.
THRILS - Terribly Horny Randomized Initial Level Selectior
This system allows the player to customize how quickly or slowly a player gains levels, among other attributes. There are five differant modes of gameplay. In addition, a hidden mode of gameplay exists, which is layered on top of the basic five modes of gameplay. Modes of gameplay are either selected by the player, or randomly by the computer. Game endings are selected by which mode of difficulty you choose to play as.
TOSE - The Timed Ocarina System Enhancer
Similar to The Legend of Zelda 1, Darkenergy II comes equipped with an ocarina able to change events, weaken and even kill certian enemies, and be used to uncover secrets.
RCG - The Rose-Colored Glasses Engine
Unique to this game is it's message system. While most RM2K games have one set message style for the entire game, Darkenergy II allows the player to fully customize his or her message screens to their own choosing. Current estimates of possible message configurations range in the thousands of combinations.
MIMS - The Modular Interactive Merchant System
Similar in style to The Legend of Zelda 1, the merchant displays his wares right in front of the player. You are then invited to inspect each item and chose weather to buy the selected item or not. Also, it pays to shop around, as differant merchants will sell the same things for differant prices. Also, if certain conditions are not met, some shops will refuse to sell the player their wares.
ISE - The Interactive Story Experiance
Unlike traditional RPG games, Darkenergy II has an almost completely open-ended story. While giving a base plot to explore with, players are encouraged to explore an open-ended MYST-like story and create their own experiance. With ten official sidequests and numerous hidden secrets and paths to explore, the player will have many things to do while playing the game. Enhancing this, the player's actions will also change the story to reflect what's happened so far in the story. In addition, the game's many cinema scenes play in a random order, creating unexpected plot twists at every turn.
RCE - The Random Cinema Experiance
An add-on to ISE, RCE allows the game to play 7 if the game's 12 cinema scenes to play in a random order, allowing for a differant experiance every time you play, while maintaining a sense of cohesion throughout the story. Also, 3 of Darkenrgy II's cinemas appear right after certain conditions are met, adding additional plot twists to the story.
DAN BARROWS - The Day And Night Battles Recreate Realtime OverWorld Scenery engine
Utilizing a custom engine to render day and night effects, the game's internal battle sequences change to match the game's time of day. For example, battle sequences that take place at night will render a sunset in the sky, and at night, a light mist will be visible in the background. Also, some areas change depending on what time of day it is.
ADM - The Arcade Dance Machine
Perhaps the first of its kind, ADM allows the player to simulate the popular dancing games found in arcades. Players are able to select from two levels of difficulty for all but the hidden dance track. There are currently 7 dance tracks available for play.
PMS - The Pac Man Simulator
While not an entirely new concept, PMS adds a Darkenergy-themed Pac Man-inspired game as it's second mini-game.
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