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Скачать игру Haven: Secret of Caledria v6.0.5 - торрент, демо версия игры

Рейтинг: 10.0 (1) | Баллы: 35
Игру добавил Kusko [2545|32] | 2025-09-07 (обновлено) | Ролевые игры (RPG) (3471) | Просмотров: 8313

Haven: Secret of Caledria v6.0.5

• SGi навигация / Navigation:
• Разработчик / Developer: Инди-игра (14535) от NeoSoulGamer (1)
• Жанр / Genre: Стратегии (3735); Ролевые игры (RPG) (3471)
• Тип игры / Game Type: Демо версия
• Размер / Size: 219.30 Мб.
• Оценка игроков / Game Score: 10.0 из 10 (всего голосов: 1)

Haven: Secret of Caledria - игра в духе классических JRPG 90-х годов, от фаната, который хотел бы стереть себе память и снова пережить те славные времена. Эта ностальгия - постоянный источник мотивации для автора. Цель разработчика - создать классическую JRPG, понятную для современной аудитории старшего поколения. Как человек, имеющий постоянную работу и семью, создатель понимает, что у поклонников JRPG старой школы не так много времени, чтобы погрузиться в 20+ часовую игру. Так что эта игра будет для тех, кто может насладиться несколько линейной игрой со знакомым геймплеем и особенностями, вдохновленными классикой, такой как Lufia, Breath of Fire, Suikoden и Chrono Trigger.

Игра обновлена до v6.0.5. Список изменений внутри новости.

Вы можете скрыть всю рекламу на сайте. Как?

Синопсис
Набег на регион Олунд прекращается, когда Зидрик, капитан каледрийской армии, узнает, что император Рофель манипулировал им, чтобы возглавить атаку. Его решение пощадить жизни олундских повстанцев приводит в действие план, который открывает эпоху мира. Пять лет спустя Зидрик скончался, оставив своего сына Освина продолжать его наследие.

Пытаясь соответствовать образу своего отца, Освин быстро поднялся в рядах каледрийской армии. Но когда война подходит к концу, он начинает чувствовать отсутствие цели и задается вопросом, стоит ли ему прокладывать свой собственный путь, чтобы найти себя.

Особенности:
• Встречи на карте. Во время передвижения по враждебным территориям вы можете столкнуться с врагами при непосредственном контакте. В зависимости от того, в какую сторону обращен враг при приближении, срабатывают определенные эффекты.
• Нацеливайтесь на врагов в зависимости от зоны поражения. Используйте свои умения, чтобы поразить врагов в ряду, колонне или по радиусу.
• Разблокируйте специальные атаки. Укрепляйте боевой дух и побеждайте врагов с помощью атак, уникальных для каждого члена группы.
• Захватывайте и используйте способности монстров в бою! Назначьте членам вашей группы особые способности монстров и используйте их в бою.
• Постройте деревню, чтобы открыть секреты (нет в данной версии игры). Получайте новые способности и скрытые предметы по мере развития своей базы.
• Выполняйте различные побочные задания. Исследуйте мир Каледрии, чтобы открыть скрытые локации, персонажей, предметы и многое другое.


v6.0.5
• Added window to show quantity of Nebula Gems to Shop Windows
• Fixed collision issues that affected puzzles and entry points
• Moved Westwind save point closer to city entrance

v6.0.4
• Bugfix for overpass tile glitch in Westwind barracks.
• Performance enhancements for Battles.

v6.0.3
• Bugfix for false transfer point.

v6.0.2
• Bugfix for Conquest card game where first turns weren't set properly
• Bugfix for Conquest card game that allowed for less than 5 cards to be set for player's hand
• Bugfix for "Delayed" Popup showing up even though the attack grazed the target
• Bugfix for MP not showing up in Main Menu after mechanics is introduced
• Bugfix for Gem acquisition showing popup in between cutscenes
• Bugfix for upstairs transfer point sending player to wrong location
• Bugfix for small collision issues
• Bugfix for turn preview and calculation in turn order
• Changed Jewel Shop inventory to offer relevant equipment
• Changed Guarding so that the effect lasts until the user's next turn
• Added battle tip explaining more Mana Vessel mechanics

v6.0.1
Fixed Map Transfer issues from World Map to Cemetary and Westwind Woods.

v6.0.0
Well, it's been years since my last update, and I should probably give you an explanation.

Between closing on a house that needed maintenance, family responsibilities that needed my full attention, and my job needing a lot of my spare hours, this project took a backseat to real life. But during the rare blocks of time that I could dedicate to game dev, I found myself feeling like things needed to be changed or fixed. The lens through which I viewed my project had changed so drastically after trying to pick it back up. Part of me blames the design/project management philosophies that I picked up from working in software development. It really made me look at my project in a negative light because it was such a disorganized mess of spaghetti code and eventing. It was so bad that I dreaded the thought of working on my own game every time I opened RPG Maker. I also hate the idea of using so many plugins from other third party developers now that I'm capable of making my own plugins. You typically don't want to use things that have questionable stability and no support from its developers.

So rather than push on, and risk compromising the quality of the game, I decided to rebuild it (yet again). This time though, the rebuild starts with me having a LOT more tools at my disposal. While I was on hiatus, I watched RPG Maker MZ and third party software grow at an amazing pace. New features were being added that I desperately wanted, and plugins were being made with features that I never thought I'd ever get. Using these as a foundation to facilitate the development of systems I've always wanted to implement was too enticing. With that said, I feel confident that I can make a solid game that's much better than the previous version.

This brings me to the changes. I'd like to highlight a few notable changes with some before and after pictures, while also speaking briefly on some of the technical aspects of the changes.

• An overhauled battle system that allows for simplified unit movement. Movement allows me to add a bit of strategic depth. And the goal is to do this in a way that doesn't add friction to the pace of the battles. For example, rather than than restricting which enemies you can attack based on the row/column they're in, you can attack whoever you want. The catch is that there's a damage penalty based on the distance between the you and the target.
• Graphics now have a more vibrant color pallette. Contrast has been adjusted to make colors appear less washed out than the previous version of the game. To me, it looks much better. Graphics have also been adjusted to achieve a better level of "pixel perfection". Meaning, the pixel sizes of the graphics are much more consistent between the graphical assets that are used. This is one of those details that'll go largely unnoticed. But anyone who's dealt with pixel art understands that this can earn you a great deal of respect amongst your peers. It's one of those "attention to detail" things that reassure players that you care about making a polished product.
• The UI has been optimized to utilize space more efficiently.
• Tilesets have also been changed. Some have been modified slightly, while there are other tiles that I've made from scratch. The level of customization is at a point where I feel I can separate my game from other games that use the wonderful Time Fantasy assets. I'll share some before & after screenshots to help demonstrate.

First, I'd like to point out the obvious difference in the color palette. In the old screenshot, colors are washed out in a GBA aesthetic, which isn't really a "bad" thing. But I do like the added color and contrast.

Second, the pixel size. You can see that my sprites are 3x, my ui is 2x, and my skewed battle background is 1x. I absolutely hated this, and it bothered me since day one. The reason why I found it tough to do in earlier versions of RPG Maker is because there wasn't a solid way to change the tile size, which meant keeping most of my resources at 3x (48x48 tiles). The UI, however, couldn't really fit 3x assets into its fixed sixes for things like icons and ui windows. So you were kinda stuck using various pixels sizes. Now, thanks to a RPG Maker MZ update, we can easily swap tileset sizes, and the editor will actually change to accomodate the use of the different tile sizes!

Third, the UI. With the change in pixel sizes, I had to also change the game's resolution. I decided to go with 960x540, since it scales evenly into a lot of the more common screen resolutions. You'll also notice that there's a lot less empty space in the UI. I've customized the placement of both the Battle Log, the Help Window, and the Battle Command window to keep everything in one area for a better user experience. Some of you might say you like the old UI better, but this change was more about optimizing the user experience and using space effectively.

The Main Menu, and other menus, have gotten a bit of an overhaul. Nothing fancy. Just simple and effective. I drew inspiration from the Tales of Series with this particular design. More specifically, the window on the right. We have all our at-a-glance information in a single window that reads from top to bottom, starting with the most important information. You'll also notice a sweeping change; the Faces. Yes, they're gone. I wasn't too fond of the art style of them. I "might" bring them back to the status menu, but we'll see. For now, I like the idea of showing animated sprites in the menu. Spices it up a little bit.

I don't think I really need to explain this. But one thing I want to point out is the flexibility of the way these tiles are built. It makes for a much easier mapping process. Also love the grass and tree textures.

Again, not much to explain here. Things just look better, in my opinion. Part of that is due to the actual change in the map, but I just love these tiles I put together. This was made using a resource pack called Open RTP, which is a remake of the old RM2K tiles. I added a few custom tiles myself along with some existing Time Elements tiles. Really happy with the outcome.

Lastly...

My little Triple Triad clone is back and better than ever. I've decided to call the game "Conquest". In previous versions of the demo, I used the same plugin that pretty much everyone in the RPG Maker community uses. The problem with that plugin is that it wasn't really user-friendly. It had several bugs that prevented things like using the mouse and keyboard interchangeably, a rather basic AI implementation, and a UI/UX that was, in my opinion, very janky. I'm happy to say that I've built this particular feature from scratch using a backend/frontend approach. Without getting into the complexities of the code, I've basically made it so that there are a bunch of functions that just move pictures around on the map. Doing it this way allows me to leverage other plugins that can give me some neat, flashy card animations. The demo will only have the basic rules for now, but the plan is to add "Same" and "Plus" rulesets. Combo MIGHT be implemented. I've laid the groundwork for it. But I actually REALLY hate that ruleset, and I don't think I'm the minority when it comes to that thought. So we'll see.

That's about all I'd like to show at this point. I'll save the rest for those who want to play the demo. Which I'm hoping will be publicly released in a couple of weeks several weeks (New demo is released now). I have a Beta demo that I need to run by some fellow RPG Maker Devs to make sure it's actually suitable for the public. After that, I'm going to hit the ground running. This summer is shaping up to give me a LOT of free time, and I hope to dedicate most of that free time to development.

Thanks for all your support! Stay tuned!

When I play classic JRPGs from the 90's, the overwhelming nostalgia I get makes me wish that I could erase my memory of those games just so I could get that fresh experience . That nostalgia is a constant source of motivation for Haven: Secret of Caledria.

My goal is to create a classic JRPG experience that's palatable to a modern, older audience. As someone with a full-time job and a family, I realize that old-school JRPG fans don't have a lot of time to sink into a 20+ hour game. So this game will be for those who can enjoy a somewhat linear game with familiar gameplay and features inspired by classics like Lufia, Breath of Fire, Suikoden, and Chrono Trigger.
Synopsis

A raid on the region of Olund comes to a halt when Ziedrick, Captain of the Caledrian army, finds out that he was manipulated by Emperor Rofel to lead the attack. His decision to spare the lives of the Olund rebels sets a plan in motion that ushers in an age of peace. Five years later, Ziedrick would pass away, leaving his son Oswyn to carry on his legacy.

In an attempt to live up to his father's image, Oswyn quickly rose among the ranks of the Caledrian Army. But with the war coming to a close, he begins to feel a lack of purpose and questions whether or not he should carve his own path to find himself.

Features
• On-Map Encounters. Encounter enemies through direct contact while moving in hostile areas. Specific effects will be triggered based on the direction the enemy is facing when approached.
• Target Enemies based on Area of Effect. Use your Arts to target enemies in a row, column, or radius.
• Unleash Special Attacks. Build your Morale and defeat your enemies using attacks that are unique to each party member.
• Capture and use Monster abilities in battle! Assign specific monster abilities to your party members and use them in battle.
• Build up a Village to Unlock Secrets (Not in Demo). Gain new abilities and hidden items as you grow your base of operations.
• Embark on various Sidequests. Explore the world of Caledria to unlock hidden locations, characters, items, and more.


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Haven: Secret of Caledria v6.0.5
Haven: Secret of Caledria - игра в духе классических JRPG 90-х годов, от фаната, который хотел бы стереть себе память и снова пережить те славные времена. Эта ностальгия - постоянный источник мотивации для автора. Цель разработчика - создать классическую JRPG, понятную для современной аудитории старшего поколения. Как человек, имеющий постоянную работу и семью, создатель понимает, что у поклонников JRPG старой школы не так много времени, чтобы погрузиться в 20+ часовую игру. Так что эта игра будет для тех, кто может насладиться несколько линейной игрой со знакомым геймплеем и особенностями, вдохновленными классикой, такой как Lufia, Breath of Fire, Suikoden и Chrono Trigger.

Игра обновлена до v6.0.5. Список изменений внутри новости.

https://small-games.info/s/l/h/haven_secret_of_caledria_1.gif

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Комментарии игроков (2 шт.)

От: AndroidAP10 [19|28] | Дата 2021-07-21 01:14:25

Репутация
19
А ты клепаешь комменты сотнями на этом сайте.сверхразум млять
От: AnotherBoris [488|26] | Дата 2021-07-21 00:44:21

Репутация
488
Господи, народ десятками клепает игрушки на GameMaker-е. И ничего. А этот, ты гляди, целую философию придумал! Ностальгия, понимаешь, классические JRPG, аудитория старшего поколения...

Аудитория старшего поколения знает поговорку "делать хорошую мину при плохой игре".