Welcome to the main page for Syngea: Nightmare of Shadows.
This is a role-playing video game that I hope to create
sooner or later down the line. Whenever I start on the
creation, my goal will be for Game of the Year for at
least one of all three consoles: Playststion 2, XBox,
and Gamcube. Even if it doesn't hit Game of the Year,
I will strive to make this game the best RPG ever created.
A little background information. Syngea is more or less
influenced by Square-Enix's Final Fantasy series in some respects,
but not in a way to steal ideas, only to interpret them
in my own original image. The story is about a planet
known as Syngea, a once peaceful place, that becomes
overrun by these lizardman shadows, known as the Shadow-Nutaka.
The setting is based on a modern/middle
age period where
castles exist as well as cars. Characters appearrance
match modern clothing, sometimes with a medievil look.
For example, the main character wears a leather vest
thats looks like a chestplate and another dresses like
a modern teenger. The plot has two parts during the length of the game.
The first starts out simply with two mercenary brothers
who get ambushed, recieving anmesia because of it. Now
as assumingly dumb as that may sound, the quest the main
character takes on to try and get rid of his amnesia
eventually leads him deeper into the real quest to save
Syngea and rid it of the Shadow-Nutaka. Throughout the game, one of the goals is to bring back the main character's memory for the best kind of ending. This means that depending on how many "Memory Journals" are found, there will be different endings to the game. This plays along with Syngea's larger feature of mission-based progressive storyline where and influence meter between victory and defeat will come into play. You will not lose the game entirely if your entire party is KO'ed in combat, but instead the game will be lost when the influenece meter has reached 0, so as long as you still have influence, your party can be revived where you fall, but at a small cost. Also when being defeated, there won't be the usual "Annihalited", or "Defeated", etc kind of lines. Instead, when the player loses, there will be a cutscene of what will happen.The more successful you are, the higher the influence.
Granted this
will take a bit more refining, but it should prove unique
in some manner. There is still a lot more details that I need to work on before they are added, and I appreciate ANY help in making this a top-notch RPG in the future whether it is just from small tips and ideas to concept scketches for backgrounds, NPC's, weapons, etc.
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