FE- Visions of Liberation, a -Story Driven, Character Centric, Political Warfare- romhack from @NKORiko
What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
NKORiko: VoL is the first campaign I have worked on away from private one shots I have made in order to learn FEBuilder. For the most part, what I spent the most time on are two things: Eventing and Writing. I spent a lot of time eventing and learning new fun ways to make the game feel like a soul inheritor to the GBA series but has the feel of a modern game. So constantly learning new tricks and lines of events to make the game feel French Vanilla-ish has always been a priority to me (AKA the comfort of familiarity but has a distinct differentiating feel from others.) As for writing, I want to bring this world to life. Iyslia is heavily inspired by DnD archetypes and worldbuilding (without the monster manual). And I want each character to breathe more down to earth life where the simple charms of their character quirks goes beyond the sprite and numbers. Also the political warfare theme of this game felt like the perfect way to set the tone for all of these characters as everyone wants something out of this conflict, which is where the extra load of having simple, down to earth, yet impactful impressions is a must for this game for players to sympathize and connect with.
What was/is the most enjoyable part of working on your project?
NKORiko: What I enjoyed the most is always the next chapter. When making VoL, I always want to hit new exclamation points and ceilings. So looking forward to my growth as a developer and designer through conceptualizing the next chapter gets me giddy and excited.
An anecdote to that is when I was designing chapter 5x: Dragoon Assault. The early stages of me making Dragoon Assault I took upon as a challenge to make a chapter objective I haven’t done yet: thus why I made it a defend chapter. I started drafting maps and all of that and it wasn’t hitting the happy feel that I want it to make. So I ended up writing the start event for it first, which dawned to me what I want Dragoon Assault to be, a test of friendship between Lapiz (the main lord) and Armina (the childhood best friend). Then when I got that idea out, I knew that the map doesn’t work and it would be better if it was an extension of the last chapter (The Siege in Sevede). So I have designed the map as a way that you have multiple trials to test the metal of both Lapiz and Armina through objectives such as regroup with the party who is ways away from them, defending the camp that they have just secured against a hoard of wyverns, and traversing through difficult terrain on a short time limit while getting multiple side objectives (In the form of villages and a droppable Master Seal from the boss). And until this day, Dragoon Assault will always be my favorite chapter in the game if I were to be biased.
I told this small anecdote to show that I enjoy challenging myself into making a level to see what else can I make. And I wish that feeling is mutual with other creators to get that hit of dopamine when looking at a blank slate of a chapter and just start making something, even if it means going two steps forward then one step back.
What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
NKORiko: For the most part, the video talks about gameplay and player feel. But if I we’re given more time… I wanted to talk about creativity and just making something.
I started VoL at the lowest point of my life where I wanted to be creative again (since I work for the creative industry IRL). Pandemic was hitting, family we’re just mourning for the loss of my dad, and my life was at a total standstill as I was nearly expelled from art school. I don’t know how to word exactly what or how this project started, but all I know is that I just told myself to make something. Just make something NKO is all I knew. And before I knew it… Alpha Prologue to Ch 2 was made. At first I know the game looks awful but man… it felt good to make something again.
What I really wanted to say is: just make it. If it’s either just a one shot or a short campaign, heck… even as something as passionate as VoL… you’ll never see the vision until you take that essential step 1. And looking back at the roots of VoL compared to now… I am proud of where VoL is at it’s current state and I look forward to seeing where it will go from here.
What inspired your project’s creation?
NKORiko: Well… not referencing past answers such as Creative Outlet for depression and loss and me wanting to learn a new skill… I think another inspiration of this project’s creation is the community itself. I was, for the most part, lurking in the earlier years seeing all of these fan hacks (especially during the pandemic where I got nothing else to do.) I just wanted to feel what it feels like to make a game is all.
And if I haven’t done that… I wouldn’t have met the amazing people who both support, and now working on VoL with me going into the next stage.
What got you into making Fire Emblem fan games?
NKORiko: The community.
BONUS QUESTION
If applicable, who is one early game unit in your project that you would recommend players use?
NKORiko: Any of the archers. There are 2 early game archers in VoL, the Fast and Critical hitting Jesse, and the Bulky and High Power Edward. Use any of them. Either of them are good investment projects for the mid and late game. Jesse has access to Assassin as early as Chapter 6 and can be a good dodge tank. Edward is an HP soaker tank in disguise with his personal skill and can reliably one hit fliers with his high STR growth. Plus, I am planning to revamp his skill soon to make it more appealing so look forward to it.