[Updated 25/07/2012]
It's the new year (almost) so may as well start documenting my progress for NaGaCreMo.

(Logo by Cian Rice/Animeblood)
Abeyance was a previous WIP that actually dates as far back as 2006. It's had a few attempts to get started up as some might remember. But I suck and have always been unrealistic about how manageable my project ideas are.
My approach this time round is different. I've gone for a style that's easy to maintain. Think along the lines of PS1 games like Final Fantasy, Chrono Chross, Resident Evil (with the fix camera backgrounds). It also means it should just run on about anything. The project has moved to Unity3D, which gives me some advantages, particularly as far as speed and compatibility is concerned. Load times are quicker for a start.
An idea of style here (before and after shot from up-to-date changes):
PROJECT IN DARK BASIC PRO
PROJECT IN UNITY3D

NEW TITLE SCREEN
The Plot:
You follow the perspective of Keats. A man living in a totalitarian world being pushed to follow the same routine day in and day out, working the factories, staying quiet, staying to himself. With no place for him to freely express himself as an individual he, like many people, finds himself suffering from repression and as a result Keats enters a dream world that blends with reality as he grows more and more insane. Hence the story starts with his first encounter with this dream world.
The Design
The game is made up of two parts. The turn based battle system, which I'll explain below, and puzzles. So in the first map you are exploring a warehouse and it's full of various fiends and at the end is a boss fight. For every fiend you kill they will drop a clue and you need each clue to be able to beat the boss. In the first map you have to be able to translate what the boss says, as there's an important message that'll help you decide how to win the fight.
The complicated bit is actually the battle system, but it'll make sense. Like any RPG you've got stats and these are how the stats are laid out.
Stats:
HP - Health
Concentration - Mana
Strength - Physical attack power
Vitality - Physical defence
Mind - Neuro ability power
Delusion - Psycho ability power
Dexterity - Accuracy/Ranged attack power
Agility - Evasion
Threshold - Resistance to different attack types.
Abilities:
Attack - Strike with a melee weapon
Ranged Attack - Strike with a projectile
Neuro - Mind based attacks (uses concentration), these never miss.
Psycho - Rage based attacks (uses concentration)
Cower - Improved Defenses
Thresholds
Curse (Mental boost)
Blood (Delusion boost)
Frantic (Strength boost)
Nerve (Dexterity boost)
Fear (Agility boost)
Empowerment (Vitality boost)
Lucid (All stat boost) - can only be activated through item use.
Maths
Melee:
Damage = rnd(pSTR)+WeaponStat - RND(eVIT)
Accuracy = rnd(pDEX) - eAGI
If ACC < 1 then miss
Neuro/Psycho:
If pThreshold = Weak AND eThreshold = Strong then Resist = double
If pThreshold = Strong AND eThreshold = Weak then Bonus = double
For Fear vs Empowerment: triple word score.
The way in which Thresholds work is that whilst in battle you're able to use your turn to change a Threshold based on the attacks the enemy is using. If you can work out the enemy's Threshold you can adjust your Threshold to give you an edge.
Your Psycho and Neuro abilities can be aligned with a Threshold.
So here's a fight:
Lets say the enemy is Curse based
Cursed enemies are weak against Frantic. As a Cursed enemy he might be using more Neuro attacks - so if he's got some hard hitting attacks, you might be comfortable with an Empowerment Threshold and just launch your Frantic abilities. If he's hard to hit, you might use a Nerve threshold. Or you might just go Frantic because it fortifies your strength and makes his weaknesses weaker.
I've done it this way because I want to make tactics an important part of the battle. Some RPG's become easy because you can just grind them. With the Threshold system you can potentially triple the effectiveness of an attack.
Anyway, I hope that makes the system clear. Have I over complicated it a bit? The game will ease you into it enough instead of throwing you in the deep end.
Progress:
Battle System: Done
Inventory System: Done
Scene Transitions: Done [DBP demo] | Partially Done [Unity3D]
Save System: Done [DBP demo] | Not Done [Unity3D]
First Map: Done [DBP demo] | Partially Done [Unity3D]
Overhaul: Done [DBP demo] | Partially Done [Unity3D]
Aim for NaGaCreMo: A polished version of the first map and to work out the best method for completing this project. [Achieved]
Visit the game's website for more explanations about the game's system or to download the NaGaCreMo demo and any up-to-date demos.
http://seppukuarts.wordpress.com/abeyance/
Demos:
v0.1 - Original Concept Demo for NaGaCreMo
v0.2 - Overhaul Demo in DBP
[edit]
YouTube Demonstration: