Dark Core
An open world RPG built on systems that feed each other. Weather and time of day are mechanics, not decoration: monsters appear and vanish with the weather, people move and change what they are doing with the hour, shops keep opening times, and some quests and items exist only under the right conditions. A few "mystic" weapons reveal their real power the same way — the item description is the only clue. Water opens a second game: diving swaps stamina for oxygen and splits the map into three depth levels, the character scaled for perspective, the tint darkening as light stops reaching, and different objects interactive at each level — which is what makes puzzles across separate planes possible. Combat is a front-view ATB that can be set to wait, semi-active or always active, with cooperative skills, combos, Blitz Mode and Limit Break. Around it: crafting across five disciplines, mining and woodcutting, gem slots, twelve tiers of random rarity, monsters that scale to the player up to a cap, and ancient books nobody can read until a character in the world translates them.
Almost all of it is built with events, not scripts: the underwater system uses a single script, for the hero's size and for the oxygen bar, which I drew myself. The manual weather system alone took weeks — a logic sequence that puts nearly every option of the RPG Maker VX Ace toolset into play, with enough variables in flight that keeping it bug-free was the hard part. The other challenge was scope: it grew too big for one person, so I closed it as a demo.