Jay's game thread (The Towers of Trembolon)
Wow!
That's pretty damn sweet. I mean all of it, your game is definately becoming a unique game, not just-another-RPG. I missed a few of the last posts, but I really like the attack/defence system. It's not too complicated, but still complicated enough to make it interesting. You also seem to have a nice inventory there, the map and all.
But still, the greatest idea is the latest one! I've played a few games with a system of that kind, but in none of them the system worked. It was just clumsy and simply unpractical in most of them. So I would really like to see a game where this idea is implemented properly, and I would really like it to be your game.
That's pretty damn sweet. I mean all of it, your game is definately becoming a unique game, not just-another-RPG. I missed a few of the last posts, but I really like the attack/defence system. It's not too complicated, but still complicated enough to make it interesting. You also seem to have a nice inventory there, the map and all.
But still, the greatest idea is the latest one! I've played a few games with a system of that kind, but in none of them the system worked. It was just clumsy and simply unpractical in most of them. So I would really like to see a game where this idea is implemented properly, and I would really like it to be your game.
Pain is only psychological.
Yeah it's also very complicated to get those things to work right. But I have some thinghs working right now:
-'open' techniques: slashes from left to the middle to right to the middle
-'guarded' techniques: left and right
-Stitches: forward and forward-downward
-Twohanded: right now only left and right
-fast slashes from right to left and back
-a technique where you hold the sword over the head to then bring it down. (the technique is just to hold the sowrd over your head, hw you bring it down (onehanded,twohanded, or even not bringing down the sword at all) depends on the next technique). I have no name for it yet.
You will not learn a technique as it is, like the slash from right to left, but you will most of the time learn all similar techniques too. Like all 'open' techniques in one block (those are the oness you have from the beginning) and all 'guarded' ones, the two stitches in one..
The npcs, btw, have the same options you have (based on how educated they are in fighting). Some of them are faster, some slower than you. Normally they are slower than you, because they don't need to use their mouse to use thecniques. You will be able to enhance you speed during the game so that you can compete with those who are faster than you too.
I have some pics of the fighting system (just testing stuff at the moment) that i would like to share with you:
slash to the left:
to the middle: (the stance looks the same as a stitch, but you should see it in action, it's completely different)
The guarded slash to the left:
The slash to the right:
Now, different setting, in the test level, i ordered Kriston to attack the table, to look how thinghs are going with the pawns fighting.
btw, this is the technique with the sword over the head:
...and bringing down the sword:
-'open' techniques: slashes from left to the middle to right to the middle
-'guarded' techniques: left and right
-Stitches: forward and forward-downward
-Twohanded: right now only left and right
-fast slashes from right to left and back
-a technique where you hold the sword over the head to then bring it down. (the technique is just to hold the sowrd over your head, hw you bring it down (onehanded,twohanded, or even not bringing down the sword at all) depends on the next technique). I have no name for it yet.
You will not learn a technique as it is, like the slash from right to left, but you will most of the time learn all similar techniques too. Like all 'open' techniques in one block (those are the oness you have from the beginning) and all 'guarded' ones, the two stitches in one..
The npcs, btw, have the same options you have (based on how educated they are in fighting). Some of them are faster, some slower than you. Normally they are slower than you, because they don't need to use their mouse to use thecniques. You will be able to enhance you speed during the game so that you can compete with those who are faster than you too.
I have some pics of the fighting system (just testing stuff at the moment) that i would like to share with you:
slash to the left:
to the middle: (the stance looks the same as a stitch, but you should see it in action, it's completely different)
The guarded slash to the left:
The slash to the right:
Now, different setting, in the test level, i ordered Kriston to attack the table, to look how thinghs are going with the pawns fighting.
btw, this is the technique with the sword over the head:
...and bringing down the sword:
Everyone can see the difficult, but only the wise can see the simple.
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Ok meanwhile i have started on the next level, the Endless Hills. The Endless Hills are an area with many graves underneath the surface. Unfortunately, the area is also cursed, and this way you always run in circles, even if you are walking an exact straigt line. You always come to the same spots again.
Also, there used to be a Zornium mine (Zornium is the elemental metal of fire) in this area, but one day the miners broke into an underearth complex of graves, and with that, they also found a vein of Octnium (which is the elemental metal of shadow) which had dammned the dead people here to an undead life, with which they should not find peace.
The ruin of Akzurn, which was a great fortress by that time, is long abandoned, as well as the Zornium mine. No one really likes to go here, but those who do, have to find their way throgh the Endless Hills. There used t be a way, but it is not sure if it still exists. MAybe it has been washed away by the sands of time, while another way has opened.
I have a few prototype screens of the surface of the Endless Hills. (i just hope i get the 'endless' of the hills working good, so that you don't notice first, but then are shocked when you find out)
Also, there used to be a Zornium mine (Zornium is the elemental metal of fire) in this area, but one day the miners broke into an underearth complex of graves, and with that, they also found a vein of Octnium (which is the elemental metal of shadow) which had dammned the dead people here to an undead life, with which they should not find peace.
The ruin of Akzurn, which was a great fortress by that time, is long abandoned, as well as the Zornium mine. No one really likes to go here, but those who do, have to find their way throgh the Endless Hills. There used t be a way, but it is not sure if it still exists. MAybe it has been washed away by the sands of time, while another way has opened.
I have a few prototype screens of the surface of the Endless Hills. (i just hope i get the 'endless' of the hills working good, so that you don't notice first, but then are shocked when you find out)
Everyone can see the difficult, but only the wise can see the simple.
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- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
Thanks for all the comments! I take that as a huge compliment scott, you're working as a game tester, right?
I have not answered before because i didn't want to 'spam' my own topic with tiny little messages until i have something new.
I have now completed the puzzles in the catacombs in the first level (i had to to a bit of programming to make those thinghs possibe), but meanwhile i have also made the title screen of the game:
The three poeple shown on the picture are the three protectors of the Akslet. They were once transformed to stone to come to life again when the first part of the Akslet (this is the artifact i mentioned) is found. Well, the persons in the left and in the right, Dryane the Caring (Earth Clan, that's a sand robe on her) and Amarziel the Righteous (Moon Clan, he's wearing a Moonrobe and a Moondagger), are ok with you when you find the artifact. But the one in the middle, Tharn the Strong(Fire Clan, it took me 5 hours to make his equipment), is really angry, he swore to kill those who dare to take the Akslet away and unite it once more. He's so angry that you have to flee from the catacombs while Dryane and Amarziel hold him off. So, 'nuff said for now.
and @darksmater923, the hills are a model, and they are parted into 4 parts.
I have not answered before because i didn't want to 'spam' my own topic with tiny little messages until i have something new.
I have now completed the puzzles in the catacombs in the first level (i had to to a bit of programming to make those thinghs possibe), but meanwhile i have also made the title screen of the game:
The three poeple shown on the picture are the three protectors of the Akslet. They were once transformed to stone to come to life again when the first part of the Akslet (this is the artifact i mentioned) is found. Well, the persons in the left and in the right, Dryane the Caring (Earth Clan, that's a sand robe on her) and Amarziel the Righteous (Moon Clan, he's wearing a Moonrobe and a Moondagger), are ok with you when you find the artifact. But the one in the middle, Tharn the Strong(Fire Clan, it took me 5 hours to make his equipment), is really angry, he swore to kill those who dare to take the Akslet away and unite it once more. He's so angry that you have to flee from the catacombs while Dryane and Amarziel hold him off. So, 'nuff said for now.
and @darksmater923, the hills are a model, and they are parted into 4 parts.
Everyone can see the difficult, but only the wise can see the simple.
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yea i am a tester, i say that you are one of the most likely to do well in the games industry but that also means that you have to be determind, and if possible never give up, continue improving your skills, experiment with programes and keep trying as hard as you can and im sure you will make it.
this is compared to alot of people who want to make a game, find RF and 5 months later give in or forget about it because its either too hard or taking too long.
while your game isnt as good as profecional ones, its just not profecional, no thousands of pounds budget to work with, no 100s of pounds programes to work with, free limited (in some ways) software you can get your hands on, and for this type of software set up you have done an exelent job.
your new screenshot looks lovely, the wall texture looks good, character detail is very good with minor problems, in my opinion i would try and re-do thrans lower leg texture it seems to repeat itself looking a little shaby... but i could be mistaken and if i am then theres nothing much wrong with the screenshot at all, sounds like you have put alot of thought and effort into the story and creating characters with their own personality. keep the good work up and cant wait to see/play the game.
this is compared to alot of people who want to make a game, find RF and 5 months later give in or forget about it because its either too hard or taking too long.
while your game isnt as good as profecional ones, its just not profecional, no thousands of pounds budget to work with, no 100s of pounds programes to work with, free limited (in some ways) software you can get your hands on, and for this type of software set up you have done an exelent job.
your new screenshot looks lovely, the wall texture looks good, character detail is very good with minor problems, in my opinion i would try and re-do thrans lower leg texture it seems to repeat itself looking a little shaby... but i could be mistaken and if i am then theres nothing much wrong with the screenshot at all, sounds like you have put alot of thought and effort into the story and creating characters with their own personality. keep the good work up and cant wait to see/play the game.
*GD*
haven't posted for long, this is because i was on holidays in italy. Was great! Now that i am back, i am going to answer a few of the questions:
switching in views:
well the viewport itself won't change much, but there will be another switching in views:
the story will not only be told from the eyes of the main character, but also from the other persons' eyes. I loved the part in Final Fantasy: Endless Nova and Warcraft 3 (other genre, but really good story for a strategy game, it even comes along with some rpgs i know) where the group split up and you played the characters one after another. I have also decided that right after you leave your hometown, there will be such a view switch, and you will then accompany Tim and Dioran's uncle, who is a bit of an archaeologist and an inventor in one. The two groups will then find each other a while later.
@scott:
yeah i thought you wuld mean it like that, but still thanks!
i have made a few improvements on the interface, and i have also made a new type of item: artifacts. Normal magical items let their energy free when you equip them, but artifacts have to be used. That is, the characters that wear them let their magical energy (mana) flow into the artifact to activate a powerfull spell or even multiple spells. Also, i am working on drops (thinghs monsters drop when they die). What is better, random drops like in diablo, or drops that are the same every time? or even semi-random drops, i mean there is a list of drops for one creature and then one of the thinghs drops?
switching in views:
well the viewport itself won't change much, but there will be another switching in views:
the story will not only be told from the eyes of the main character, but also from the other persons' eyes. I loved the part in Final Fantasy: Endless Nova and Warcraft 3 (other genre, but really good story for a strategy game, it even comes along with some rpgs i know) where the group split up and you played the characters one after another. I have also decided that right after you leave your hometown, there will be such a view switch, and you will then accompany Tim and Dioran's uncle, who is a bit of an archaeologist and an inventor in one. The two groups will then find each other a while later.
@scott:
yeah i thought you wuld mean it like that, but still thanks!
i have made a few improvements on the interface, and i have also made a new type of item: artifacts. Normal magical items let their energy free when you equip them, but artifacts have to be used. That is, the characters that wear them let their magical energy (mana) flow into the artifact to activate a powerfull spell or even multiple spells. Also, i am working on drops (thinghs monsters drop when they die). What is better, random drops like in diablo, or drops that are the same every time? or even semi-random drops, i mean there is a list of drops for one creature and then one of the thinghs drops?
Everyone can see the difficult, but only the wise can see the simple.
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Looking great Jay! Im glad to hear your making such amazing progress
Good work dude.
Good work dude.
My Deviant Art - http://black-crusader.deviantart.com
Sounds great! I really like the idea of swapping the character that's played.
I think the drops should be realistic and logical, like a wild running wolf shouldn't drop a huge two-handed sword and a chest full of gold. Enemys wielding weapons, like a human guard or something, should drop the weapon they are using and maybe some pieces of armor they are wearing. Maybe a random amount of money or some other random stuff. Since this is going to be a singleplayer game (I believe), don't make the game longer by forcing the player to grind, like don't give quests where you have to gather 10 bear's teeth and bears have a 5% chance of dropping one tooth.
I think the drops should be realistic and logical, like a wild running wolf shouldn't drop a huge two-handed sword and a chest full of gold. Enemys wielding weapons, like a human guard or something, should drop the weapon they are using and maybe some pieces of armor they are wearing. Maybe a random amount of money or some other random stuff. Since this is going to be a singleplayer game (I believe), don't make the game longer by forcing the player to grind, like don't give quests where you have to gather 10 bear's teeth and bears have a 5% chance of dropping one tooth.
Pain is only psychological.
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- Posts: 43
- Joined: Tue Aug 14, 2007 5:35 am
ei nice work
this is so cool sir.^_^ pls release a free demo once your finishd.^_^
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
if you wanted it to be realistic the only thing theyd drop is their weapon(human) bears dont drop their own teeth. you rip'em out.Juutis wrote:Sounds great! I really like the idea of swapping the character that's played.
I think the drops should be realistic and logical, like a wild running wolf shouldn't drop a huge two-handed sword and a chest full of gold. Enemys wielding weapons, like a human guard or something, should drop the weapon they are using and maybe some pieces of armor they are wearing. Maybe a random amount of money or some other random stuff. Since this is going to be a singleplayer game (I believe), don't make the game longer by forcing the player to grind, like don't give quests where you have to gather 10 bear's teeth and bears have a 5% chance of dropping one tooth.
Herp derp.
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- Posts: 43
- Joined: Tue Aug 14, 2007 5:35 am
@last reply
better that monsters drop items used for making weapons, such as teeth, but not the weapon itself, then add such recipes for making all sorts of weapons.