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RF2 Project: Whispers in the darkness

Posted: Wed Nov 05, 2008 6:56 pm
by Agentarrow
So Terra Trooper kind of died in my mind. I might go back to it but I have decided that I will start prepping for an RF2 project called Whispers in the Darkness. I'm at lunch now and can't talk much but I can say that the world will require a lot of texture and lighting work. For brick buildings I'll develop a texture similar to MOG's bricks in grayscale, but with less of a "drawn" look

Re: RF2 Project: Whispers in the darkness

Posted: Thu Nov 06, 2008 8:58 pm
by Destron
Shouldn't you just stick to one project? First it was Terra Trooper, then it was Terra Trooper 2, now it's this?
I don't mean to be rude, but you could probably get more done if you just focus on one project, rather than skipping around.

*shrugs*

Re: RF2 Project: Whispers in the darkness

Posted: Thu Nov 06, 2008 9:06 pm
by Agentarrow
Now that I have time, I'll go over the basics.
The game starts out with a kid (unnamed) who is a 16 year old living in the world's most corrupt city. It hasn't been day in years, a constant fog covers the city. After getting beat up really badly, the kid is dumped in the suburbs. While trying to limp home he comes across a small church-like building that he can't take his eyes off of. eventually, he breaks off some boards and crawls inside the abandoned, boarded up building. Inside is an old man. Not extremely old, about 60ish, but dying. No visible wounds on him, yet he seems to be dying of stabs and slashes. He warns the kid of the "shades" and dies placing a sword in his hands. The kid is a bit confused, but doesn't think much of the old man, he had seen plenty of death. After crawling out the way he came in, he lifts the lid of the trash can to toss the sword in when a black smoke pours out onto the ground and takes a semi-human shape. The kid slashes at it with the sword, but it goes right through as if the figure were thin air. The fight goes on, but the kid can't do anything to the shade, finally the shade grabs a dagger-like shadow object and drives it into the kid, no blood is drawn, but the pain is obvious. At that moment, the sword gets a faint glow and you can now hurt the shade.

so the game starts like that, the character advances through a city full of grayscale and barely colored textures. You can get more swords and slowly work your way deeper into regions of the city. Gaining more swords of light, which also get stronger as you free more areas of the city from the shades. At the center of the city is the master shade, where you fight a huge dragonlike shade.

The city is divided into ten regions. They are like half rings that circle the center of the city. Each one requires you to explore, solve puzzles, fight shades, etc, then at the end fight a boss shade of some sort and go to the next area of the city.
In the end, you'll start the final boss fight with light armor (looks basically like small leg plates and arm plates, as well as a small amount of chest armor over your shirt. You'll have two swords that you wield, so powerful that they glow too brightly to make them out as swords. During the fight, the boss shade slowly drains the power of your swords, causing them to do less and less damage each time. Finally, you get a large longsword to finish the fight.
Like I said, it's an RF2 project, far too large and complicated for RF.

Re: RF2 Project: Whispers in the darkness

Posted: Thu Nov 06, 2008 9:08 pm
by Agentarrow
Destron wrote:Shouldn't you just stick to one project? First it was Terra Trooper, then it was Terra Trooper 2, now it's this?
I don't mean to be rude, but you could probably get more done if you just focus on one project, rather than skipping around.

*shrugs*
well, TT2 was not my major plan, it was scorches.
next, TT is an RF1 project that is slowly devolving. I'll do something with it, but I was talking with scorch and we decided to start fresh when RF2 comes out.

Re: RF2 Project: Whispers in the darkness

Posted: Thu Nov 06, 2008 11:48 pm
by Danimita92
Story sounds great

Re: RF2 Project: Whispers in the darkness

Posted: Fri Nov 07, 2008 2:23 am
by Agentarrow
Also, as the name implies, The game will include whispers in the darkness. by pressing a certain key when near a whisper, you can gain a hint or a trick. There are light spirits trying to assist you that will aid you and shades trying to deceive you. I will record me saying the whisper, then reverse it in audacity. This will be placed lightly over the normal sounds of the game.

Another thing, After the first shade, I wanted to have something or someone teach you a new way to fight, shades from that point on will not die no matter how often you hit them, you have to work their health down then hit the F key when their minimum health is reached. This will "finish" the enemy. Using a slit-throat animation, the player destroys the last bit of health that the shade has. Or should I just stick to the basics?

Re: RF2 Project: Whispers in the darkness

Posted: Fri Nov 07, 2008 2:52 am
by Destron
I honestly don't think naming your game for it's hint system is really a very good idea...

Re: RF2 Project: Whispers in the darkness

Posted: Fri Nov 07, 2008 4:30 am
by Agentarrow
originally, they were much more important. They were kind of the center of the game's attention but we talked about it and changed the whispers while keeping the name.
Two reasons:

1. it also refers to the whispers of hope that slowly spread. The more whispers of hope, the stronger your swords can become.
2. It sounds really cool.

Re: RF2 Project: Whispers in the darkness

Posted: Fri Nov 07, 2008 5:15 am
by Destron
Well, after you record your voice you should probably add some reverb and maybe some delay... like this -

http://ryan.gowen.googlepages.com/hauntedwhispersv2.wav

Maybe not that much reverb, but you get the idea. Really creates an ethereal, ghosty feel.
Just a suggestion.
Oh, and FYI those aren't actual words... it's just gibberish.

Re: RF2 Project: Whispers in the darkness

Posted: Fri Nov 07, 2008 8:33 pm
by Agentarrow
that's pretty amazing. It would be something like that but with more of a wind sound.

Re: RF2 Project: Whispers in the darkness

Posted: Mon Nov 17, 2008 11:37 pm
by Sorington
nice story :)

Re: RF2 Project: Whispers in the darkness

Posted: Thu Nov 20, 2008 8:05 am
by sankha93
You got a great story but I hope you are not going to leave this project like TT1 & TT2.

Re: RF2 Project: Whispers in the darkness

Posted: Thu Nov 20, 2008 9:28 pm
by Agentarrow
I'm hoping not. I started looking into a new engine other than RF, one that's a bit newer and more flexible to filetypes and codes. I found one that is free for non commercial games, but $100 for a commercial licence which may be purchased at any time prior to selling the game. It takes over a dozen model formats, understands C++, Python, three other languages, or you can script in a language you create. The graphics are somewhere between PS2 and XBOX 360 at maximum and closer to RF on minimum.

Re: RF2 Project: Whispers in the darkness

Posted: Fri Nov 21, 2008 12:03 pm
by sankha93
What is the name if the engine?

Re: RF2 Project: Whispers in the darkness

Posted: Fri Nov 21, 2008 11:07 pm
by ardentcrest
The Engine for RF2 is Ogre 3D

http://www.ogre3d.org/


But remember RF2 will not be ready till the middle of 2010, and this will be just the basic setup.

EDIT.......
Sorry got the engine wrong: even tho I read "RF2 Project: Whispers in the darkness" not "NGE Project: Whispers in the darkness"