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RPG Update, Look at improved battle sprites
Nightwing |
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 As evidenced here we've got a little more spritework done, in addition to the boy's new smoother sprite (golem has yet to be redone, so no that's not a finished graphic), we've added a new spell as well but we still have many to go (anyone wanna help; I mean, this is gonna be a commercial product, I'd attempt to pay you)  You can also jack stuff from chests now, pretty basic but it feels good to have it in there all complete with sound effects and hilarious quotes individualized per chest. As far as gameplay additions go; I've now finished four of the seven training minigames I was talking about. Your stats are improved based on your performance in these instead of experience levels and other gay crap that you would have to **** around with for hours just to be a "good" player. This isn't just the RPG for someone on the go; it's the RPG for someone who knows how to play games. So far the mini-games encompass: - Breaking boulders for Defense - Throwing knives for Dexterity - An agility like test for Speed (timing your button presses with a crosshair) - a more precision based timing test for Power (hit the sword The other stats are Proficiency (think Special/Magic attack), Magic Defense, and Agility; the tests for them will be a dancing game ala the Clefairy Pokemon Stadium mini-game, and two other concepts I haven't quite banged out yet. In the current dungeon, you will solve puzzles by rolling a ball through a maze with your controller or keyboard, after getting the ball into the slot on all three boards, the giant skull opens up to pour out lava and that dragon you saw previously will come out to play with your face.  It's also likely we'll be giving a facelift to the ball rolling thing; something looks too simple there
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Oh yeah, this is the RPG I was supposed to be composing for... I WOULD like to audition for that; i need the practice anyway. Can you give me a challenge for something, IE a town or dungeon or battle theme(with paramaters about whether it should be slow or hopeless or something)? This post has been edited by Merco on Aug 26 2005, 09:41 AM
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Nightwing |
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GUNS - LOTS OF GUNS
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Ok wow people actually replied:
- Making it in Multimedia Fusion - Some MFGG members may be getting it for free in hopes they can sell the rest of you on it XD (EDIT: Obviously anyone that helped at all with it would be getting it for free as well) - Regardless of status though; what you're seeing now is going to be free. We're going to release the introduction sequence, Quest #1 Lava Dungeon, as a demo. Your character will carry over to all future quests, and there shall be many many of them. The idea is to keep you entertained with genuinely new content, sort of like what the Matrix Online did with online events, except it's a constant flow of new graphics and story. But, there is an ending; and once we finally get that far, it'll be up to the community to decide how we move forward; just some "EX" versions of levels? Or begin a new direction for the story? etc. - Merco I have 17 MP3 music tracks finished so far. While we have a damn good composer in place, I'd still be interested to hear what you could do; we're in need of things like: A chime for when you close the title screen, a battle victory theme, and a sort of competitive mini-game theme (like the foot race in Chrono Trigger or Super Mario 64, upbeat; fairly lighthearted)
Also, nothing is wrong with MSPaint, our artist did most of the battle sprites in paint and then smoothed them out later in Photoshop (the paint versions were up here earlier, and got similarly positive comments).
Overall though this has been a three person project, I have been coding and writing the script (some 10 pages cover the first 4 levels, will be writing more ASAP), my girlfriend has done the artwork, and our awesome new British friend Ross has been doing all the music. Some other random contributions go out to the multitude of testers we've already had working on it, as well as Press Start animating a spell and the ball from the Lava Dungeon puzzle.
This post has been edited by Nightwing on Aug 27 2005, 12:16 AM
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Nightwing |
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GUNS - LOTS OF GUNS
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You would pay for each new installment, currently we're thinking an asking price of $5 wouldn't be a big deal, considering the errr 'amount of game' you will be getting; better explained...
The idea is to take advantage of the sectioned nature of RPGs; we will constantly be producing what is normally referred to in MMOs shamelessly as "new content", except it will actually be different. New game code that furthers the storyline, introduces new gameplay elements, new music, and new graphics; every single time. At the current time we're thinking we would charge something like $5 per quest. In this way you can pick and choose the quests you want to play (since they're all interlocked), and from the main game program you will be given a list of the quests you own to choose from.
For the player, ideally this means you can only play battle heavy missions, difficult quests, without paying an exorbitant amount of money.
For us of course, we hope to attract completists that wil be addicted to the storyline and gameplay; the type of person that will buy one quest after another to have a more full experience as it pertains to the game world.
You guys might as well tell me if you think this is a good idea and makes the game more accessible, or if we should just streamline it like "normal" RPGs and sell it as this $20-$50 megalithic piece that will take forever to get finished.
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Draco Icebane |
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| QUOTE (Nightwing @ Aug 28 2005, 07:48 PM) | You would pay for each new installment, currently we're thinking an asking price of $5 wouldn't be a big deal, considering the errr 'amount of game' you will be getting; better explained...
The idea is to take advantage of the sectioned nature of RPGs; we will constantly be producing what is normally referred to in MMOs shamelessly as "new content", except it will actually be different. New game code that furthers the storyline, introduces new gameplay elements, new music, and new graphics; every single time. At the current time we're thinking we would charge something like $5 per quest. In this way you can pick and choose the quests you want to play (since they're all interlocked), and from the main game program you will be given a list of the quests you own to choose from.
For the player, ideally this means you can only play battle heavy missions, difficult quests, without paying an exorbitant amount of money.
For us of course, we hope to attract completists that wil be addicted to the storyline and gameplay; the type of person that will buy one quest after another to have a more full experience as it pertains to the game world.
You guys might as well tell me if you think this is a good idea and makes the game more accessible, or if we should just streamline it like "normal" RPGs and sell it as this $20-$50 megalithic piece that will take forever to get finished. |
Create one large quest and then release other small pieces
Occasionally release a large one with the usual announcement of GIANT PLAYING FIELD!!! or such and charge a bit more for those
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