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Liquid Metal Slime
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 PostThu Oct 11, 2012 9:05 am
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Update 022
(ART) Walkabouts?

Now, what I've actually been doing over the past few days is establishing battle scenarios, balancing stats, and fixing attacks. I'm pretty pleased with how it's all coming along. At some point during this process I remembered that I was going to implement all battle-able enemies as visible NPCs on the map, so I threw together some forward-facing sprites for all of the outlaws and animals. They only have 2 frames of animation each - they're always facing forward and their sprites are flipped horizonally when they change direction. Time being an issue here, I'm content to leave them at that; walkabouts are quite frustrating and surprisingly time-consuming when I'm working on a full set with four unique perspectives. When all of them are done (by tomorrow, most likely) I'll be able to create an easy, visual battle testing room where every enemy can be fought, and soon after this, I'll be able to distribute the .rpg file for testers! Won't that be nice. Would yooou like to sign up for battle testing? That seems to be the only thing anyone ever volunteers for.

As a bit of an afterthought, I created a "low-level" Scrapper (seen above with a crude club) for the player's first battle since the ordinary ones would completely demolish any newcomer that wasn't aware of Wade's Defend command. I may need to implement an early tutorial enemy that encourages Defending frequently, because by the time the player hits Mt. Garra proper, they will NEED to use this ability in order to survive most battles. Does anyone have any ideas how I can effectively teach the player about this as they play?

Re:Meowskivich
I was asking for sprites, hombre. Sound effects are nice, but I don't really need any for battles. When I listed noise emission, I was talking about a visualization of something emitting noise. To use for an attack in a battle. I've actually made a few sound effects for this, and had a bit of fun playing around with BFXR and Audacity to come up with them.
Blubber Bloat
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 PostThu Oct 11, 2012 5:51 pm
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Oh, I see.
Well, the sprites are nice, I can actually tell what they're supposed to represent! Much more than I can say about final fantasy games, where it shows a random npc person blocking your path and it turns out it's some squid demon >_>

Hooray for actual effort!
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Slime Knight
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 PostFri Oct 12, 2012 12:21 am
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Those are some of the friendliest looking walkabouts I've seen in the OHR. I imagine they'll pop out from the map pretty well,
—- So anyway, how are you?
Liquid Metal Slime
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 PostSat Oct 13, 2012 8:02 am
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All the non-boss enemy walkabouts are done, and all their respective battles are ready for testing! All battles at the moment are against individual enemies - already I can start to see patterns of enemies that are too weak or too strong in certain areas after assigning them all similar stats. Attacks are working fine, I'm quite glad to finally be making some tangible headway into this game. At the moment every battle seems pretty easy, I haven't gotten a Game Over once so far. Even the tough enemies like the Tetaché and Turtuga go down quick enough if you use simple tactics with the heroes' abilities. I reckon this is as it should be with solo battles against common enemies - things will obviously get much harder when they start forming into groups.

Tomorrow I'm going to try and finish the bosses' sprites and maybe get some battle backgrounds drawn up.
Liquid Metal Slime
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 PostSun Oct 14, 2012 8:10 am
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Baconlabs wrote:
Tomorrow I'm going to try and finish the bosses' sprites and maybe get some battle backgrounds drawn up.


AND SO I DID


(I never said I was a good backdrop artist though, yeesh look at that thing)

This battle is going to be fun because of the way the "Damionberry" boss attacks. It draws power from the two colored berries above it and... well, I'd love to post a .gif of it in action, but I don't know how. I'll be back in a little bit with a video instead.
EDIT: Here it is. The music herein probably won't be used in-game. http://youtu.be/qmyws9JxQbE
Slime Knight
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 PostMon Oct 15, 2012 3:48 am
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I don't know if I'm more looking forward to this or Legacy anymore.
—- So anyway, how are you?
Liquid Metal King Slime
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 PostMon Oct 15, 2012 4:07 am
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I absolutely love the way the purple skull animates :)
Liquid Metal Slime
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 PostWed Oct 17, 2012 8:45 am
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(foreword: Thanks, Stew and James! I take it that the ugly background isn't a distraction, then)

Update 023
(ART) Freaking Maptiles and a Big, Heavy Plot Hammer

Other screenshots: 1 2 3
Today I got started on something I have been loathing for a very long time - map tiles. I focused entirely on the Diamond Star Inn, which is one of the two places where the player can decide to adventure during the day or at night. I borrowed liberally from Vikings of Midgard, making little edits where I needed them, and made the rest from scratch. The tables came out a bit weird since I forced them to be squares; I'll edit them later to become flatter rectangles so that we can actually see a character's face behind them.
The character in the top-left with the black hair is a mercenary named Puzon who I've written a lot about. He has a lot of significance to the main plot of Viridia, but Expedition (this chapter) is only covering a side story, so his purpose is to relax in the Inn and regale you with a passionate tale.
Puzon and his comrades are stopping for the night at the Diamond Star Inn before returning to their headquarters; they just finished dealing with some sinister "greenblood" (also known as "Lisen") people that supposedly set a distant missionary camp on fire and murdered everyone there, including the clergy and civilians.
... Actually, wait a minute, I've never detailed the basic plot of Viridia, have I? I think the last thing I posted about that was "So there's these mercenaries, and the whole setting is a desert, and a child will lead them, and... um... Dragons? Wizards?"
Well, hell, now's as good a time as any to lay it out in plain terms for everyone to see.

The country, Ebbaron, located in the south. A war-torn wasteland occupied by vicious eastern Grit clansmen, tyrannical Dankenian imperials from the north, the remnants of the conquered Scape and Bullhorn tribes, magic-wielding Lisen tribe fugitives from distant lands, and the poor mercenaries and civilians caught in the middle.
The hero, Krish, an illiterate orphan raised by a mercenary. He solves his problems with his speed, wit, and charisma. The mercenary troop he lives with is going under quickly due to imperial meddling and a lack of clients, and their situation gets worse after Krish rescues and harbors a Lisen, called Katrina, with a humongous bounty on her head.
Many of Krish's comrades abandon him for this - some even betray him and try to take Katrina's bounty for themselves. Rival mercenaries led by Puzon, imperial mage fighters under General Mars, and sinister hooded cultists following Doragon all seek this girl for some nefarious purpose or another, and Krish and his friends are chased around the country, risking their life at every turn.
Krish never forgets who he is, though, and continues to help other people and perform small heroic deeds along the way. He finds new allies in the most unexpected places and learns new ways to disarm and cripple his opponents. Krish and his friends eventually have a showdown with their pursuers and manage to scrape out a victory, buying themselves some time to plan a new course of action.
From here, they discover that Doragon and the cultists had a much bigger scheme in the works and could end up wreaking havoc the world over if left to their own devices. Stopping them becomes Krish's top priority - no one will be safe until the cultists' leader is taken down and their operation is destroyed.

... But don't expect any of that in Expedition. Expedition's plot goes more like this:
Wade and Jerry, foreign allies of Krish, receive a missive from their homeland and travel to meet with an envoy to exchange mail and information in private. Wade and Jerry's mail was lost, however; snatched by birds native to Mt. Garra. Apparently there was a gift from their king enclosed, so the foreigner knights move out immediately to retrieve it. Along the way, their progress is unexpectedly slowed by a massive wall of brambles, an aggressive, misguided warrior (who later joins them), and a bunch of poachers or monsters that have seriously agitated the local wildlife. Only once the issues on the mountain have been resolved do they locate their mail and revel in their rewards.
Incidentally, the brambles and the monsters on the mountain were the handiwork of Doragon's cultists.
Blubber Bloat
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 PostWed Oct 17, 2012 4:30 pm
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There sure is a lot of brown.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Liquid Metal King Slime
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 PostWed Oct 17, 2012 5:06 pm
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The story is interesting.

I think he limited, more personal scope of the "Expedition" plot is good. It is clear that your intention is a short-story that is part of a larger whole, and I think that is a great way to organize things.

As for all the brown, I know well the same urge. Everything is wood, so everything must be brown.

Suggestion: if this is in the desert, that much wood would be extremely expensive. cut-limestone, sandstone, adobe or other such deserty materials might be appropriate for such a large building-- at least for the floors.
Liquid Metal Slime
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I actually forgot to post this screenshot yesterday 
 PostWed Oct 17, 2012 7:20 pm
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Indeed, that is a lot of wood. It's one of the only wooden buildings you'll ever see in this country. The Diamond Star Inn is the only permanent structure at a popular highway intersection - the rest of this outpost consists of fences, tents, and covered wagons. The imperials who wanted it built had plenty of wood to spare in their homeland, so the entire project, construction and shipping, was subsidized. Since it's a hotspot for travelers, especially soldiers and laborers from the empire, this inn was designed to give them a little taste of home and help them take their mind off of how terrible and broken this new country is.
There is another town that you'll be starting in that is constructed entirely out of stone and sandstone bricks. And the mercenaries don't even have that much going for them - they conduct their operations out of a cave! It's a very nice cave that's actually pretty well-suited for living, but it still says a lot about just how poor yet lucky they are. They were quite fortunate when they found this in a deep underground level:
Blubber Bloat
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 PostWed Oct 17, 2012 8:19 pm
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More damionberries and more brown?
Lol, you should totally have someone or something give that history of the inn in-game. It'll be nice to know.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Liquid Metal Slime
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 PostFri Oct 19, 2012 8:30 am
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Update 024
(MAP) Cazador's Trail

Close-up screenshots:
Uphill
Golden Grass

More maptiles! An actual map has been constructed! Enemies have been placed! Excitement!
Excitement, shortly followed by dread, because this is when I start mapping out and programming how the enemies will behave on an individual, NPC-by-NPC basis. I expect to do a LOT of zone-based scripting. Digadives, for instance, should have a "pop out of the ground" animaton and start chasing you once you enter their Zones. Dry Carniyaves should have a Wandering move type until you enter their Zones, at which point you will be chased. I may make the frightful Tetaché chase you no matter where you are, but at a slow enough speed to where you can run away from it and maneuver around obstacles to get past it without fighting. There's lots to consider for every map enemies will be appearing on.
Meowskivich wrote:
More damionberries and more brown?
Lol, you should totally have someone or something give that history of the inn in-game. It'll be nice to know.

That's a good idea. I've got a diplomat-like character who already explains some of the area's history (with the incentive for listening being a free potion.) I'll need to present more opportunities for him to talk.
And those aren't damionberries. This is a damionberry.
Blubber Bloat
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 PostFri Oct 19, 2012 5:13 pm
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they could be damionberry's second cousin thrice removed...
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Liquid Metal Slime
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 PostMon Oct 22, 2012 8:43 pm
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Dropping by for a moment to say that I've been busy with the third player character. I've redrawn all of this person's Hero sprites, illustrated some new attack and weapon graphics for their special moves, and have gotten started on balancing said moves. "Floraison" is going to be a bit tricky. It's a special move that strikes five times in total (and has some new animations and sound effects to go along with it), but it's also free to use like every other attack in Expedition, so I'm wondering how to balance it to where it's not always a good idea to spam it instead of your normal attack. At the moment it's ridiculously overpowered. Maybe I should reduce each attack's strength, or maybe I should give it a really long charge-up time, or maybe I should reduce the attacks' accuracy. Since this attack is, again, free to use, I'll probably go with some combination of these.
Or maybe I should shed the "free-to-use" restriction and make it run off of Level MP or something. Any ideas, folks at home?
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