Author Topic: Escheron: Presage of Darkness  (Read 36443 times)

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Offline DJ Omnimaga

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Re: Escheron: Presage of Darkness
« Reply #30 on: March 06, 2010, 09:48:18 pm »
Oooohok, so basically battles has two different screens. Nice concept :)
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Offline trevmeister66

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Re: Escheron: Presage of Darkness
« Reply #31 on: March 06, 2010, 10:14:08 pm »
Wow Zera, you continue to amaze me. Great animation, and I can only imagine what the actual game play will look like.

Also, I love all the spells/abilities.
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Offline Zera

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Re: Escheron: Presage of Darkness
« Reply #32 on: March 06, 2010, 10:57:10 pm »
I made a sample of what the normal / battle maps look like:



Haven't made any mock-ups of actually exploring these areas yet, though.

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Re: Escheron: Presage of Darkness
« Reply #33 on: March 06, 2010, 11:36:14 pm »
wow nice. Would it be possible to take the treasure before all enemies dies, tho? That might slow things down a bit for collision detection, altough that could be tweaked a little

Else, to cheat purposely to speed things up, maybe the last enemy to die would give the key which opens the chest?

Very cool graphics btw. Did you made all of them yourself?
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Offline trevmeister66

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Re: Escheron: Presage of Darkness
« Reply #34 on: March 06, 2010, 11:44:37 pm »
Nice stuff. About how many unique or different maps will there be? Also, will there be any bonuses for terrain (like +1 Def if on a mountain?)
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Offline Zera

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Re: Escheron: Presage of Darkness
« Reply #35 on: March 06, 2010, 11:59:27 pm »
wow nice. Would it be possible to take the treasure before all enemies dies, tho? That might slow things down a bit for collision detection, altough that could be tweaked a little

If you don't grab the treasure before clearing the objective of the battle, then you won't be able to claim it. You just move over top of a treasure chest and "Check" it to grab the contents.

Quote
Else, to cheat purposely to speed things up, maybe the last enemy to die would give the key which opens the chest?

I didn't plan to lock them. Chests containing rare items will either be hidden out of sight, or those items will automatically be dropped by enemies. (such as bosses) The player can also find items by checking suspicious spots on the ground. (those will be fairly obviously marked, but probably still hidden out of sight)

Quote
Very cool graphics btw. Did you made all of them yourself?

Modified sprite-rips. I think I made a few of them. I borrowed a few from (very) old assets from Lost Legends, and modified them. :P

Nice stuff. About how many unique or different maps will there be? Also, will there be any bonuses for terrain (like +1 Def if on a mountain?)

I'm not sure how many unique maps there will be. Probably a lot, since you go into battle fairly often. There will be some generic maps that are recycled for random encounters.

There won't be terrain bonuses, but terrain affects your movement. You can't normally move over mountains, trees, walls, rivers, or anything else that obstructs your path. Flying enemies have the advantage of ignoring terrain types altogether. There aren't really any types that would merit any kind of bonuses to your abilities. Dry land is basically just dry land. It's all you can really walk on. Your movement might obviously be hindered in small quarters, though. If you were battling inside a castle, a set of ruins, a cave or a village, it would be difficult to navigate in and out of buildings. (or through hallways and passages)

I have been working on arranging the status screen, but it's not entirely complete:



Changing equipment would be done in another screen. This just displays what you're currently holding, and what your statistics are.

Offline trevmeister66

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Re: Escheron: Presage of Darkness
« Reply #36 on: March 07, 2010, 12:07:58 am »
Very nice. I really like that status screen. It's simple yet dynamic, and it has everything you need to know.
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Re: Escheron: Presage of Darkness
« Reply #37 on: March 07, 2010, 12:17:39 am »
Great job Zera!  It all looks and sounds excellent! ;D

Offline Zera

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Re: Escheron: Presage of Darkness
« Reply #38 on: March 07, 2010, 12:54:17 am »


Getting into the map planning... slowly.

Not sure what all data will be displayed here. It's just name, portrait and movement range for the time being.

Offline trevmeister66

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Re: Escheron: Presage of Darkness
« Reply #39 on: March 07, 2010, 01:00:24 am »
Is this screenshot a picture of when you hover over the enemy or select them during your turn or something?
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Re: Escheron: Presage of Darkness
« Reply #40 on: March 07, 2010, 01:57:28 am »
great design!
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Offline Zera

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Re: Escheron: Presage of Darkness
« Reply #41 on: March 07, 2010, 01:36:56 pm »
Is this screenshot a picture of when you hover over the enemy or select them during your turn or something?

This would probably appear both when the enemy takes its turn, and when you hover over the enemy tile during your turn.

There is one thing I could use help with... I am debating on how display a character or enemy's actual movement range. (i.e., some kind of flashing tiles imposed on areas they can move to) There won't be any masking in the game, so I can't impose symbols on top of land squares without fully covering them. I thought maybe I could impose flashing, black semi-squares. (they would just pop-in over each tile, disappear, rinse and repeat)

----------

I also wanted to share more details about enemies. I wanted to base them even more on elements of D&D this time, so I've borrowed some of the more vicious qualities from the Monster Manuals.

Some enemies will be able to destroy your equipped weapon or armor. Any generic equipment type (anything that can be purchased) is destructible, while rarer equipment is not. An example of this mechanic is with the Ochre Jelly enemies. Their constitution is highly acidic. If you're successfully attacked by one, your (destructible) armor will instantly dissolve. if you successfully hit one with a destructible sword, then your sword will dissolve.

Next, we have undead enemies. When an undead creature successfully scores an attack against you, you lose one experience level. This removes any HP, MP, ATT / DEF bonuses or skills you learned by advancing to that level, and resets your current experience. This effect is not cumulative. It's considered a negative status that can be reversed by casting Greater Restoration. (however, your current experience cannot be restored) While this effect is in play, the character will not gain any experience at all.

Lastly, we have the mighty dragon. Dragons are incredibly rare, and are a bane upon both enemies and allies in the field of battle. When a dragon appears, it ravages everything in sight without any prejudice. Dragons are so substantially powerful that a player will likely never confront and defeat one throughout the course of the game, unless by extreme luck. Enemies will automatically attempt to steer-clear of any dragon encounters on the map. In some way, it can be considered a mixed-blessing, as the dragon might vanquish most (or all) of your enemies for you.

There are two types of dragons so far: Original, fire-breathing Dragon, and Zombie Dragon. The fire-breathing dragon continuously unleashes an incindiery breath upon anything in its range of sight. This breath attack can target any creature within 6 tiles, making it difficult to escape. The Zombie Dragon has a vitriolic breath, which inflicts similar damage, but also destroys the target's armor, causes poison status, and results in instant death in 1/3 cases where the target would normally survive.
« Last Edit: March 07, 2010, 02:07:10 pm by Zera »

Offline DJ Omnimaga

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Re: Escheron: Presage of Darkness
« Reply #42 on: March 07, 2010, 02:19:33 pm »
Nice, I like the idea especially about destructible weapons/armors
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Offline trevmeister66

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Re: Escheron: Presage of Darkness
« Reply #43 on: March 07, 2010, 06:11:42 pm »
For your enemy movement, I was thinking maybe you could just do a border around all possible spaces. This way you can still see the terrain, but it should make identifying the enemies movement capabilities easier to see.
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Re: Escheron: Presage of Darkness
« Reply #44 on: March 07, 2010, 07:11:28 pm »
Is it possible to share your formulas for level experience caps and stats for level?
I'm making an RPG of my own and would love to know.
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