Author Topic: Escheron: Shadow over Ragnoth  (Read 160382 times)

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Offline TIfanx1999

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Re: Escheron: Shadow over Ragnoth
« Reply #645 on: January 14, 2014, 05:42:56 pm »
I think the enemy bitmaps look fine. :)

Offline Geekboy1011

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Re: Escheron: Shadow over Ragnoth
« Reply #646 on: January 14, 2014, 06:53:55 pm »
I Think they look good I can also say we can definetily include A lot more then that. Iambian is seemingly infatuated with pucrunch so that honestly wont even take up that much space.

I just took the time to run it through pucrunch this is what it spits out with out file position optimizations(pucrunch is a RLE/Lz twophase compressor and just a change in the order of the sprites can make a difference.)
Code: [Select]
In: 14112, out: 2651, ratio: 18.79%, gained: 81.22%
So as we add more data the saving will continue to show.
« Last Edit: January 14, 2014, 06:54:06 pm by Geekboy1011 »

Offline Zera

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Re: Escheron: Shadow over Ragnoth
« Reply #647 on: January 14, 2014, 06:59:44 pm »
I expanded the world map to 64x64 tiles. I believe it was previously 32x32. This allows for much more exploration, which is especially important since you gain access to vehicles at different points in the story.

The geography is more or less the same, but Asnoth is now on an isolated continent, whereas it used to be directly north of Ragnoth Province. This makes more sense story-wise. Set before the events of the game, Ragnoth Castle was destroyed by Asnothian military forces using an airborne assault. Since Ragnoth didn't have access to airship technology at the time, they couldn't defend themselves against the invasion. An airborne counterattack would have been the only way for them to retort against Asnoth, since there's a large sea separating the two kingdoms.

There's also a small underworld to explore, still forthcoming. I originally planned to allow an airship to fly underground, but the underworld area is too small. Everything there can be explored on foot instead.

Offline Geekboy1011

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Re: Escheron: Shadow over Ragnoth
« Reply #648 on: January 14, 2014, 07:03:47 pm »
Well that looks awesome. And its nice to actually see some more content for this game :P as I have no troubled my self to reread the entire 40+ page thread :P  hopefully the towns/castles have nice maps to them to. This could shape up to be a fun rpg!

Offline Zera

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Re: Escheron: Shadow over Ragnoth
« Reply #649 on: January 16, 2014, 01:39:02 pm »
I had to restructure the overworld due to zoning issues. I have encounters spread across 16 different regions of the map, so some continents had to be brought closer together or moved farther apart. I doubt players want to see overpowered enemies spilling over from Asnoth into the early areas of the game. The game is on the difficult side, but definitely not that cruel.

On that note, I also finished the tileset. I managed to fit everything neatly into a 64-tile binary. There's quite enough to design villages, dungeons, castles - everything. To keep things simple, village maps will be one ubiquitous area (e.g. Dragon Warrior-esque villages) instead of requiring the player to enter buildings and warp to new maps. It's just a lot easier than creating so many back and forth warps for buildings that may contain only a item vendor, or something equally insubstantial. Given the calculator's small screen, it will also probably look a lot better. Some of the structures I used before were frankly too big, and a lot of the detail was always off-screen.

This time around, I'm going to be much more thorough with the dungeon layouts. I think Escheron's original dungeons were too linear, so I'm going to be throwing in several new floors and dead-ends. On the other hand, there's really no pressure to explore every nook and cranny. Treasure chests respawn once you leave an area, and if you ever discard any unique items from your inventory, they re-appear back in their original locations for recollection.

____________


Here's an example map with some of the village tiles I decided to use. This is what will be Ragnoth Outpost. There's a blacksmith, magic guild, inn and tavern. Tucked away in the northeast corner is an underground passage to Ragnoth's resistance base, where Maya receives orders and gets her starting provisions.

If you look closely, you can notice a monolith in the north section of the map. This is how the game records the player's progress. You'll find eight monoliths scattered throughout the world, mostly found in villages and various dungeons. If Maya is KO'd at any point, she'll be resurrected at the last monolith she used. The penalty for being KO'd is half your gold, a random item removed from your inventory and -1..4 to a random ability score.
« Last Edit: January 16, 2014, 06:02:36 pm by Zera »

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #650 on: January 17, 2014, 12:53:20 am »
This looks pretty good. The village reminds me a lot of Dragon Warrior 4 (I got the actual NES cartridge btw).

Offline Zera

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Re: Escheron: Shadow over Ragnoth
« Reply #651 on: January 17, 2014, 01:04:07 am »
I'm glad it conveys a Dragon Warrior feel. That's exactly what I'm going for. In fact, I'm using some of the DW series' maps as a reference, and trying to design similar structures throughout Escheron's villages.

By the way, Dragon Warrior IV is a pretty expensive cartridge! The only games in the series that I own (in cartridge form) are DW1 and 2 for the original NES, and DW2 alone set me back $30.

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #652 on: January 17, 2014, 01:07:57 am »
Yeah I know, it was pretty expensive when I saw it. I didn't mind much at the time, though, considering I had more money and liked that game.

Offline Sorunome

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Re: Escheron: Shadow over Ragnoth
« Reply #653 on: January 17, 2014, 08:18:52 am »
I like the sprites & the world, it is looking awesome :D

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Offline Zera

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Re: Escheron: Shadow over Ragnoth
« Reply #654 on: January 17, 2014, 07:40:42 pm »
The first dungeon in the game, the cave in Dredmoor Swamp. The black tiles with white speckles are sections of swamp. Each time Maya steps in them, she's poisoned. In order to make it to the cave, Maya will have to trek through the swamp leading to the cave. Poison damage will kill Maya outside of battle, so she won't actually have enough HP to walk through the cave while under the poison's effects.

Note that there are no curative items in the game. What the player will have to do is spend a little time grinding for 400 gold and pay the magic guild in Ragnoth to scribe the "Whispering Wind" spell in Maya's spellbook. This will allow her to neutralize her poison status as soon as she makes her way into the cave.

Any chests marked "Gold" will always contain a random amount of GP between 24..48, and will respawn when Maya leaves the dungeon and returns. This is always the case, even for chests found much later in the game. If you don't mind trudging through poisonous swamps and random battles, this is a good way to grind for gold early on.

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #655 on: January 18, 2014, 12:16:18 am »
Nice. Try to avoid making dungeons where chests are too close from an easy respawn, tho, in case people abuse them. :P

Some RPGs have some weird tricks that can be abused to get stronger or richer very easily. Eg the Lete River+Ductaped turbo gamepad trick in FFVI or how in Illusiat 11 it only takes 8 hours to get from LV 10 to LV 99 from Chapter 2 (out of 5), probably due to certain monsters giving too much exp.

Offline Zera

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Re: Escheron: Shadow over Ragnoth
« Reply #656 on: January 18, 2014, 12:56:31 pm »
Indeed. I've made a mental note to place gold-bearing chests into the deeper sections of each dungeon so the player can't make a quick trip in, grab some loot, then exit and repeat. Some of the early dungeons are bound to be on the shorter side, but there will usually be obstacles such as random encounters and swamp tiles to make the trip much more tedious. Even so, gold will need to be somewhat plentiful. If you're K.O.'d at any point, you lose half the gold in your possession.

No worries about experience grinding, though. The growth system is similar to FF2j for the Famicom. Instead of gaining experience points, there's something like a 16/256 probability that any of Maya's ability scores will increase by 1 point after a battle. The probability for certain score increases goes up when Maya is equipped with certain items. e.g. Outfitting her with clothing or robes will help her boost her Agility score more quickly, while giving her much heavier armor will boost her HP instead.

To keep the player from getting perpetual increases from weak enemies like Gremlins and Wasps, there's an enemy ranking system in place. Each enemy has a rank from 1 to 8. What this does is determine exactly how many increases Maya can receive from fighting particular enemies. For instance, once all of Maya's ability scores reach a value of 32 or higher, she won't gain any more increases when fighting enemies below rank 3. Gremlins and Wasps are both rank 2. By the end of the game, the only way Maya will be able to gain any additional score increases is by fighting very tough rank 7 and 8 enemies, such as Chimeras.

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Re: Re: Escheron: Shadow over Ragnoth
« Reply #657 on: January 18, 2014, 02:03:35 pm »
For such exp system I think that for example, the increase chances should slightly increase the more an attribute/ability is practiced during battle, with a cap. Else if some isn't lucky, he could find himself 100 battles in a row with no increase for a certain attribute and get frustrated.

Offline Zera

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Re: Escheron: Shadow over Ragnoth
« Reply #658 on: January 21, 2014, 01:13:37 am »
Although it will definitely be frustrating, it's necessary to ensure end-game balance. To be fair, I'll explain the ranking system in the game's manual so the player will at least know what to expect.

On that note, I guess I should go ahead and say that Escheron will be an <i>ostensibly</i> difficult game. There will be no hand holding of any kind. It's geared toward only the most seasoned RPG fans, or at least the most masochistic among us who enjoy a good challenge.

Let me highlight a few of the features I've been working on:


 - "Trap rooms." Entering the door places you in the center of the room, as opposed to near the entrance / exit where you should be. Every tile in this room is a forced encounter with challenging enemies. It should be noted that you do have an emergency exit spell at your disposal, but it returns you all the way back to the last monolith you used.
 
 - Looping warps. You'll often find yourself walking down endless hallways, which are actually just warp tiles that seamlessly and repeatedly transport you a few steps back.
 
 - Invisible paths, especially into complete darkness, complete with looping warps.
 
 - Warps to inescapable rooms. Just make sure you have your emergency exit spell before entering a dungeon. If not, there will be swamp tiles so you can kill yourself and be resurrected at the last monolith you used.

 - Invisible warps to trap rooms and inescapable rooms; warps that take you back to the entrance of a dungeon, and look deceptively like the exit you spent 30 minutes trying to reach; trick rooms that look like earlier rooms, giving the impression that you just backtracked or went in a circle.
 
 - Enemies are fond of instant K.O. spells. There are a couple of ways to resist instant K.O. - either by grinding your HP past a certain threshold, or finding a rare item. Both methods will likely occur very late into the game. There's one method for Maya to be resurrected during battle, but it can be put into effect only once per battle.
 
 - The best equipment is outrageously expensive. You'll need to have nearly the maximum allowable gold you can carry before you can purchase anything good. On the other hand, most of these items can be found in dungeons, albeit very well hidden.
 
The save system is a bit complicated, and if not executed carefully, can cause some serious mental stress. I think I'll need a few paragraphs to explain this detail alone.

To save your game, you have to interact with one of the various monoliths found through the world, usually in towns and dungeons. What happens is Maya makes a prayer to the Fates, the three goddesses who govern time and the predestination of all things. The Fates make a record of Maya's exploits up until that point, and should Maya be killed, the Fates will transport Maya's body and spirit to an earlier point in time. In simpler terms, it's just like any typical save game scenario - you pick up where you last saved.

Now, the Fates are very particular about how the player uses this system. The Fates will instruct you to return to them and make an additional save before ending the game and shutting down your calculator. Failure to perform this procedure will screw with the very fabric of time. Suffice it to say, the Fates don't take kindly to this.

What the game does is secretly set a flag in your SRAM file the moment you load a save. This flag remains intact until you use a monolith to save the game and shut down the program from within the game itself. If you do this, then the flag is removed. If you shut down the program without going through this procedure, then the flag remains intact.

The flag lets the Fates know whether or not you followed their instructions and shut down the game within the game, or if you just abruptly turned off your calculator. If you abruptly quit, then prepare for a 10-minute lecture on why you should respect the Fates and take their powers more seriously. If you <i>habitually</i> quit the game without first saving, then the Fates will start to inflict actual punishments on you, such as removing all your items, stranding you in an inescapable room and disabling your escape spell, or wiping your SRAM data entirely.

The purpose of this is to prevent save scumming. If you find yourself in a difficult situation and death seems inevitable, you basically have no choice but to surrender to death and deal with the penalties that follow. If you simply shut down the game and try to reload from your last save file, the game <i>will</i> detect your efforts to circumvent the penalties of dying.

In the event of battery failures or other unforeseeable circumstances, the Fates will give the player a few grace warnings, but after the player screws with them several times, the Fates will no longer accept convenient "battery failures" as an excuse.

That said, be sure to follow their instructions exactly.

_____________________


I probably won't be around to provide frequent updates, but I am actively working on this project. There's just so much that goes into storyboarding, typing out pages of design documentation, hand drawing maps, porting design from paper to computer, etc. It's really a lot of work, and a huge time sink at that.

Just in case I don't post back in a little while, enjoy some of my cheesy concept work in the meantime. Yes, my art skills suck. :P

Offline Deep Toaster

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Re: Escheron: Shadow over Ragnoth
« Reply #659 on: January 22, 2014, 04:44:46 pm »
I wish I could see these attachments... Sounds like quite a game to look forward to. And on a side note I keep spelling "echelon" as "eschelon" because I get it confused with this title :P

EDIT: Attachments back thanks to Eeems, and they look even more awesome than I thought. I wonder if you could have some sort of viewable map in the game, because the overview looks great (including the font).
« Last Edit: January 22, 2014, 04:53:38 pm by Deep Thought »