Author Topic: E:SoR Images  (Read 38440 times)

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Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #15 on: February 24, 2010, 01:37:59 pm »
I was hoping to reflect a "Final Fantasy" feel. Honestly, that has been the biggest inspiration for the game.
the screenshots that always shock me are the crystal world type rooms like this one:

They are my favourite so far, it reminds me so much FFIV final dungeon areas
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Offline Zera

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Re: E:SoR Images
« Reply #16 on: February 24, 2010, 02:40:45 pm »
They are my favourite so far, it reminds me so much FFIV final dungeon areas

The Lunar substrata was the inspiration behind this dungeon. I didn't want to produce a carbon-copy, though, so there are some distinct differences. Here are some more shots:



The whole dungeon is four levels long. (descending) Some of the toughest monsters in the game appear here -- including the various dragons that are otherwise rarely encountered in other parts of the game world. There's also a number of rare equipment to be found, in preparation for the final battle.

Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #17 on: February 24, 2010, 02:41:47 pm »
Substrata? Do you mean Subterran?
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Offline Zera

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Re: E:SoR Images
« Reply #18 on: February 24, 2010, 02:57:53 pm »
Substrata? Do you mean Subterran?

I can't remember what FFIV called it. It may have been "Lunar Subterrane." "Substrata" would mean the same thing, though. English has too many synonyms. :P

Maya is not the only playable character, by the way. There is a brief period where you get to control Edmund. (though, not necessarily as demonstrated in the screenshots provided)

« Last Edit: February 24, 2010, 03:04:24 pm by Zera »

Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #19 on: February 24, 2010, 04:00:12 pm »
These looks nice ^^
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Offline ztrumpet

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Re: E:SoR Images
« Reply #20 on: February 24, 2010, 05:00:35 pm »
Excellent work!  All the screenies look incredible.  I think I like the crystal world type dungeon best. :D

Offline Builderboy

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Re: E:SoR Images
« Reply #21 on: February 24, 2010, 07:19:33 pm »
I love how everything has a kind of 'depth' to it, looks totally awesome!

Offline Zera

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Re: E:SoR Images
« Reply #22 on: April 21, 2010, 02:37:21 am »
This really isn't related to Escheron, but I didn't think it merited a thread all its own.

I was kind of going over this idea earlier to give Lost Legends (1) a reboot. I don't know if Galandros is actively working on the game or not, but I figured the project was either in a permanent hiatus, or maybe he lost interest in it. Either way, it was just a random idea.



I thought it might be interesting to try applying everything I've learned about game development up until this point, and produce the absolute most detail I can fit into 4-level grayscale. Suffice it to say, it's more detailed than Escheron is. It's not particularly robust, though. I mean, it's still just plain old 4-level grayscale. The tileset would barely be any larger than the original one used in LL, since there are only a few extra tiles for additional details.

I also thought the original ideas were just really... amateur. If I ever returned to actively developing the game, I would want to do things right this time. Maybe if and when Escheron is finished, I can just recycle the game engine to produce this.

Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #23 on: April 21, 2010, 02:42:02 am »
I don't remember if he is still working on it, but IIRC he said it was not dead. You would probably need to ask him directly via PM in case he miss this post.

But DARN! This is looking really NICE! I like the amount of details there's in this. For some reasons, this looks better with 4 level grayscale than if you used 16 colors in NES style.

The original LL1 was still quite nice, though, it would have deserved a ticalc feature if released. LL2 blew it out of the water, though. Now this is awesome too. Nice job.
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Offline Zera

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Re: E:SoR Images
« Reply #24 on: April 21, 2010, 02:51:20 am »
I always liked the way I handled the inventory system in LL1. I more or less replicated what Final Fantasy Legend did: A character had a personal inventory that could hold any type of item. When you went into battle, your characters didn't actually have commands - they simply selected which item from their inventory they wanted to use. This meant you could just stack a ton of swords, staves, bows, and whatever else in your personal inventory and freely select which one you'll attack with during that particular round of combat. Armor was handled a bit differently, as it wasn't something you actually used - you could drop one piece or armor (of each type) in your inventory, and that would mean you always had some kind of defense bonus. Spells were handled in the inventory the same way as weapons - you would go buy a spell book, drop it in your inventory, and use it without any sort of MP cost. (every item had a finite number of uses, or "durability" of sorts)

So, yeah... I really want to revisit that idea at some point. If this is something I end-up working on after Escheron, I'll definitely have a lot of fun with it.

EDIT: Here's a map concept of Glendale using an incomplete tileset:



The old map as a comparison:

« Last Edit: April 21, 2010, 03:51:26 am by Zera »

Offline mapar007

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Re: E:SoR Images
« Reply #25 on: April 21, 2010, 08:21:11 am »
0.o this is awesome!

Offline ztrumpet

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Re: E:SoR Images
« Reply #26 on: April 21, 2010, 10:51:58 am »
That's incredible!  I hope you work on that sometime, as the graphics have blown me away.  Wow!  Awesome job! ;D

Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #27 on: April 21, 2010, 11:42:30 am »
wow awesome! We can see the major difference a lot. The old one was nice but new one is even better. Old one is more Dragon-Warrior style and new one more FF1 style. Nice job
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Offline jsj795

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Re: E:SoR Images
« Reply #28 on: April 21, 2010, 01:23:15 pm »
I really like the graphics for river! It doesn't look like it's tile based. Nice job!


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Offline Zera

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Re: E:SoR Images
« Reply #29 on: April 21, 2010, 03:02:03 pm »
Some ideas for the menu system...



So far, I was thinking a pseudo-transparent window constructed of 4x4 pieces. The main font would be 8x8 - which is kind of large. There was no other way to practically display the number of colors I needed to make the font stand out, in lieu of having a pseudo-transparent window.

This is all just a concept at this point. I would still need to add equipment icons and such to the font, and a sub-font to be displayed within window frame elements. (such as to indicate which menu you're in)