Yggdrasill: Tree of Genesis
A scandinavian's mythology based RPG
by bg-payne
A scandinavian's mythology based RPG
by bg-payne
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[Progress]
---Terrain [98%]
---Triggers [2%]
---Storyline [87%]
---Terrain [98%]
---Triggers [2%]
---Storyline [87%]
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[Specifications]
TYPE: RPG
PLAYERS: 2 or 3 (not decided yet)
TILESET: Jungle
SIZE: 256x256
TYPE: RPG
PLAYERS: 2 or 3 (not decided yet)
TILESET: Jungle
SIZE: 256x256
Quote
[Updates]
06/30/09: Thread and Terrain started.
07/08/09: Finished intro part 1's terrain. Added screenshots.
07/20/09: Finished the whole intro terrain plus some more things. New partner: MetalGear. Updated systems. Added 'credits' section.
07/21/09: First puzzle done.
07/22/09: Jump system done. Re-done puzzle because it was buggy. Moar credits.
07/25/09: Some sounds found for the map. Big progress on terrain.
08/06/09: More progress on the terrain (Forest done, which is around 1/6 of the map). I'd like to thanks all the members of SEN community which helped me out Also, I've done the first's boss area and it seems like MetalGear, my partner, is dead, so I'll do my own triggers.
08/22/09: Updated stats. Forest terrain finally done. Messing with some vision ideas. Added a poor test-map.
09/02/09: Lost a partner. Got a new secret "semi-partner". Nearly half done over terrain. Rough lines of the plot are near completion. New blends developed. Some stores done. Updated "Credits" section.
09/10/09: Most inns are done. 50% of the terrain is completed. Second puzzle in brainstorm session. First city roughly made.
09/12/09: Terrain done at 62%. Second puzzle + 2 cities completed.
09/15/09: Terrain done at 80%. Starting triggering very soon
01/17/10: Moar terraining done. Searching for puzzle ideas. Updated DLDB's file.
01/19/10: More updates. Terrain at 85%. Fixed a lot of little blocky tiles a bit everywhere.
01/20/10: Removed lotsa unused High Dirt to try to fix some Nooks and Crannies problems. Added doodads in missing places. Also remade the Hermit's house. Added a new village. Very phew terraining left!
04/01/10: Did a bit of sprites managing to reduce its amount. Terrain done at 98%. Starting triggering.
06/30/09: Thread and Terrain started.
07/08/09: Finished intro part 1's terrain. Added screenshots.
07/20/09: Finished the whole intro terrain plus some more things. New partner: MetalGear. Updated systems. Added 'credits' section.
07/21/09: First puzzle done.
07/22/09: Jump system done. Re-done puzzle because it was buggy. Moar credits.
07/25/09: Some sounds found for the map. Big progress on terrain.
08/06/09: More progress on the terrain (Forest done, which is around 1/6 of the map). I'd like to thanks all the members of SEN community which helped me out Also, I've done the first's boss area and it seems like MetalGear, my partner, is dead, so I'll do my own triggers.
08/22/09: Updated stats. Forest terrain finally done. Messing with some vision ideas. Added a poor test-map.
09/02/09: Lost a partner. Got a new secret "semi-partner". Nearly half done over terrain. Rough lines of the plot are near completion. New blends developed. Some stores done. Updated "Credits" section.
09/10/09: Most inns are done. 50% of the terrain is completed. Second puzzle in brainstorm session. First city roughly made.
09/12/09: Terrain done at 62%. Second puzzle + 2 cities completed.
09/15/09: Terrain done at 80%. Starting triggering very soon
01/17/10: Moar terraining done. Searching for puzzle ideas. Updated DLDB's file.
01/19/10: More updates. Terrain at 85%. Fixed a lot of little blocky tiles a bit everywhere.
01/20/10: Removed lotsa unused High Dirt to try to fix some Nooks and Crannies problems. Added doodads in missing places. Also remade the Hermit's house. Added a new village. Very phew terraining left!
04/01/10: Did a bit of sprites managing to reduce its amount. Terrain done at 98%. Starting triggering.
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[Features] (subject to change)
» Drop System
--- Similar to SpellSword's drop system
» Waypoint Casting system (WCs)
--- 3 spells per player
--- Each spell will be associated to a WC hotkey and a supplementary unit
» Equipment System
--- Similar to SpellSword's equipment system though it will be more "armor" related
» AI System
--- The 3rd player, which is a computer (NPC), will have its own AI which will permit him to have his own spells
--- Bosses will also have their own AI and spells
» Battle System
--- vHP for heroes
--- None for bosses
--- High control over the battle issues based off the armor
--- Spells casted (via WCs) will deal damages based off the Direct Damage system
--- Physical damages will be upgraded via normal upgrades (each consecutive weapon will need to better)
» Talk System
--- Not very well planned yet
» XP System
--- Normal one based off some custom unit scores
» Corpse (Death) System
--- Players' will need to bring a corpse to the nearest village so it can be revived. When it hold the corpse, it cannot attack and is slowed down a bit.
» Randomization (Spawn/Drop)
--- Not very well planned yet
» Mercenaries Implemented
--- Not very well planned yet
» Many Items (Normal/Magic/Unique)
--- Similar to SpellSword's item system
» Drop System
--- Similar to SpellSword's drop system
» Waypoint Casting system (WCs)
--- 3 spells per player
--- Each spell will be associated to a WC hotkey and a supplementary unit
» Equipment System
--- Similar to SpellSword's equipment system though it will be more "armor" related
» AI System
--- The 3rd player, which is a computer (NPC), will have its own AI which will permit him to have his own spells
--- Bosses will also have their own AI and spells
» Battle System
--- vHP for heroes
--- None for bosses
--- High control over the battle issues based off the armor
--- Spells casted (via WCs) will deal damages based off the Direct Damage system
--- Physical damages will be upgraded via normal upgrades (each consecutive weapon will need to better)
» Talk System
--- Not very well planned yet
» XP System
--- Normal one based off some custom unit scores
» Corpse (Death) System
--- Players' will need to bring a corpse to the nearest village so it can be revived. When it hold the corpse, it cannot attack and is slowed down a bit.
» Randomization (Spawn/Drop)
--- Not very well planned yet
» Mercenaries Implemented
--- Not very well planned yet
» Many Items (Normal/Magic/Unique)
--- Similar to SpellSword's item system
Storyline (long, yet still not so descriptive (ToG=Tree of Genesis)
Screenshots
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[Credits]
---Lethal_Illusion [Storyline/Test/Triggers]
---WoodenFire [Terrain]
---r00k [Terrain]
---qPirateKing [Terrain/Storyline/Test/Triggers]
---Ocean_of_Fire [Bosses]
---MetalGear [Triggers]
---Fwop_ [Rain+Thunder loops]
---Stickynote [Terrain]
---samsizzle [Terrain]
* When writing Terrain, I mostly mean that I've taken some of their blends and modified them to my use
---Lethal_Illusion [Storyline/Test/Triggers]
---WoodenFire [Terrain]
---r00k [Terrain]
---qPirateKing [Terrain/Storyline/Test/Triggers]
---Ocean_of_Fire [Bosses]
---MetalGear [Triggers]
---Fwop_ [Rain+Thunder loops]
---Stickynote [Terrain]
---samsizzle [Terrain]
* When writing Terrain, I mostly mean that I've taken some of their blends and modified them to my use
For myself
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Terrain map: http://www.staredit.net/files/1407/
Post has been edited 26 time(s), last time on Nov 21 2011, 5:20 am by payne.
None.