Forsaken
Jun 23 2010, 6:43 pm
By: stickynote  

Jun 23 2010, 6:43 pm stickynote Post #1



Forsaken


Quote
Specs
Map size: 256x256
Tileset: Jungle
Players: 1
Computers: 7

Quote
Intro
Grand Vizier:
The gods have disappeared. They have left us! We must combat this unholy threat without their help.
Emperor:
We cannot! Our army will be decimated, and we can't afford to lose troops when we are so close to war with Dorajia.
I shall send my old friend, Wanderer, to investigate, instead.
Grand Vizier:
Very well, your Majesty.

Quote
Storyline
Without any explanation, the gods have disappeared from the land of Eon. Without their protection, the gates of hell have broken open, and all kinds of monsters and unnatural phenomena appear out of nowhere. Wanderer is a veteran from the Old War, sent to investigate these strange phenomena.

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Description
You are Wanderer, a veteran of the Old War. Buy or discover powerful weapons and armor as well as ancient magic scrolls. Choose the path of an unkillable white mage or a deadly black mage.

Screen Shots


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Beastiary
Imp
These are a particularly weak class of demon with little combat or mental ability. The stupid buggers will damage each other with their flames if you position yourself carefully. Beware higher ranked imps however; these are significantly more powerful even if they lack any magical ability.

Skeleton
An artificial construct raised by a demon or a human acolyte. They are stronger than imps, but getting buying shield enchantments (not yet available) will reduce the brunt of their damage. They do not have a magical ability, but they get beefier if you wait long enough, so kill them first or they will have fully recovered from their summoning.

Giant Wurm
A large, demon-infused breed of land wurms. They spit nasty ice balls which can quickly deplete your shields, so be sure to buy at least a chain mail before taking these fatties on.

More to come.

I plan to update this post with new information every so often and a newer version of the map to hopefully keep me productive and finish it.
In this release...(6/23/10)
This first release has a semi-completed menu, and a few aesthetics. I just need to post this or I feel I will drop this project like my many other unfinished projects.
In this release...(6/25/10)
This second release allows you to get money for killing imps (firebats). The money can be spent at the armory, which now has a working menu. All the equipment you can buy in the game can be viewed in the armory, but only the dagger, leather armor, and wooden shield can be bought. The inn works as well, but I will fancy it up a bit later. Note: The imps give a lot of money right now, but it's just for testing purposes.
In this release...(6/27/10)
The apothecary works; you can buy 3 items from there, but only the potion does anything useful so far (there aren't any spells yet to use mana and no enemies inflict status ailments). All the swords in the armory can be bought as well, but they only give the damage upgrade and no equipment abilities. The first two armors can be bought as well as the first two shields. In addition to imps, skeletons also spawn in the grasslands. The inventory has been slightly reworked. The storyline has been reworked as well. To be honest, I thought the previous one sucked ass. The attack effects also work again.
In this release...(7/2/10)
I didn't get as much done as I'd like to have gotten done, but since Norm asked for an update I'll post what I have; I don't think I'll have time the rest of today.
This version fixed a bug regarding buying armors and also another equipment bug that nobody noticed or didn't post about. Buying the mithril blade and the blazeknife actually does something besides give you more damage (you have a 25% chance upon attack to proc their respective effects, flash and scorch. These effects can be revised if there is a call for it.) There is a miniboss in the raised jungle area (a particularly beefy skeleton, no diablo 2 reference intended). Behind him is a nasty wall of flesh that you can pass through to the next area, where you can fight giant wurms along with what you've already fought. Note that you start with a ridiculously large sum of money and the red imps (the easiest ones to kill) give you 10000 muz; this was for testing purposes so that I don't have to grind for my entire day to buy a blazeknife. I have plans to introduce quests in the next release to spice up the boring monster killing.

Attachments:
Forsaken 7-2-10.scx
Hits: 5 Size: 147.45kb
Forsaken 6-27-10.scx
Hits: 8 Size: 139.83kb
Forsaken 6-25-10.scx
Hits: 10 Size: 131.41kb
Forsaken.scx
Hits: 12 Size: 123.58kb

Post has been edited 16 time(s), last time on Jul 2 2010, 11:30 pm by stickynote.



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Jun 23 2010, 7:18 pm stickynote Post #2



Reserved.



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Jun 24 2010, 3:15 am samsizzle Post #3



holy crap its mouse position combined with display text.



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Jun 24 2010, 3:23 am Aristocrat Post #4



Single player. D:

Looks like it could be awesome.



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Jun 26 2010, 1:15 am stickynote Post #5



New version, a whole lot of stuff got done. Check it out. Leave a comment.

Post has been edited 1 time(s), last time on Jun 26 2010, 9:43 pm by stickynote.



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Jun 27 2010, 8:29 pm stickynote Post #6



New version out. Thanks to yoonkwun for fixing an issue with the map. Leave a comment.



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Jun 27 2010, 8:41 pm Norm Post #7



I just want you to know that those screens look like sex, and I will play it once you've got a little more done =).



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Jun 27 2010, 10:16 pm Gladius_Tito Post #8



There's a bug with the dagger. When I buy a dagger, and then buy a leather armor, the dagger disappears from the inventory.



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Jun 27 2010, 10:22 pm stickynote Post #9



Really? Thanks. I'll fix that. I probably just entered the wrong location.



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Jun 28 2010, 12:22 am Gladius_Tito Post #10



Also, if you can, when the Menu is opened, auto select the scourge and vice versa. Saves some time and gives it a little bit more of a console RPG feel.



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Jun 28 2010, 12:28 am stickynote Post #11



How would you auto select the scourge? I would do that if I knew how.
EDIT: Also, do you think it would be a good idea to "pause" the game while viewing the menu?
Also, need some ideas on how to push the players to move on. Otherwise they could farm all day in an easy place. I don't want to do food like in Spellswords. The idea is that it is a sort of open rpg where there is a final boss and sub bosses but there isn't a single linear path to get there.
Uploaded new screen shots.

Post has been edited 1 time(s), last time on Jun 28 2010, 12:35 am by stickynote.



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Jun 28 2010, 1:04 am Tempz Post #12



Looks awesome so far...



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Jun 28 2010, 1:12 am Gladius_Tito Post #13



I haven't used the editor in a while so yeah I guess I'm mistaken.
Make advancing in the storyline worthwhile. Try to use unique story elements that draw in the player. Also, give large rewards from quests, and unique items.
If you're doing a leveling system, then that makes it much easier. You can scale the rewards for killing monsters as you level, i.e. killing an imp at the beginning will give moderate experience. Killing them when you're level five gives much less experience. Try to refrain from having enemies who drop Muz except humanoids. A wolf dropping 15 Muz doesn't really make since. Instead, have loot, such as Imp's Horn that can be sold for Muz. Make these drops uncommon, so the player will have difficulty farming for the ultimate gear.



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Jun 28 2010, 1:40 am stickynote Post #14



Yeah, there isn't a leveling system. I decided to move away from that and you just get Muz. I think the unique items idea is really great. I'll probably remove the last item from each equipment type and use those as unique weapons. There are also rings that you cannot buy, so I think those will be rewards or loot from bosses.



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Jun 28 2010, 2:45 am ImagoDeo Post #15



Quote from Gladius_Tito
If you're doing a leveling system, then that makes it much easier. You can scale the rewards for killing monsters as you level, i.e. killing an imp at the beginning will give moderate experience. Killing them when you're level five gives much less experience. Try to refrain from having enemies who drop Muz except humanoids. A wolf dropping 15 Muz doesn't really make since. Instead, have loot, such as Imp's Horn that can be sold for Muz. Make these drops uncommon, so the player will have difficulty farming for the ultimate gear.

This could work, but if I were you, sticky, I'd just use a graduated levelup system that had each levelup at progressively higher experience levels. A Kills-to-Cash Perfect system can be implemented to keep track of individual experience rates for each type of monster. Since this is a single-player RPG, you can certainly spare a computer as scorekeeper. Look it up in the wiki if you need to.

Technically, you could grind eternally on low-leveled monsters, but in that kind of system it would take eons to levelup from them once you'd gotten beyond a certain level. This forces the extreme vast majority of players to move on and progress instead of grinding eternally.


EDIT: Posted late. :><: Yeah, without a levelup system it gets significantly harder.



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Jun 28 2010, 3:34 am stickynote Post #16



I just figured it out. The emperor will eventually give a required fetch quest or you shall be unseemed from the nave to the chaps. Or the units stop spawning after a certain point.



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Jul 1 2010, 6:55 pm Program Post #17



Looks good, can't wait til you're done. Let me know if you need a good tester for the map; I can usually spot typos and grammatical mistakes on my first play-through.



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Jul 2 2010, 2:50 am Norm Post #18



Progress?



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Jul 2 2010, 5:14 pm stickynote Post #19



I'm gonna upload a new version later today. I slacked off for 2 days.



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Jul 2 2010, 5:18 pm Norm Post #20



Slacking so soon? throw this one into the 'will never finish' pile... C'mon man what's the hold up you can't just go around making this look incredibly awesome and then not work on it ><



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