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Hey what'd you use for the gallows, for the noose and for the trapdoor? I can't really tell for the noose it's too small in that screen shot.
 
The gallows is a mix of bits and pieces - the floor is the walls of the mine town house, the trapdoor is the same but editted. The border is editted from the port town docks. The wooden poles are from the washing lines in the post town tileset. Oh and the nooses are editted from the rope ladder :)
 
Hi Wyatt, need some helping with your maps?
Well, I'll hear it.
@topic: Nice project. You are very motivated to complete it, you even bought a game server for it!
 
Not many people seem to visit the game's forums, so I'll post the design notes here too.

18th September 2007

Some updates for ya.

I'm having one of them "working sprees" again, where I do a massive overload of work in one go.

Input & Movement
More work has been done on the battle system.

You no longer move using the arrow keys. Instead, you click the screen and your character walks there. NPC's in your party then follow you there.

You also no longer attack using the Enter key. When you move your mouse over the enemy, the mouse cursor becomes a sword. If you then click, provided you are close enough, you'll attack the enemy with your weapon.

Skills still use the number keys 1 through 0.

Mining, Fishing Thieving
Merchant skills are updated yet again.

Similar to the battle system, when you move your mouse over a mining/fishing spot, the cursor changes to a pickaxe, a fish, etc.

Storyline Quests - Inquisition Campaign
A new chapter has been made, where Robin of Loxley joins the party.

It features trade carts being held up, and a very annoying accent.

A new area has been made: the town of Loxley, in the Green Forest region.

Quests
New quest area: the Infernomaze
It's been started, with the first chamber made. Nowhere near finished though. This is the location of several fire-based quests. It starts off medium difficulty, then becomes gradually harder as you go along.

New quest area: Green Forest
New winding paths have been added to Green Forest. There is a main path that runs through, and then several side paths that can be travelled should you wish to go looking for adventure.

22nd September 2007

Merchant Skill: Archaeology

A new merchant skill - Archaeology.

Move the mouse over a digging spot, and a skull will appear. Clicking this when next to it, and so long as you have a [spade] in your inventory, you can dig there. What you get depends on the spot - it could be anything from rocks and bones, to gold and jewels.

Five levels once again.

Mouse Updates

Now you left click to face an object or walk somewhere, and right click to interact with an object or person.
 
Vengeance RPG Official Release Date

If all goes according to plan:

The game is going to be released as free-only on:
Friday 26th October 2007.

At the same time, the first global event will start, a Hallowe'en event which will feature many mini-games and stuff, including pumpkin poker. :)

That event will finish on Friday 2nd November 2007 and all Hallowe'en events will be taken away. You'll keep all rewards and free stuff though.

After that, work on the final release will start. I dunno when this will be released, I hope for it to be pre-Christmas. It will cost ?6 one-off (no other fees, etc).
 
Quoted from the game forums @ http://www.vengeance-rpg.co.nr/forums2 :

Hallowe'en Release?

I was hoping for the game to be released Hallowe'en week, in time for a big event to celebrate the game's release. But, Hallowe'en is sooner than I thought it was - It's October tomorrow :eek:.

I also unfortunately don't have the money for some things I need for the game, which is a setback.

Christmas Release?

This seems much more likely. In fact, this might be better, as it means there's more time to "iron out" bugs, and more of the game can be completed for the release date.

It won't be called Christmas, and won't be on December 25th. It would be unfair to people who can't celebrate the big X due to their religion, and also unfair to people like me who are either athiest or don't want to be tied to a religion. It will be called Snowfall, the date is undecided.

Whatever happens I want the game to be as good as it can be. If something's wrong it will be put right, etc.

Paid Release!?

The game will be released freely at first. I don't know when the full game will go on sale though.

Both the free and full versions will be regularly updated, for example everyone should have access to Update Nights, free players will get new quests each month, etc.
 
Looks promising. Whenever I see online RMXp games, they start out great and got a lot of attention, but after a week it's dead and no one remembers it, but this looks great however!
I'd love to help out with something!
 
I've started keeping a log in a notebook. Every day I write in something like "Today: Did this, tomorrow: do that". If I don't do it, I add it on to the next day, and so on. It seems to work, setting deadlines is a good means of pushing forwards (that's why I've set a deadline, of Christmas).

Some more info:

14 - 12 - 07 will be the release date.
The paid version will go on sale 1 - 12 - 07, as a pre-order version. Possibly a free in-game gift for pre-ordering, as of yet undecided.

The Snowfall (X-Mas) event will have real world prizes. Possible prizes maybe Vengeance-RPG USB memory sticks?
 
Sounds great. Good luck :)

You really should make some more dungeons and quests riddled with multiplayer puzzles - a RMXP game won't exactly be praised for its amazing battle gameplay or graphics, so a few (a lot) dungeons filled with group and solo puzzles would be a great way to get people to play. At least I know I would ;)
 
No-one seems to visit the forums, so here's the latest design notes:

7th october

Storyline Quests ("Chapters")

Lots of work's been done. The following chapters are now completed, and linked together to form the first part of the storyline.

Meeting at Jarin
Battle Training
A Good Day's Hangin'
Battle in the Sky
Navigating the Myre
Merlin's Cave
The Sea Fortress
War at Aramidia
Home

More than that has been done, these are just the ones that are 100% complete and linked together.

8th October

Bug Fixes Galore!

Grr. Bugs. Annoying little critters, eh? Well, fixed a hell of a lot of them today, most of them due to yesterday's design notes.

Monsters

New enemies have been added to the game and to the storyline quests.

Cutscenes!

I'm in the process of making some new cutscenes for some of the storyline quests. This is to make them longer, yes, but also mainly to explain more of the storyline.

Mouse icons everywhere! Up your nose and in your hair.

Practically everything is now mouse-interactive. All doors have arrows on them - when you move the cursor over them it changes to an arrow. All "talkable" NPC's show a speech bubble when you move the cursor over, and so on.

Lots of workness?

I just drank a 2l bottle of cola and am at college this afternoon. I'm allowed to be hyper. @_@

More randomness

Congratulations Wollnashorn, for being out 25th member!
 
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