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Cell Chamber

Cell Chamber [DEMO + YOUTUBE TRAILER]

As I wasn't sure how many people checked the recruitment thread, I thought it would be beneficial to the project to announce I have opened a full recruitment thread now.

If anyone wants to know the current status of the project, gametime currently stands at around 2 hours. The demo that will be released fairly soon plays out as a sort of interactive introduction to the game.

It is made up of 50% story and 50% puzzles, there will be no battles in the introduction, it wouldn't comply with the storyline.

I have been putting alot of work into this recently and would appreciate all the help I can get for this. I am becoming more fond of the idea of releasing the game in episodes that directly follow on to one another. Most likely a trilogy at this point. The link to the recruitment thread is in my sig.

Thanks
 
Damn boy, I gotta say, I'm not easily going to give this for the mapping by 10/10, I haven't seen mapping quite like that in a long-o time. Great job, can't wait to play the demo mate.
 
Thanks, the mapping has been recieving some mixed reviews! More leaning towards the good though! Hopefully I'll be able to get sopme fresh screens up soon but I have been focusing on the eventing and dialogue alot more recently.

What are peoples opinions on the first couple of hours having no battles and being puzzle/dialogue orientated? I don't want to throw in random battles because the lead character wouldn't no how to fight at that point, so it seems silly to enter him into a battle. However, a beta tester brought it to my attention that it would put players off the demo... So opinions?
 
There's no need to put random battles in-game (I'm a randomhater), but in a demo, it should be available some battles to testing out the Battle System. I think that's important, but it's not the big thing.
 
Yeah I agree. Don't have random thrown into a fight battles, like World Map style if it's not part of the story. But at least have him go into a few programmed battles.
 
Okay, I guess I should have worded that a little better. I was never going to have random battles a la FF in the game, more collision initiated battles. By random I meant a battle that didn't comply with the storyline. I mean in the first two hours of the game, the player should have no weapon and no understanding of how yo use the weapon, and hence wouldn't make sense to enter him into a battle.
 
I suppose but two hours is a long time to be in the storymode. It gets annoying being in too much story after a while and yet it also gets annoying having endless battles. It's easier at the start of a game to get away with longer story parts and no battles but you still have to find that perfect balance.
 
I want to play this game.

Now.

Congratulations on making some of the most interesting-looking maps I've seen in ages. You make the maps I create look like crap, which makes me lose interest in my project. Damn you. =)
 
@ The Mighty Billy

Your the second person to say that in the same page, thanks! Now I'm under immense pressure to keep it consistent...forever!

Don't lose interest in your project though! I just thought about all my towns alot and how they fitted the story before I started mapping them. That way I could ensure each one was vastly different. Draw a layout on a piece of paper, this way you can edit it quickly, rather than once its mapped you can't. Then think to youself, what makes this town different, what makes it memorable or special or unique... Apply this to real life towns, or even where you live...

If I did that, I'd soon be making a map where all the old people go to retire... They never seem to have them in RPG's!

Finally, make sure you have enough different /objects in your tileset to make it look fluid and natural, with no repetition. Once you have that all set up, take a browse into the tutorial section, and browse through Arramons tutorial and voila... Your a great mapper... well, something like that anyways...

All C & C is welcome as always!
 
Everytime I check this topic I get more interested on the game.

Can't wait to play it.

Good luck.

By the way... Is is possible to determine the release date?
 
Delmaschio said:
Everytime I check this topic I get more interested on the game.

Can't wait to play it.

Good luck.

By the way... Is is possible to determine the release date?

Erm, I'm not one to say, well I have calculated it will be ready in March 2007... Though it's going to be along time coming. As I stated before, it will probably need to be in a trilogy format, due to the length of the storyline and the size of my gameworld. I'd initially planned one game, but that doesn't seem feasible in file size, and I'd like to make sure I get something produced.
 
VERY nice! i just actually read this thread fer the first time (ehehe...) but what i see is VERY nice! i also see a VERY talented spriter! what template did he use? and did he use a template?
 
The spriting of the main hero was done my omniOuschaOs. He used the rtp template, that's all, he's just a great spriter! For the dash animation, he used another kind of template and edited it to work with rtp because there didnt seem be a very good template available in rtp for that.
 

xLeD

Member

dude...
It's an RPG Fantasy game -.-
Wich most of the times mean, that it's combined with new technologie and old style (Like bows and swords)
 
xLeD said:
dude...
It's an RPG Fantasy game -.-
Wich most of the times mean, that it's combined with new technologie and old style (Like bows and swords)

???

...Seriously, if anyone has any clue what that had to do with anything, please do clear it up for me...
 
I had a feeling it may have been that...

If that is the case, thanks for the support on that subject and all xLeD, but if you're replying to the 10th post in the 74th post, it's probably best to quote the post you're replying to!
 
Lol, yeah. I do that quite often actually I so can't blame the guy. Sometimes you just don't realise quite how long a read is until you read ALL the way through it. Heck I'm not sure I've even read through all the crap in my own.
 
I am impressed by the level of detail I like the screen shot with the sun set and you have added a Char shadow... VERY nice...

I like the fire effects and your use of the tile sets... not sure on how you mixed the Ship tiles with the hut tiles... how did you do that... or have you got the fused exterior tile set, and if so has it got all the blocking paths set ?

Your artwork (Spliced or not) fits well... and the whole over all look is very high quality...

The idea and story is also interesting...

Infact the forum I am from Crankeye nobody has came close to the quality you have here... so many users here are doing so much more than I have became acustom to and what you guys are doing is showing my work up as sub-standard...

VERY IMPRESSED... Oh and Glad your from England !!!
 
Hey thanks for your comments...

The Shadow effect was not made by me but is a pre-existing script made by a scripter called Rataime.

The fire effect is a character set that was recently released on these boards by a member named militant milo.

The mixing of tiles is pretty much my own fusion of different things but I did start of with the pre-made ones...

I can't say I know what you mean when you refer to"the blocking path" sets.

...and thankyou for applauding the artwork and yet still recognising it as being spliced too! First person to do that if I remember correctly.
 

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