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Crystalshire

Crystalshire v1.5.5



Introduction
Crystalshire is a unique experiment exploring the possibility of story-driven ORPGs. The genre as a whole has become mildly stagnant over the years, with little innovation which actually affects the experience. Grinding and generic boss fights have become the norm. In my personal opinion an ORPG can become so much more by giving emotional weight to the player's avatar. Without sounding too blinded by nostalgia, I'd like to re-invent this class of game as an experience not dissimilar from the old 2D era single-player RPGs. I believe that mixing the good stories and experiences from these classic games with the ability to play through them with a group of friends is something which, although attempted in certain games, has never been truly realised. This is, however, an end-game vision. Due to the small team involved and our real-life responsibilities it'll certainly take a while to develop the software, graphics and content to the point where this vision will be realised. In the mean time I'd like to invite you all to experience the unfolding of this experiment and log on to our alpha release to see how things are and maybe even give us a few pointers.

Cinematic Trailer
Although still a heavy work in progress, we did start putting together a video trailer to show off just some aspects of the game.

External Link:
Video link.

Embedded Video:
http://www.youtube.com/watch?v=yYq3T5Dc-e4

Features
Combat:
As with most RPGs, combat is a large part of the game. Crystalshire currently has over 20 levels of character development, dozens of unique enemies to face and hundreds of items you can use to defeat them. Crystalshire currently offers three base classes; Warrior, Wizard and Whisperer. Tank, DPS and Healer. By keeping the basic roles down to the basic three we believe it streamlines the experience and doesn't overwhelm players with complicated information they need to compare and keep track of. Although they're all currently very set in to their roles, we're planning on bringing in a large amount of customisation by pushing character specification builds which will let you design your ideal avatar.

skills.png


Each class is given a balanced array of skills which can be used both in and out of combat. These can be anything from directly doing damage to teleporting back home to stealing an enemy's spirit. Each skill is given a beautiful unique icon and both casting and hitting animations which really give the skills a sense of weight. Although fairly basic right now due to the level 20 cap we'll be giving players more and more unique, interesting and funny skills later on which should really bring the environment to life.

items.png


There are hundreds of unique items in the game which each bring a little something to the experience. There are hefty plate-mail amour sets for absorbing damage, brutal axes for taking people down in melee, enchanted robes for boosting spirit and health, elemental staves for raining fury down on your enemies and, of course, onions and dandelions allowing you to sit down after a long battle to eat till your health and spirit are regenerated. Each monster has a unique drop-table which gives you a chance of receiving common, uncommon and rare items from anything. You can also get unique equipment and items from the various bosses which you can fight, each of which requires a strong party to take on.

Community:
This is the one thing which makes an ORPG stand on its own. People. What online game would be complete without an active user-base and the systems required to communicate. Not only this but the genre as a whole has become well known for its ability to unlock people's basic tribal instincts and form groups of people who do things together, such as questing and boss fights.

chat.png


To make sure people can communicate as quickly as possible we've designed a chatbox which allows people to personalise what messages are received and what messages aren't received. We've also created a very minimalistic interface which shows during normal gameplay. This system allows us to give the user all the systems needed to communicate but also only show the important bits when they're just playing normally.

party.png


Playing with friends is one of the big draws of Crystalshire. You can create parties in the game which can hold up to four players. In this party all experience gains from killing monsters are shared equally amongst the group. This makes it much, much easier for a healer to do their job rather than having to keep up their damage to get the experience needed to progress. Although a relatively small system, it makes a huge difference in the experience and we're hoping to use the same kind of mentality when developing guilds and other multi-player systems.

Stories:
Quest systems in MMORPGs now-a-days have devolved in to a repetitive grind of collecting items, escorting idiotic npcs and killing random bears in the woods. What we're wanting to do differently in Crystalshire is create a system which allows us to design group-based stories which will play out through a series of instanced dungeons, cutscenes and npc interactions. Think back to when you'd play through Final Fantasy 6, Seiken Densetsu 3 or The Legend of Zelda. You didn't go around piling up collection missions from static npcs standing around with glowing exclamation points floating over their heads. We want to write a series of self-contained storylines which you can play through either by yourself or with a group of friends. We want to try and get you to actually feel an emotional attachment to the characters you interact with by actually fleshing them out and giving them their own story. This can lead to all sorts of exciting situations with recurring characters, awesome arch-villains and proper group gameplay. (None of this forced helping which is common in multiplayer games at the moment.)

convo.png


Although we're currently severely limited by our technological advances, we've already tried to work in basic character interaction. We're planning to start work on an area instancing system soon enough which will finally give us the base systems needed to begin work on a cutscene designer and, by extension, a story system. We're really excited about the experiences we'll be able to deliver once this is finished.

Screenshots
updater.png

login.png

chars.png

class.png

newchar.png

ingame.png

Links
Website: Crystalshire
Community: Crystalshire Community
Download: Crystalshire Download
 
I think you are basically me, this is exactly what I did (spent years working on a game only to finally make it in 24 hours and release it). Unless I misread there :girl:

This looks great, might play it later in the week if I have some time free. The screenshots there look nice though.
 

Jason

Awesome Bro

As soon as I load the launcher, I get a pop up saying "Permission denied", and when I click OK, I get another saying "Run-time error '13': Type mismatch", and clicking OK on that closes the whole thing o.O
 
Download the file below. It's the launcher. First run the setup file to install the library files. This game uses DirectX8 so the default Origins runtimes will not work. Once you've installed the library files run the game. Let it automatically download any updates then click the 'Play!' button.

Please remember that if you're on Vista or Win7 you'll need to run the installer in compatibility mode for XP SP3 (Or SP2) and as administrator. If you get an RTE on startup then you didn't install them properly.

Wyatt, this wasn't made in RM despite using RM graphics. So don't feel like you wasted your time ^^ I remember Vengeance for RMXP, and all it was!

OP: Game looks fine, but I will reserve trying it until there is more content.
 
This looks damn professional, I really like the auto updater :) good job on this.

Small things though, you need to implement a loading screen, and sometimes my character keeps jumping on screen, but it looks really cool, Good Job!
 
Amy Pond":287usvnm said:
I think you are basically me, this is exactly what I did (spent years working on a game only to finally make it in 24 hours and release it). Unless I misread there :girl:

This looks great, might play it later in the week if I have some time free. The screenshots there look nice though.

Pretty much. The main problem with mine was that I simply kept running in to problems with my game engine. Obscure memory copy problems with the packets for example. These have all been fixed in the beta release and I decided to show just how you can make a game with it!

Jbrist":287usvnm said:
As soon as I load the launcher, I get a pop up saying "Permission denied", and when I click OK, I get another saying "Run-time error '13': Type mismatch", and clicking OK on that closes the whole thing o.O

Please read the installation instructions.

Prexus":287usvnm said:
OP: Game looks fine, but I will reserve trying it until there is more content.

Aye, it's fairly bare now. I would have had a load of content done by now but I'm really having to spend a lot of time creating tilesets to use. RMVX is simply too gridded. I'll post a look at what I'm currently trying to do in the screenshots thread.

Morphex":287usvnm said:
This looks damn professional, I really like the auto updater :) good job on this.

Small things though, you need to implement a loading screen, and sometimes my character keeps jumping on screen, but it looks really cool, Good Job!

Thanks. :]

I'll be fixing up the engine soon enough. Fades between map warping, loading screen etc. I just want to concentrate on getting the level 1 - 10 content done for now.
 
N9i9U.png


WN v1.1.0 has been released. Simply run the game as always and the patcher will take care of the rest. Completely re-mapped out the starter village. I'll start work on renovating the forest maps and the interior of the village.
 
Jbrist":vkqxa1hk said:
I did follow the instructions...

I believe that error will only occur when trying to access a file locked by another process or when you're not running the program with the proper permissions. I've had this engine out for 4 years now and I've never once had a report of that type of error so it's quite vexing.

All I can really suggest is download a fresh patcher and let it do it's magic. Try restarting your machine if you haven't already.
 
5NkVa.png


v1.2.0 is out!

Patch Notes v1.2.0:
• Fixed item binding system.
• Removed status image connection spam.
• Added flashing '|' in text boxes.
• Added party and option systems.
• New tutorial system in place.
• More dynamic character database put in place.
• First, and hopefully last, character wipe.
 
One things that botthers me, when you mispell your acount the window closes with a message, maybe make it go back to the menu? :P
 
Number of hotfixes have been released. All the maps have been re-done to a much higher standard, new tiles have been added in and the maps given nice polish. Whisperer's healing magic is now a ranged target spell which should make them more useful for partying.
 
KvZoT.png


Version 1.2.1 is out.
• Added HP bars to players & npcs.
• Fixed overflow errors in party screen.
• Various server-side bug fixes.
 
Um i tried installing then it came up with a splash window, saying i need to patch. Only problem was the window was screwed up and i cant click the patch. xD

2vanl2o.png
 
WeaponOD":1zmmsrp2 said:
Um i tried installing then it came up with a splash window, saying i need to patch. Only problem was the window was screwed up and i cant click the patch. xD

Right click 'Winds Nocturne.exe' -> Properties -> Compatibility -> Turn on 'Disable display scaling on high DPI settings'.
 
v1.2.3 is out.

Patch Notes v1.2.3:
• Spell damage now scales with level.
• Level cap raised to 10.
• Glenvale area now unlocked.
• Exp gain is based on enemy level.
• Level 5 equipment available in new shops.
 
WeaponOD":1jve9lb2 said:
Shattered. I changed the properties, and it still came up the same xD

Change your DPI settings to 100%. Right Click Desktop -> Personalize -> Display -> Set custom text size (DPI) -> 100%.
 

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