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Gai's Hunters (TEASER DEMO RENEWED!!!)

Small update to show the completion of the Abilities System.

Quote from thread: "In this game, a different outlook is taken into learning skills. By buying new weapons, you will be able to able to learn the skill or skills attached to them. However, you can only permanently learn the skill by getting enough Ability Points (AP). Ability Points are recieved based on the mission that was completed. Additionally, you are not completely restricted to your current class' skill set. You will be allowed to set a "Secondary Skill Slot' in the abilities portion of the Custom Menu System. This will transfer over to battle in which you will now of the skills of this secondary skill slot available to your disposal. However, the max number of skill slots is only two, your class skill slot and the skill slot of your choice. Just be sure that you've learned some skills of your secondary skill slot!"

Essentially, you'll be allowed to "equip" a second job's skill as long as you've learned those skills. For exmple, let's say you learned "Throw Potion" as a Chemist and then decided to switch to the White Mage class. You'd then be able to equip the Chemist's skills from the abilities menu and then you'd have the option of using "Throw Potion" in battle.


Also, if you'd like to see how tileset is going, Holder made a thread for the WIP of it and he'd greatly appreciate and constructive criticism. Thread: http://www.rpgrevolution.com/forums/index.php?showtopic=52342


Finally, I think I'm begging now lol, I really need some feedback (actually, I've been recieving a nice amount of feedback here, though not as much from RRR). The next major update will be held next thursday, which will be the last major update before school starts for me. I'm working on a custom quest system right now which is the last major thing I need to script. I want to finish it before school starts. When school starts, progress might go a little slower as I'll need to keep my grades up and stuff, but obviosuly I'll fit in time to work on this. A teaser demo is slated for around the end of the year. But until now and next week, I'd really appreciate just one peice of feedback. That'd make my day :) Thanks!
 
Update Three(09/18/2011)


Introduction
Hey, it’s definitely been a while everyone since the last update on this thread. Well anyway, this is Major Update #3. We have to talk about today including, awesome new music, a developed quest system, interactive world maps and more. Hope you like it :)


Music
The music for the menu has been decided on and this is what will be used while in the menu (changing jobs, abilities, etc.)

The intro for the game has been synced with the customized intro music. All the graphics in the intro, however, are placeholder (except for the credits). Once we get some custom sprites and tiles into the game, the intro will be updated accordingly. However, for now, we have awesome music made by our musician to go along with the introduction for our game. Hope you like it (I couldn’t make a video because it lags a lot with my screen recorder).

Both songs can be found here:
http://soundcloud.com/turkwise/sets/gais-hunters/


Plot Structure Complete
The plot has finally been completely planned out. All plot holes have been taken care of and story is ready to be evented into actual gameplay.


Map Descriptions
Each Map has already been planned out and I’ve now just added information in the “Setting” subtitle that gives a brief description on each location. There are over 40 locations in total. Here’s an example of one of the descriptions:

“Mount Gai Temple – A temple located at the base of Mount Gai. This location has the tightest security in all of Gai. The reason for this is due to it being the only place where it is a well known fact that a Forbidden Tablet resides within. No Hunter has ever been able to read the Tablet and get out alive.”


Quest System
I’ve essentially finished coding the quest system. All I need to do is add quests to the Quest Database and then find a way to add the quests at specific times during gameplay. Here’s a video of how the quest interface looks like and how everything runs, I’d really like opinions on this:

http://www.youtube.com/watch?v=OtuMKWAr3G4


Interactive World Map
Finally, we have the last feature I’m still trying to implement. Traveling will take place on an interactive world map where you go from location to location. I’m still trying to get someone to make a map for me and I still need to code in paths for the map.


Conclusion
From here on out, progress will be much slower as I’ll focus on school work starting Monday. I don’t want to make a mistake and prioritize this over school, so I won’t be working on this during the weekdays unless I really have free time to do so. I’ll only be working on this during the weekends. That’s all for now!
 
Hey everyone, it has definitely been a while since an update. I wouldn'€™t call this a major update, it'€™s actually a pretty small one. Firstly, I'€™d like to say I€'m really sorry for the lack of updates as of late. I've been busy with school and I have a really tough schedule this year so I'm trying to focus on school so I can keep my grades high.

But anyway, I think I've figured out a way to work on this project while also keeping school as my first priority. This update is to mainly show what I’ve been working on for a little while which has been reorganizing, cleaning up, and enhancing all the code in the project. Not only has this helped me in terms of understanding all the scripts being used, but it'€™s also made things a lot cleaner in the script editor. Adding new features will become much easier if need be. I still have to clean up all the battle-related scripts, but besides that, it's nearly done. Here'€™s some before and after screenshots (The before picture is actually pretty recent, I wasn’t able to get an older version which was even more messy xD):


oldscriptorder.png
newscriptorder.png



After this reorganization of all the code is complete, I'€™ll work with Holder on making all the Job Classes more balanced and realistic.

Also, Ghalleon has told me that he's worked out fitting in working for this project while doing other things he needs to do so that's good :)

That’s all for now!
 
Sorry for the lack of updates people :(
Anyway, here’s a pretty quick one to summarize what’s been going on of late. First of all, to be honest, progress has definitely been slow due to me spending a lot of time towards school, and the rest of the team members busy in their own rights. I haven’t heard from Ghalleon (our artist) for a while so that’s also been a problem.
So what’s been done is that I’ve reorganized all the code in the project. Just to give some stats or whatever, there will be ten scripted systems in use for the game, and only ten. I’m not planning on adding any more as I don’t want to keep going back to this. There are 15 separate script sections in the script editor due to the battle system being separated into four parts and a script section dedicated to a methods and class library. Next, nearly all the scripts have been properly documented with comments and have been ordered properly in logical sequence. After I finish one last part to the documentation of the battle scene script, I’ll easily be able to add any feature or change anything to fit what I need.

Next, the database is pretty much finished on my side. All I need are the custom icons and portraits being made by our artist and later on the custom sprites being made by Holder.

I’ve also changed “Black Mage” to Wizard and “White Mage” to Healer to not copy directly from Final Fantasy. I’m still looking for a better name of “The Government”, but what I’m thinking is that the improper name (what common people refer to it as) will remain as “The Government”, but a specific and proper name will be developed soon.

Finally, the plot has been completely planned out and all plot holes have been taken care of. From this I’ll begin planning and writing all the dialogue. This will be in order to prevent grammar mistakes as well as have the story even more planned out.

Thanks for your time :)
 
MAJOR UPDATE

Haven’t had one of these in a while but quite a lot has changed recently, largely because I became involved with the National Game Development Month event so I’ve been spending more time with this game over the past month.

Battle Aesthetics
Battle aesthetics have been completed a Little while ago. I was able make background images for all the windows in battle and everything looks pretty nice now.

Organized Game Folders
Game folders have been organized so that I’ll be able to fit my resources in the appropriate places and also allow them to fit the directories I had set in my scripts. I will also be writing up a document with all the resources I’ll need for the game so I don’t waste my time.

Scripts Cleaned
This also happened a while back during this month, I was able to finish cleaning all my scripts, including battle scripts. So now I’ll be able to add features a lot more easily. Right, in fact, I’m working on implementing a battle result screen that will fit the battle system.

New Government Name
I had a critique a while back for this game that the name “The Government” was to plain. So with some careful consideration I found an appropriate name and the thread has been updated with it. The politically correct name for “The Government” is the UGC or the United Government of the Coasts. This has a direct meaning with the past of Gai which will be revealed later on in the game. Additionally, commoners just refer to the Government as “The Government”.

Biographies and Story
I changed the biographies around a little bit. Most notably the fact that Damien knew Anito and Heather when he was a kid. Also, since I’ve been dialogue writing lately, I’ve been doing slight changes to the story, nothing major though. There are still a couple things I need to tweak though to make sure the whole story makes sense.

That’s all for now!
 
Just wanted to say that we have a new artist on board! Her name is Mahomagic and she's very enthusiastic about helping the team fulfill it's face-graphic and character portraits void. She's also really great at drawing and will be drawing Gai's Hunters face graphics and portraits in a semi-realism format, similar to the sample she drew for me in this picture:

http://s1111.photobucket.com/albums/h46 ... AMPLES.jpg

Also, we have a new pixel artist: bamboo123 who will be doing icons for us.

That's all for now :)
 
Hey everybody!

A couple new things. First of all, someone has been able to work on the World Map for the game. The World Map is an essential part of the game’s construction as it is the way you travel from place to place. Meanwhile, Vergessen from HBGames is helping me finish up the scripting for the Interactive World Map system. By the way here is very early work-in-progress of the World Map (All the little dots are location markings):

newgaiworldmap.png

Next thing is, since the team has grown since before, we should be moving faster from now. I’ve set goals for the team this month so by the end of the month, most of rest of things that need to be scripted will be done, the main character face graphics should be done, several icons should be done, and a couple new pieces to the OST will be added. Those are the major goals for January. When January is over, I’ll post a major update to show all our progress through the month.

That’s all for now!
 
Major Update:
January has come and passed and with it, some new major development to the game! Here’s a rundown of what’s been going on:


Main Character Face Graphics
Our artist has gotten to work on the main character face graphics! So far she’s done two along with their emoticons and she’ll be sending the other two (Bryce and Damien) over the weekend. Here’s how Anito and Heather turned out:
anitonorm.png

heathernorm.png


Weapons Icons
Our Icon Artist, bamboo123 has been working hard on completing a completely unique custom icon database for “Gai’s Hunters”. However, due to some issues she had over the month, she wasn’t able to get too many icons done, but this is just to let you guys know a custom icon database is being worked on :)


Rockdale Theme
The Rockdale Town Theme has been completed! It’s easily one of my favorite songs from our musician Turkwise, you can listen to the track here:
http://soundcloud.com/turkwise/sets/gais-hunters/


All quests written
I’ve finished planning all in-game sidequests accessible at the Rockdale Pub. There will be 150 quests and each quest will have a “Quest Type”. There are six Quest Types: Battle, Conversation, Delivery, Search, Elimination, and Escort. Each Quest Type varies in difficulty and yields a different AP Reward. Finally, several quests are multi-part, meaning you can’t do one quest without completing the prerequisite quest, allowing for nice side-stories.


New Team Members
Xach-Crisis has officially joined as a Graphical Artist for the team!


Userbar
We finally have a userbar, thanks to my good friend Sicon/Xach-Crisis (Our new team member):
conceptthelawbanner.png

Make sure you put this in your sig!

Code:
[url="http://www.rpgrevolution.com/forums/index.php?showtopic=51540"][img]http://img40.imageshack.us/img40/6504/conceptthelawbanner.png[img][/url]


New Title Screen
Finally, we have a new Title Screen. The old one was amazing (Thanks to Radethdart), however, since we’re not using Ragnarok Sprites anymore for the game, the title screen no longer fit and I didn’t want to bog down Radethdart with another task despite the fact that Xach-Crisis decided to join as a Graphical Artist. So, Xach-Crisis and I worked together on creating this new animated title screen. The video is a bit bad quality but I’ll fix it soon:

http://www.youtube.com/watch?v=xY_JJxD-AQ4


Next Time
Next update we should have all main character graphics finished along with several support character face graphics (Mr. and Mrs. Stone, Jasmine Brown, etc.) Additionally, about three new tracks should be added to the soundtrack, and all items, swords, axes, and sabre icons should be finished. The World Map should be also finished along with the scripting of it and the database should finally be complete. So stay tuned!
 
Thanks man, I wasn't too sure how busy you would be so I didn't want to ask plus I didn't want to make it seem like I was wasting your time :( But I'm glad you're ok with it and thanks for the comment!
 
Nah, bro, I always love making improvements. :) Seriously, if you need anything, just ask. The worst I could say is no, right? haha, this is looking good though!
 
UPDATE!!!

Loss of Icon Artist
We’ve lost our icon artist, bamboo123, due to issues in her personal life, we thank her for all she’s done up to this point :) I’ve also decided that we won’t be having a custom icon set unless someone really wants to join or bamboo123 decides to come back if she can. With that said, I’ll continue using the icons I picked up around the internet which are still pretty good quality.


Database Complete!
The database is finally complete!! Well, basically, at least. All animations have been settled with (further editing will take place later when more animation resources are available), and all weapons, skills, armors, and items have been configured. So that’s great because now serious game development can get under way.


Main Character Face Graphics!
Our amazing artist has finished the main character face graphics and their emoticons! Here’s a little something I put together to showcase them:
themaincharacters.png



Quest-Time-Map Integration System
I’m busily working my but off trying to combine the quest, world map, and time systems into a combined system. There will be twelve months in a year with 25 days per month. Every time you move one space on the world map, a day passes. Quest time limits are based on these days. There are several more features to this but I still have a couple more things here and there to code so when I’m completely done, I’ll make a video. So stay tuned on this!
 
This is looking good! I particularly enjoyed the music. Who's in charge of music? Pretty good stuff.

Anyhow, are you still using Ragnarok Online sprites? Cause I pretty much conquered those back in the day. You should take a look at my 8-directional movement system with additional poses, caterpillar and mode 7 compatible.

http://www.youtube.com/watch?v=7DJzZRpyV-A

The video pretty much shows what the script is capable of doing. Also, I made the music in the video. I hope you enjoy it.

http://www.arpgmaker.com/viewtopic.php?f=11&t=73234
Boy, it was hard finding this script in the forums!
 
Hey thanks for the support man! The person in charge of the music is Turkwise, and yea, I've really grown a liking to every piece he's made for the game and I greatly appreciate all he's done for the team.

And unfortunately we're no longer using Ragnarok Sprites, I've finally got a hold of someone on DeviantArt that's willing to help out in terms of character and battle sprites. But back when I did delve into Ragnarok I did happen to look into all your scripts related to Ragnarok like this one you just posted :) They were really awesome and I would definitely use them if I was still using Ragnarok but it became way to much of a problem to try ripping tilesets, formatting the battlers, and getting the character sets right. Thanks again for the comment and support!
 
Well, if you ever need something scripting-related, you can count on me. Even though I don't have an active project, although, I'm about to release one, I still visit the site every day.
 
Thanks man, greatly appreciate it :) I'll be adding some features later on into the battle system after i finish up this quest-time-map system and I'm thinking I might be running into some trouble there, so I'll definitely ask for help when I run into some roadblocks. Thanks once again! And I'll definitely check out this game you're going to release!
 

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