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Master of the Wind

Master of the Wind (Complete!)

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I don't know if anybody else has found this little Easter egg or not, but...
Zeno is the founder of Stoicism, which explains the name, correct?
 
I finally finish arc 5. It's so fun.
Can't wait to play the next one.

The entrance to the eastern side of the castle is not very clear. It took me a while searching through this forum to notice that there's also a church. And the jumping from rocks to rocks map is kinda confusing, I keep going to the same island over and over again. But overall, the game is excellent. I am wondering that many secrets are already revealed in this arc so what is next arc going to be. I guess I have to wait and play for myself :D
 
Just finished Arc V, and now I just can't wait for the last one...

Let me start off by saying: great work, again!

Arc V has a lot of story over gameplay, but due to the quality of the cutscenes and story mashed together, you just can't stop watching. It has a good mix, even though I did miss a little bit more dungeons in this arc.

Now that ending. Splendid. It just urged me for more. And the fact that Auburn was Sparrow had crossed my mind, but I really didn't expect it. Really.

Also, a side-note: The fight against Sparrow at the end was really annoying, as IF she used the earth magic twice, I usually started last, disallowing me to heal before I died. It hits for like crazy. I was just lucky to beat her by getting a lot of normal attacks.

Great game though! Great game! Now hurry with that last arc so I can get my fill :D

Oh, and one more thing. As mentioned earlier, to notice the fact that there is a church on the east side of the castle is very hard to figure out - or at least it was for me. Just want to point that out.
 
Hi , i really think you're game is amazing but what i find one of the best things is the soundtrack! i was wondering if you would be alright with me using the some of the Bgms you used for MOTW for my own game. Obivously if you're not ok with that , then its find and i will not use them however if i did ever use them i would include credit to you for supplying the BGM.
 
Awesome game :thumb: I will download it after I'm done with arc II though..I'm stuck at
those caverns in the mines, with the moles... I even drew a map, but I still can't get out..
I hope the walkthroughs will be out soon.
 
theelfwithattitude":3lnhl8pc said:
Hi , i really think you're game is amazing but what i find one of the best things is the soundtrack! i was wondering if you would be alright with me using the some of the Bgms you used for MOTW for my own game. Obivously if you're not ok with that , then its find and i will not use them however if i did ever use them i would include credit to you for supplying the BGM.

You can use the music if you want but don't give us credit. It's all licensed music so you should be giving credit to the original composers. The only song you can't use is Master of the Wind theme that appears in the arc V credits. That song was specifically written for us.

Dewoor":3lnhl8pc said:
Awesome game :thumb: I will download it after I'm done with arc II though..I'm stuck at
those caverns in the mines, with the moles... I even drew a map, but I still can't get out..
I hope the walkthroughs will be out soon.

The upcoming revamp will actually have an ingame map of the mole maze for those who get fed up with its maziness. You can also find that map right here: Mole Maze Map

Also thanks for all the nice comments people have left us.
 
The Super Duper Pack (Arcs I-V) beta is now available for download on the first page. Notice the word beta. Most of the fixes have already been made but with so much content to cover I wouldn't be surprised if there are still a few bugs. If you do encounter anything or just have a comment about it please leave a post here. Beyond that I hope you enjoy the revised compilation of the first five arcs of Master of the Wind. Here are a few indepth posts V-man and I made back on our personal forums that go into what was revised.

a.k.a. the "Super-Duper" Pack.

This will probably be one of the few "in-depth" looks you'll see from me. I'm so protective of plot-details that I can't deal with giving out any info other than very vague tidbits. But when it comes to revising previous material, the conversation becomes about things many potential readers have already seen, so it's a whole different animal.

I've just completed my part in the extensive revisions being done to the first five arcs of the game. ArtBane's done plenty on his side, and will chime in soon.

This will probably not come as surprise to anyone who's been following the project, but one of the primary revisions to earlier arcs is the mapping. A while ago, Raven stepped in and created a new Port Arianna. For AB and me, it was like Remedial Mapping 101. Looking over her rendition taught a whole bunch of little tips that we've tried to apply since.

A nice new exterior gave me the task of revising the interiors of Port Arianna, some of which were comically huge compared to the actual buildings on the other map. No more. (The Pearlton interiors in Arc III also got a do-over...though I felt the exterior of that town came out nicely, so I left it mostly unchanged) Here's the new Armor Shop:

New and Improved Armor Shop

It still may look vaguely sparse...but that's less of a design choice and more of a necessity, because there's a lot of scenes taking place there and there needs to be room for all the events to be walking around and such.

Another thing you'll notice is that the new faces, completed by Enkur for Arc V's release, have now been applied to all the game's dialogue. This in itself posed a big challenge when it came to Bones/Stoic. In the beginning, we had one face for both of his identities. Now we have two. That meant that ALL of his lines had to be updated....or at least all the "Bones" ones. THAT was a bitch.

Looking at the old arcs, it was clear that a handful of dialogue lines no longer worked. In the very first scene, Stoic makes a joke about being "soaked to the bone." Later on however, Finley's making similar jokes and getting verbally dismembered by Stoic for it. Both AB and I realized "He hates puns! He shouldn't be making a joke like that." There were a handful of consistency issues like that.

I also tried to add a bit of texture to some of the plot elements in the early arcs. The scenes with Cade and Emma have a few additions in terms of dialogue, to try and better articulate the evolution (or de-evolution) of their feelings about each other. Another thing I noticed was that as Cade and Bones find out about Equipment King, they are determined to prove "wrongdoing" even though the villains haven't done anything yet. I tried to add a few lines of dialogue that articulate the philosophical problems they have with the very concept of EK.

I also updated all of the "food" item descriptions so that in addition to the chatter you get from NPCs describing them, it also just flat out says what happens when you use them, i.e. (Restores 50 HP). It seems that unless you spell that out, people are reluctant to try an item like that.

Now that all that's out of the way, time to finish up the big Arc VI outline, which will not be posted here. Sorry.  ;) AB will follow with more gameplay details shortly.

On my side, there's been a lot of tweaking and rethinking of some of the earlier puzzles that caused frustration for players. A lot of them I just had to update the code like the Bull Rush puzzles that appeared in the earlier arcs. If you aren't familiar with them, they're like a quicktime event where arrows appear on the screen and you need to match them in a small amount of time. Before if you held down the button too long when the next one appeared it would register as a miss but now I have the game wait for button input so that won't happen. It was a bit of hassle updating all the Bull Rush puzzles, particularly the special case ones like the Super Bull Rush in the Ice Temple and the Wind Jump in the Sparrow Chase but it had to be done. There is also an option to use dynamite (now sold by the Gino) if you really suck at it.

Super Bullrush

Another puzzle that got recoded was the Underwater Minigame with Stoic and the Lodites. I've had mixed reports on this game from people who think it was too difficult to people who think the difficulty was what made it so intense. So I went back to make a scaling difficulty that would be based on whether the player lost or not since losing the game now just causes a reset rather than a game over. I am trying hard to avoid game overs. Even though there is a save right before the minigame, game overs can be really off putting and you waste time reloading your save file. Instead of punishing the player, I want to try to make the game adapt to their level of skill. So now behind the scenes the game will become easier everytime you fail out. It's very subtle unless you fail a lot of times so most people probably won't even notice unless they read this blog.

To do this though I had to recode the entire thing. Before it was two events with 30+ pages! You can imagine how difficult that would be to manage. Fortunately I know a lot more about programming now so I was able to split it into several different events and make it modular so I could reuse it if I wanted to. Veterans who play this segment again may not notice much of a difference but under the hood it's like I took a mess of wires and organized them all into neat pairings. Newbies who maybe aren't as quick on the reflexes as others should appreciate the changes anyway.

Underwater Minigame

The biggest changes though have been made to the Baron Shooting segments. I had been feeling more and more that they were out of place. Even though MotW is a game filled with a variety of different puzzles, the shooting segments used one element none of the others did: a mouse. This was a problem cause some players have laptops and generally those mouses are terrible. Or maybe they were playing with a controller. In any case, I hated them and I only felt obligated to use the system in arc V cause I had in previous arcs. So what I did was do away with the mouse scripts and coded my own system titled the Baron Shooting (BS) system. Anaryu got me into naming my own systems now.

The BS system uses the keyboard so no need for those troublesome mouses. Of course this meant I had to rethink and recode every shooting puzzle so far which fortunately there were very few of. Since now you were using the keyboard there was no way you could aim the target cursor at the speed you did with the mouse. So I introduced the Bullet Time element to the system which cuts the frequency of events in half making them viable targets. To spice up the system even further I also added in a little aiming sub-game (inspired by Cast Aside Ep. 2) where two bars move back and forth and you need to synchronize them to hit your target. The bottom bar consistently goes at the same speed everytime but the top bar's speed is determined by how far your target is. The max is ten tiles away and if you are trying to shoot anything that far away good luck cause the meter is running at ludicrous speed. The way I designed the system though you never have to aim that far away unless you want to. But screenshots are not enough to express this system so I have videos for anyone interested.

Baron Shooting System
Baron Shooting System 2
 
allright bros i played this for a little bit. i played through fort drake and into port arianna and saved in there. i don't know when and if i'll pick it up again because i have played this game multiple times already, but i can say that i very much approve of the changes.

the mapping improvements and the new battlers are tremendous. putting proper borders around all of the maps was DEFINITELY a fantastic move. i'm glad that you released this upgraed pack. it's a seriously nice way and i predict it will do its job and grab the attention of a lot of new players in time to enjoy the final arc.

(also guys contact me or raven or something are we doing anything for halloween? (im looking for an excuse to get off campus and avoid the drunken collee students))
 
Thanks Des. Depending on when you dled the game you might have to redownload it again if you want to continue playing. There was a bug with with the first version I uploaded that prevented people from loading save files (pretty big bug) but I fixed it and reuploaded a new version yesterday.
 
Thanks for the super duper pack (225M v 450M) and for revising some of the mini games (I for one found them hard and out of place in a RPG game, to think, at one stage I almost abandoned the game!).
Thanks also for sticking to this magnificant game for so long when so many others throw in the towel.
 

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http://i134.photobucket.com/albums/q98/Untravaersil/what.png[/img]
That very first map has some pretty bad mapping mistakes regarding those stone railings. might want to fix that and include it with a future fix. My bet is that its a mistake regarding some fourth layering you did, and that those were somehow deleted. Either way you might want to go over that map completely.

Havn't had much time to play it too much, but either way I noticed the new battlers. They look pretty awesome, I must say. Give Mr. Enkur my thanks for me.
 
Those aren't mapping mistakes. Notice the bricks lying only a few tiles below the openings in the railway? That's where the railway broke off after years of deterioration. Thanks for trying though.

I should also mention that the Super Duper Pack is out of beta and available for download. It's the same link as before with a few fixes made from the beta version. You can find it on the first post of the thread.
 
Everything looks cool, I personally liked the Mouse shooting system but the new version looks just as good! There are a couple dialog scenes that I think theres way too much pointless chatter going on, do you guys plan on cutting back some of the dialogs a bit? Not that dialog is a bad thing, but it should be short and to the point, I'm more of a gameplay person :D

Secondly, Fort Drake in the beginning of the game was a pretty cool dungeon for as simple as it is, but for a veteran it feels like its so short, would you guys mind expanding that level just a little, perhaps throw in one more floor (perhaps a Secret floor or something?).

While I'm on the subject of first dungeon, I always for some reason thought that you actually fight Andau in the beginning (its been so long since I played it) but the last time I did I realised that perhaps I just made that up in my head... so its kind of a miss. Do you guys think you could throw in an actual fight with Andau before the evented fight happens? It would be a 'fixed' fight where, after so much damage to Andau (or your party) then the fight ends and then the scene plays out... just a suggestion :P

I could probably go on about what other things you could do in the revamp to make a second playthrough cooler, but I'll let your imagination figure it out for yourselves, great game dudes I'll check out the revamp once its been final, hope to see some brand new replay value added to it, or at least improved mapping :D
 

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