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Neverquest: The Seeds Of Chaos

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Z-Row

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my current and only project is a little thing i call Neverquest: The Seeds Of Chaos. I've been writing the script and drawing maps and plans WAY BEFORE EVERQUEST EXISTED. LIKE BACK IN 2ND GRADE! so i just drew maps and stuff and wrote a 2nd grader type of story, and kept building and changing things up until i discovered rpgmaker 2000 back in 2004. i fiddled with that for awhile until i discovered rm2k3, and hated all the work i had to do with it, and eventually started my game in rmxp. after a few years of setbacks, errors, and hard drive reformats, ive begun what i hope to be the final rough draft of the game.

it started out as the story of a ninja and his best friend, a talking rock that he kept in his pocket. today, its much much more.

the general premise of my game is that the talking rock was once a great sorcerer who got in a fight with another evil sorcerer who turned the good one into a rock. the rock was then zapped to a cave that exists between our world and the next. when the character's hike on his day off is interupted by rain, he heads back down the other side of the mountain (because he broke the bridge to where he's resting) there in the cave, the rock tells him to bring him some special seeds that when planted together, will sap the earth of all evil. but, the other evil sorcerer, now a shape shifting zombie sorcerer, is also trying to gather the seeds, so he can plant the tree himself, and eat its fruit to become the ultimate embodiment of evil.

the plotline itself is pretty straightforward. i drew a map of the entire story, but i think it will have to be reworked to fit in whatever else i come up with.

the characters come into the game as a friend, someone you thought was dead, a super hot fishmonger girl, an angel who progressively ages, and gives up her angelic form, a random adventurer who you meet in a desert, a blob alien thats taking the shape of a horse who you meet in a different desert, a baby snake, a dwarf knight, and whoever else i feel like making a battler for. most of the characters leave the party during the game, or are killed in one way or another in a way fitting their character. the angel character is recurring, as she explains how time flows in the next dimension where her physical form resides.



I'm puttin this demo all up in your grill
 

Z-Row

Member

now that i have photoshop installed, ill double post til the cows come home. this should suffice for the screenshot requirements for now. it also helps explain why my game is so great!

as Alexia stated, there should be some goofy dialogue. and yes, there is.
http://i166.photobucket.com/albums/u111 ... ylines.jpg[/IMG]

along with the goofiness, i still have to pay tribute to games that have come before me, so i decided to pay homage to the original legend of zelda with my Misplaced Forest map. here, you have to find the right directions to get to a certain patch of clearing, its possible to go around in circles for a long time while doing this.
http://i166.photobucket.com/albums/u111 ... necopy.jpg[/IMG]

but of course for every serious map, there has to be a goofy one, because i believe that you need a certain balance to life between business and pleasure. so heres a question mark ice cave.
http://i166.photobucket.com/albums/u111 ... onmark.jpg[/IMG]

secondly, i believe that the characters we encounter in video games should be as diverse as characters in real life. thats why i am very opposed to palette swapping, unless it is called for. you may notice two snowmen that look alike, but it is called for that they be alike. that is why i am also keeping a list of every character i have used thus far, so that they may not be repeated. i have collected well over 1,700 character sets for rmxp, and i intend to use most of them, and use each of them once with the exception of the downed character sets.
http://i166.photobucket.com/albums/u111 ... emies1.png[/IMG]

as far as i have seen, my particular art style is also very unique. all of the resources i have come across try to portray very real looking characters. but i feel that artistic style helps convey the artist's view on life, and adds to the mixture of serious and cartoonish, fun characters. some of the enemies are meant to be funny and lighthearted, like the disease, which is floating above the rabid squirrel next to the dirty sock and the blade of grass pictured above. Other enemies, like the death knight, and the snowmen [pictured below] are meant to be more serious in nature, although the idea of snowmen itself is antithetical of that serious nature.
http://i166.photobucket.com/albums/u111 ... emies2.png[/IMG]

my game offers nothing new in the way of scripting, mostly because the ideas i have for scripts have not been written, and would be almost impossible to write with this program. if this were a three dimensional program, then the scripts i would want to have in this game could be written. they include a multi party battle system, so you can have parties of enemies attacking one another without having to have a status effect, almost like a triple threat wrestling match, the ability to climb and jump with more realism, such as in the thief series, and the ability to split up your party with friends over the internet to divide and conquer your enemies, like world of warcraft and grand theft auto. again, none of these things are in my game, and that is because scripts for these features have not been written [to my knowledge]

other things though, that i have done that i havent seen in market rpgs are just things that happen in real life. you go for a long walk, you start to get hungry, you change your clothes, you get sick in certain places, one of my characters has allergies to cats, so whenever hes in a room with a cat he gets sick. just small idiosynchrosies in life that are often overlooked completely on the rpg market.

i have different types of magic that i have never seen in marketed games, for instance one of my characters is a Green Mage, who uses fruits and vegetables in his magic. i mentioned in my initial post that the angel character is recurring, and that she ages.

my equipment and items are totally unique in the sense that they match the overlooked real life idiosynchresies. in some places, armor that is being sold will be weaker than the armor you already have. weapons can vary in type and strength. along with my unique classes, i also classified the weapons and assigned each type of weapon a specific stat bonus to be gained with equipping it.

the item descriptions give little or no clues as to what they actually do, just like when you try a new food for the first time, you ask yourself what it will taste like, as is the case with the items, you have no idea what they will recover, if they recover you, or what effect they will have status-wise.

the animations to the spells in my game i feel were mixed around very well. i took rtp animations and completely changed their purposes. water animations became acid, lightning animations became blood, rain becomes healing sunlight.

all of these things are demonstrative of how much work, how much effort i have put into this game. after loosing the file so many times, i began to write the game script by hand. every detail has been planned outright up until the end. maps have been drawn, enemies have been drawn, and scripts have been written all by hand. i discovered a grand list of rpg cliches online. I sat down with that list while i planned out my game and i payed special attention to avoiding as many of them as i could, so that there will still be surprises and unpredictability during the gameplay. if all goes well, this game should be completed before the end of 2007. I know ill enjoy making this game, and i hope you all will enjoy playing it.

O_o
 

Z-Row

Member

to whom do i report this post?

For future reference, just click on the Report button to the right of any post in the thread in question (preferably the first post).

~Lene


THANK YOU! I AM CLEARLY FORUM RETARDED!
 
I played it. so far it's nice but there are still a lot of bugs in this. espcialy i can walk through some building in the game. plus the enemies are a little overpowered.
 

Z-Row

Member

YAY FOR FEEDBACK! THANK YOU THANK YOU THAAAAANK YOUUUU!

what building are you talking about?

and i love the enemy feedback because as the designer, its hard for me to play ignorant and NOT know everything about the enemies.
 
Your battles look -way- too crowded, and messy. If anything, you really should look into the 'less is better' way of thinking, or at least position things more logically onto the battle screen. Everything seems far too weighted to the left-hand side of the screen.
 

Z-Row

Member

i love this game. but there are a lot of bugs you need to work out. there are some issues with going in and out of the woods where you fight the dude on the horse, you can get into the woods, but when you try to go back, you get stuck.
 

Z-Row

Member

sketch-what do you mean by far too weighted to the left hand side? which battles are you talking about?

it seems there are a lot of things i need to fix, so ill correct the things that need correcting, and post a new download before wednesday night.
 
You screenshots of battles. They all look far too crowded (there's 8 enemies in one and 6 in another, and most are very large for the small space you have them in :P)
 
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