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Project Quit - The Cry of Nobles

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  • Project - For Anyone
    http://vorpal86.snesorama.us/images/rmxp_projects/logos/tcon_logo02.png[/img]

    Title
    The Cry of Nobles

    Introduction
    The Cry of Nobles will take you on an adventure through a short evolving story that will be determined by the adventurers play decisions... The paths I speak of are this; The game will have 2 endings and there will be a place to decide which road to take. Those two roads are the light and dark buildings in the castle.

    Story
    The Cry of Nobles involves four friends who trained together from the early age of 10. These nobles were taught the ways of the good life, and that which is pure of the heart. After fourteen years free of any harm that would lurk among the world, history repeats and the evil one would arise again. The answers to many a question would be answered in; The Cry of Nobles - Four Virtues, Four Heroes.

    Backstory and World
    24 years ago there was a terror that arose. That time was horrible for the kingdom of Safeguard. Trying to keep casualties at a minimum, Safeguard fought back. The kingdom did not win but the retreat of evil managed to savor the lives of several. King Safeguard decided to prepare for the next ambush if ever it was to surface.

    The Game's Plot
    The idea behind the game is to see what directions a player will take to retire the evil that spans some dungeons and a few small mini stories. This is where the decision portion comes in. Determine the appropriate actions to succeed, not only story wise, but battle wise.

    Characters

    Grant Safeguard - Knight of Safeguard
    • http://vorpal86.snesorama.us/images/rmxp_projects/characters/cotn_sol01.png[/img]
    • Age - 24
    • Alignment - Lawful Good
    • Role - Son of the Great King Safeguard. His role is to uphold the peace, and find the light of the good world.
    • Biography - Grant is the heir of King Safeguard. He has trained under the King, and of course his father. Grant is a Noble as well as a carefree individual that always follows the good path.
    ................
    Clarista Snow - Healer of Safeguard
    [*]http://vorpal86.snesorama.us/images/rmxp_projects/characters/cotn_clerc01.png[/img]
    Age - 24
    Alignment - Lawful Good
    Role - Clarista's role is to help others in need. She also has a small crush on Grant, and he doesn't know. She is wild about collecting things just for keepsake.
    Biography - While growing up with her 3 friends, she discovered that the world could become a better place if all worked together to make it so. This is her choice, so she decided to train as a healer, helping individuals with her skill and knowledge.

................
Hijent Adroit - Sorcerer of Safeguard
  • http://vorpal86.snesorama.us/images/rmxp_projects/characters/cotn_sorc01.png[/img]
  • Age - 24
  • Alignment - Neutral Good
  • Role - Hijent is a work in progress of conjuring things. He learned well under the teachings of Safeguard. His main role is to keep the monsters at bay with his excellent sorcery skills.
  • Biography - Hijent was born from the blood of one of the best sorcerers that had ever walked the countryside. He grew up with his friends and learned a few things. But with adventure at hand, he could learn more.
................
Razor  Noble - Red Dragon
  • http://vorpal86.snesorama.us/images/rmxp_projects/characters/cotn_drgn01.png[/img]
  • Age - ??
  • Alignment - Lawful Good
  • Role - Razor's role is to provide protection at any cost to his friends.
  • Biography - Razor Noble was found 24 years ago as a tiny cub. No one yet knows the mystery behind this pups REAL parents' doom. Perhaps one day the riddle will be answered..


Game Features and Gameplay
YES! - All of the Windowskins, Icons and Transitions will be original
YES! - Original, Custom drawn Over World Tileset and Autotiles*Will release this tileset and autotile collection in due time.
YES! - Some of the sound Fx will be custom
YES! - Some of the Music will be custom
YES! - Slipknot's Letter by Letter Message Script ( Thanks! )

Game Play Time:
Aiming for at least 3 - 5 hours, but hopefully enjoyable. The DEMO will only last roughly 1 hour or less.

Game Features
*Please note that the battles will take longer than normal to win, or not to win. (We hope..) However, there will only be battles that have been manually placed. There will be no random battles.

To Battle or Not to Battle:
The Second feature will be the option to fight or not to fight a battle. However, it would be pointless not to fight at all. If you fight, that path will be available. If you wish to take the smart choice due to the situation such as health and magic concerns, then it would be pointless TOO fight. Not all battles will allow you to escape, however.

Choose Your Destiny:
There will be a branch of decisions along the game that leads to new areas of the Kingdom. If you choose to be noble, or if you choose to run amok, or if you choose to hack down anything in your path, you will get the outcome that you decided. There will be a few side-quests as well that will effect the outcome of your initiations as we'll see below.

Side-Quests:
Now, what's a good game without side-quests? Probably ok I guess, but we'll try to make it fun. Some side-quests will include such  things as delivering messages to help the hurt communicate with their fellow residents. Another example will be venturing into a dungeon to collect things for certain reasons. Depending on the way the player plays, and / or the time it takes to achieve his / her goal will determine what paths will open.

Change Windows Skins and Change Names:
You will meet a guy who can do this sort of thing! (already added in DEMO)

One Last Feature; I guess it is:
This game will include a small offline manual in HTML format. We will work on one as the development progresses.

Screenshots

Clarista makes a visit to Grant at home.
http://vorpal86.snesorama.us/images/rmx ... _woods.png[/img]

First meeting with Hijent at his camp talking about Razor.
http://vorpal86.snesorama.us/images/rmx ... eting1.png[/img]

Walking in Clarista's snow top mountain home.
http://vorpal86.snesorama.us/images/rmx ... a_snow.png[/img]

Ferry Mage will take us to Clarista's snow top area
http://vorpal86.snesorama.us/images/rmx ... ymage1.png[/img]

Do you feel like a battle?
http://vorpal86.snesorama.us/images/rmx ... attle1.png[/img]

Let's do battle then!
http://vorpal86.snesorama.us/images/rmx ... attle2.png[/img]

Want to use a Tent?
http://vorpal86.snesorama.us/images/rmx ... ptions.png[/img]

Welcome to the Castle.
http://vorpal86.snesorama.us/images/rmx ... omeguy.png[/img]

This guy is interested in your character!
http://vorpal86.snesorama.us/images/rmx ... _home2.png[/img]

  • Thanks to all who has offered suggestions etc. Please offer anything that may help us make this a better project. This includes bugs too of course. We hope there aren't many.

    Things that will be added to the full game:
    *Prettier Maps.. I'll try.
    Some side-quests
    Place optional monster battles on the Over World
    Some other surprises

    Current fixes on the game:
    *Game - Fixed the annoying guard /Threetrey
    *Game - Fixed a freeze error for the dungeon battle
    *Game - Fixed transport error caused by missing file
    *Game - Added some over-world fogs and more mapping to the castle

Downloads and Links
The Cry of Nobles - Home Project Page - Go Here!

The Cry of Nobles DEMO r1b UPDATE - Download Here!
(install over previous versions. Saved games should work 3.1mb)

EDIT - Project Release
The Cry of Nobles - Project to the Public 4mb
Here is the complete project so that anyone who wants to take over and do something with it, can. This ZIP file includes the project and all resources that are custom and some that are from the rtp. It also includes various documents like development log, bug lists and some info about the LBL Message script from slipknot that I wrote.

I turn the project over to whoever wishes to claim it. I only ask that the resources I made from scratch (mostly the over world tileset and most of the icons) keep me as the credit. Thanks for your interest in the project should you have had one. Hope you can or want to do something with it. If you do, let me know how it's going. Thanks!
 
I'm glad someone likes it. I'm gonna see what folks think about it. Gonna see what else I can implement to make it better.

Cheers.
 
I played the demo, and it seems good so far.
The storyline is pretty good, and I don't know if I got to the end of it, but based on your screenshots it looks like I didn't. Is the demo supposed to end after you talk to the king? because if not, I couldn't figure out where to go next.

Heres a list of bugs that I found:
1. You had a lot of grammer errors, so some of it didn't make much sense.
2. You could probably make the dialogue a little better. But im not good with dialogue either, so I shouldn't be complaing :p
3. You really need to make the maps a little better. The interior maps were all really good, but the exterior one (besides the world map) weren't very good.
4. Half the NPC's you had, you had the speed higher than their frequency. Because it looked like a lot of them were just walking in place.
5. After I talked to the king, the guards started walking around, and one of them stepped into the small corridor you have, so I had to wait for him to move out of the way before I could leave, which was kind of annoying.

Other than those things it was pretty good, and I look forward to the full game.
 
@Threetrey; If you did finish the demo, the king will teleport you back to the title screen. You have to talk to the Item Tradsman after you rescue him, then back to the king.

I will check into the grammar and see what I can change. Most of it was written to fast. I'll try and rewrite some of it. Maybe you could make some suggestions.

I'll see what I can do about the characters movements and frequency and the other things you mentioned. I'm still learning to map but I'll work on it.

Which exterior maps are you speaking of?
Was the overworld map ok?

Thanks for the feedback.
 
Actually I talked to the king, and he told me to go rescue the man. I never got to rescue anyone.

A lot of the problems with the dialogue, was you made some of it way to long, when you could've said it in just a few sentences, instead of 4 or 5 whole boxes, which gets boring reading all the extra stuff after a while.

The overworld map was really good, but most of the town maps were empty.
Like the outside part of the castle, it was way to empty. You had a huge map, with a long walkway, and hardly anything in the grass areas.
 
Hey Threetrey, You can just press the action button repeadidly and blaze through the dialogue. That's not a problem really. I guess I could change the default speed of the text as well but the action button press works even faster.

I was going to add more detail to the castle courtyard as well. I mostly just filled in the basic courtyard so adding to it would be easier. But I see what you are saying. It is kind of empty.

To get to the man you rescue,you need to go out of the castle interior, and into the courtyard,and then immediately left, that dungeon is now open.

I have fixed the speed of the NPC's, and also the annoying guard so now he just walks left and right at a fast pace and if you do have to wait it'll only be for a second or two. I'm currently trying to change the exterior maps some.

I'll post changes.

thanks again.
 
How did you do with the event? Or the Ruby script. Please tell me your secret

Some possible error
- Should not put \n[3] on when Razor wants to join
 
Urgh...you necroposting for something like this...? Didn't you see the last date it was posted? It was like...11 months ago? And i didn't see vorpal around lately...
 

Sabao

Sponsor

Since the actual warn system is offline, I need to do things old school and verbally ask you to please not necropost/ bump anything over a month old unless it's your thread.

Locking thread. If the author wants it reopened, just PM me.
 
@sabao - thanks

Pkay, I've updated the project post here to fix some
errors in the coding and fixed some typos.

Check out the posts *Game - Fixes - Additions
now and again cause I'll post a few updates to
the list when necessary. I will try to do as much
as I can, when I can.

Thanks all, and let me know.
 
Tw
Akinari":3m1lv064 said:
Oh my--I remember playing this game like, two years ago, before I'd even discovered .org!  This is so nostalgic...

Two years ago, my game? Or, Baldar's Gate / Ice Wind? My game hasn't been posted for two years yet.. :)

Also I have only played Baldur's Gate some. I use to play D&D a lot back in mid- late 90's. I'mma work on this game some more in a day or so. hoped to post an update correcting grammar and stuff. I just released an episode 1 of my first VX game.
 
Akinari":2o2z1zr8 said:
Well, a good while ago.  I found it on your resource site.

OK.. Yeah it's been up for a while. I'm soon updating the demo so the RTP isn't required which will allow folks a quicker decision to try it out.

I've been sick here the past week or so and just getting better now. Haven't felt up to much accept a few windowsskins for VX.
 
On your first screenshot, the light source should be coming from the windows, but shadows say the light source are coming from the bottom left corner. I look there and theres no light source O_o. Anyway, your game has some graphical inconsistency but I'll play it eventually.
 
Necrile":20fs6t9j said:
On your first screenshot, the light source should be coming from the windows, but shadows say the light source are coming from the bottom left corner. I look there and theres no light source O_o. Anyway, your game has some graphical inconsistency but I'll play it eventually.

I notice this. It's a problem. I'm gonna go through all my maps and touch them up some. Never got too good at doing great maps.  I'll prolly remove the shadows. There isn't much light getting through the woods behind the house anyway. It's supposed to be early in the morn. Thanks for the eye opener. I never even realized it.
 
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