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Quintessence: The Blighted Venom

Quintessence - The Blighted Venom

Demo video for the NON-BATTLE transformation system is now up!
http://www.youtube.com/watch?v=HZNrdbQlgmM

The design was changed from the initial plan. Not much going on in there, just the basis for the system.

Non-battle Beta version.

Control:
Hold down Z and the window will appear. Press X to move the cursor to the appropriate selection, let go of Z; it will transform to the selection (if the hair or whatever component of the form is in inventory) and gain its special attributes.

Not all of those forms and uses (e.g. flying) as demonstrated in this video will be available right in Chapter VII, as this is just testing some limitations of the system. So don't be too excited about flying everywhere, yet. :p

This is the non-battle system sample. Some notable attributes for the forms in the video (subjected to change):
-Black Hawk: Fly
-Wolves: Faster traveling speed
-Tiger: Decent speed and ability to do long leaps


In the battle system, it will be the special attributes plus individualized battle skills for each form to add variety. More will come on that.

Screenshots:
http://img.photobucket.com/albums/v385/Reivier/Ts.jpg[/img]

http://img.photobucket.com/albums/v385/Reivier/TsBH.jpg[/img]


Now to work on the battle system addition/edits/skill codings. :x Feedback welcomed.
 
Oh my god.
Thats an amazing idea! I can't wait to try it out :D It looks like a lot of fun!
Hm.
In the bird form, how did you get lunair to drop to the nearest ground tile from the air? I've actually been trying to figure out something like that for a long time. I'd like to know how you did that...if you don't mind answering that is  :P

Amazing system! Awesome job.
 
It doesn't really search for the nearest ground tile at the moment, but rather just 2 squares down. There are several ways of doing it, the way I am planning to (right now there's no check) is to just check the passability of the tile that's 2 squares below the player. If it's passable, then shift back and drop, if not, then simply can not shift back at that spot.

To check the passability of that square, one way is to set a checker event there, and try to move it around. Record its coordinates before the moves, then after the moves. If the coordinates changed, then that means the tile is passable, if not, then the event was stuck a.k.a. impassable. There should be a much simpler way though, with scripting at least.

By the way, again, the system won't be fully utilized in the next chapter, so don't be too excited about it. :> And same for the forms; it'll be almost like pokemon, since you need to "catch 'em all", hair/feather/etc., to be able to use a form. I *might* release a small demo for the system before the chapter release, but who knows.
 
That looks quite ace Reives. I can't wait to actually try out the system! It's quite awesome that all of that is done from events (not that I'm underestimating their power, it's just cool to see a proficient eventer at work). You're definitely an inspiration. :)
 
I tried my old file (which, I last played around the time you first joined here, if you can remember =P) and it didnt work. Something about some music file being missing, and upon adding it, I was stuck on some random map in the forest.

So I just started a new file. Seems better than it did before, and I am just now reminded at how amazing this game is.
I'm now starting chapter IV, so im just not getting the first taste of some new material. I loved the scene where you made the the colors change around the bird (I can figure that one out), but I don't know how you made it zoom in like that!

Absolutely wonderful game Reives, good thing for us that you aren't out to make a profit, or we'd all be paying for this instead =P
 
@Erichermit: I'm betting he used a screenshot of the map as a picture and then used the zoom function of the "show picture" command to zoom in.
 
Thanks guys!

Yep, Arcanum's explaination is exactly it. And thanks for the heads up on that part, I'll get to fixing it. I think things start to get better in quality starting from halfway through Chapter IV and chapters after that, topping at the last chapter there (VI). :>

Oh and that screenshot reminds me; about that big blurry grass, I've changed it now and it's a lot more clearer and more delicate looking. Too minor for an actual reupload, but I think it does make quite  a difference on maps.
 
Check the walkability on some of your houses in the town with the loony sheriff. I was able to walk down the middle inside some house while on the outside (IE, one of your cielings on a house is passable)

I find a bunch of weird but not really much affecting stuff it would seem, but no point in not telling you I suppose.

Especially since I have to make a post anyway, where is that blasted Mayor's House? =P

nvm, I found it. But one of the rooms upstairs in the village is missing an exit arrow. for a second there I was afraid I was trapped! =0
 
Yep, there's a lot of mapping glitches scattered around still, have to go on a hunt for them sometimes.

The mayor's place is simply the one in the center, the biggest building.
 
That transformation ability is going to open up an immense number of gameplay opportunities, especially related to puzzle and dungeon design (if you don't make them optional to get at least).
 

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