Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.
Quintessence: The Blighted Venom

Quintessence - The Blighted Venom

On which Revies displays masterfully (cinematically + storytelling). I just wanted to pop in and say that. That and kudos on sticking to  unique mapping! It instantly is recognisable as yours and takes the player out of the conformity box ;)
 
Thanks everyone! :'> Sorry for the lack of replies lately, I've been a little busy so I just used the remaining spare time to get some progress in the making of it instead.

I'd say that the Chapter is about 40% done so far, but it might be even more since I have not set the finishing spot in stone yet. What I am making at the moment would be rather spoiler-ish to show, so I'm just holding on to all the preview screenshots and whatnot for now.

The new Vikon head sprite isn't completely original, but rather an edit of the current one - it should still provide some originality none the less:
http://img.photobucket.com/albums/v385/ ... ikon-1.png[/img]
There ya go. :p


@Windsaver:
I think this covers some things about starting cut-scenes:
http://www.rmxp.org/forums/http://dev.r ... 55#p384655
There might be other more detailed ones around, you can try searching for them.  :smile:
 
Call me crazy, but I'm not exactly sure what the difference between that Vikon and the old one was? Perhaps you should stick a picture of the old one next to him for reference?
 
There isn't too big of a difference, the main change is the headband.
<-Old | New->
http://img.photobucket.com/albums/v385/ ... VikonC.png[/img]
Face reference:
http://www.quintessence-tbv.com/images/cf/VikonContent.png[/img]
The new changes are a lot more fitting.  :smile:

~~~~

Many thanks to Makio-Kuta for these awesomely adorable valentines!! :'>

http://www.quintessence-tbv.com/images/ ... -Makio.png[/img]

http://www.quintessence-tbv.com/images/ ... -Makio.PNG[/img]


And here's what Vikon made for Salory for her valentine! Not exactly what one would call "art" but. . .
http://www.quintessence-tbv.com/images/cf/For%20Sal.png[/img]


Happy Valentine's Day everybody. Don't forget to pre-purchase your chocolates for cheap tomorrow for next year's round. :p
 
:p Thanks!

Here's one of the older maps autumn-ized, with the revamp of the tree trunk supports. I went back and fixed all the old maps where I had the bad habit of unsupported canopies everywhere.
http://www.quintessence-tbv.com/images/ ... Revamp.jpg[/img]
(Excuse the black spaces in the canopies, they aren't there in the actual map.)

And also, I need some opinions here  :smile::
Some comments about being unmotivated to continue playing after the first chapter didn't have any game-play got me thinking. Certainly an expected feedback that's due from a part of the player population, of course, but I figured that it wouldn't hurt to take a step for a few more slices of the pie.

I was talking to Erich about it, and I think I am going to implement a mini-game along this line into Chapter 1:

Currently:
-After you get your breakfast from Mella in the kitchen for the first time, where Vikon comes in and leaves. At this point, what happens now is that you get out of the kitchen and Jon bumps in talking about the Aerians.

What's to be changed:
-Instead of Jon bumping in at that point, you'd actually go hunting with Vikon as was said. You will enter Korbin Woods with Vikon after a brief quarrel with Sal, and find some foot prints of a game (a wild turkey/deer/whatever). Following it, you arrive at a branched off (new section) woods map and find the animal wandering around. Reivier tries to shoot at it, but for some reason (perhaps bad aim [he doesn't have the Quintessence sense yet]) cannot get it with arrows. So they plan to catch it with a trap.

In order to catch it that way, Vikon and Reivier splits paths. You can control them each individually; pressing Z will switch your perspective to the other character. There's not too much details to be given at the moment, but it would be some sort of strategic co-operation required by using both characters to lure/chase the turkey into the trap.

They go back to the village, at which point Vikon heads off to Sal, and Reivier brings the turkey to the kitchen. When Reivier comes out, now Jon bumps in and warns about the Aerians. Everything else is the same after that.


How's that sound? D:

Thanks for your time in advance.
 
What's to be changed:
-Instead of Jon bumping in at that point, you'd actually go hunting with Vikon as was said. You will enter Korbin Woods with Vikon after a brief quarrel with Sal, and find some foot prints of a game (a wild turkey/deer/whatever). Following it, you arrive at a branched off (new section) woods map and find the animal wandering around. Reivier tries to shoot at it, but for some reason (perhaps bad aim [he doesn't have the Quintessence sense yet]) cannot get it with arrows. So they plan to catch it with a trap.

In order to catch it that way, Vikon and Reivier splits paths. You can control them each individually; pressing Z will switch your perspective to the other character. There's not too much details to be given at the moment, but it would be some sort of strategic co-operation required by using both characters to lure/chase the turkey into the trap.

They go back to the village, at which point Vikon heads off to Sal, and Reivier brings the turkey to the kitchen. When Reivier comes out, now Jon bumps in and warns about the Aerians. Everything else is the same after that.
:neutral: mmm... seems a little rushed in thought... like a filler (but then again, it is one :smile: ). Maybe Reivier could forget or lose his arrows instead of missing the deer. Because, if he shot at the deer, then it would be long gone before they have the chance to set up a trap and everything. Also, the deer could possibly be much faster than both of them and also can jump over them to make it more interesting. It would also be nice if the uncontrolled character would move by AI when you aren't using him (to give it a semi-sports complex). But this isn't really answering your question.
I say it's a good idea. It'll also let you feel more connected to the characters(Vikon and Sal, that is). :thumb:

To answer a bigger question about whether to have more gameplay or not, personally I would put an option at the beginning of the game asking whether they want more gameplay or not. It might seem unprofessional, but it is a solution to all the controversy of gameplay vs. story...
Edit: Darn someone beat me to the choice idea :pissed:
 
I also like it the way it is, don't feel a need for the change in gameplay amount. But, the minigame itself does sound like a fun interlude, so whichever you choose it'll be fine :) I wouldn't put in the option to choose whether to have them or not though, aside from looking unprofessional it's also putting the player before a choice he or she has no knowledge about. I mean, what exactly will be skipped or not is something completely obscure at that point, leading most people to just choose not to skip them I think. Go with what you feel is right.
 
It all depends on whether you think you can pull it off. If you make it good, and also make it feel like it's part of the story, and not just an afterthought, then I say go for it!
 
The minigame does sound fun.
Though.
As others said. I don't think the game really needs it. I think it's fine how it is.
But if you can make it work, and make it really..."flow" then you should go for it.

But it does sound like a nice idea  :thumb: Would probably be a nice little minigame.
 
Mm, thanks a lot for the helpful feedback and advices, guys! :smile: I'll keep them in mind.

I am fairly sure that I can pull it off right. And hopefully, it won't really be "filler" material; as it would give more exposure on the characters and perhaps their daily lives, before what happens happens. If that is the case, I think I will not make it skippable but try my best to keep it from blatantly squeezed-in game-play (which was sort of the case for the Chapter 3 segment, to be honest). It's just a matter of finding time for it, then - as progress on Chapter 7 takes higher priority at the moment.

Here's another test screen view of Gaurav's autumn tileset edit (and Lunair's new head sprite). I am also fixing a lot of the fog opacities that were too dense in the first few chapters. :>

http://img.photobucket.com/albums/v385/Reivier/GC7A.jpg[/img]
 
Erichermit":7i9crn3w said:
Is it just me or does the new town look a whole lot more autumny than the previous one did?
Yes, that's the point. Did you see some of the previous shots? Some of the countryside is the same, but wintery.

Also, I'm not too sure about Lunair's new hair... It just has a bit too much contrast somehow. There's to much emphasis on the outlines. I much prefered the old one.
 
Ah that is a bit silly of me not to catch that he said it was supposed to be autumn.

I know about the winter scenes, but I don't recall it being fall whenever I was last there, which is what threw me off a bit. Is that a picture of revisiting, or just an edit of the old one?
 
It's a new one/revisiting. :smile:

And about Lunair's sprite - I know what you mean, it did throw me off a bit initially too since I was used to the old one. But after a while I got used to the new one, and it's fine now. Besides, the main thing is that the old one's RTP, and the new one's original. :> All changes feel out of place naturally, it just takes some time to get used to it.

http://img.photobucket.com/albums/v385/ ... OldNew.png[/img]
http://www.quintessence-tbv.com/images/ ... Silent.png[/img]
The new one looks a lot more fitting as well to the faceset, imo.

I will make a little sprite demo to serve as a transition helper when all the sprites are ready, before the actual chapter release.

~~

Here's a new BGM I just finished for possible future uses:
http://www.quintessence-tbv.com/The%20Last%20Moonrise%20-%20Kan%20Gao.mp3
[ © Quintessence - TBV and cannot be used, sorry. :x ]
 
Nice game.

Quick question: How do you make the lighting effects in the game?
For example, the sun rays whenever you're outside, or the glowing lights when you're inside, or the rays of light that come out of the windows.
 
Well the sunrays are fogs. Here is one:
djzalzer":y8t202wx said:
http://www.cereus-games.com/a-3.png

Hmm... It seems to be half-sized but it works as long as you double the size.

Set the opacity fairly low and make sure it doesn't scroll!
I'm not sure where he got his glowing lights from, but you can get yours here: http://www.rmxp.org/forums/index.php?topic=24961.0
And the rays of light are cosmetic lighting fogs. There is a tutorial here: http://www.rmxp.org/forums/index.php?topic=15030.0

Edit (@ Reives): I found some passability issues in the first town.
http://img3.uploadhouse.com/fileuploads/1325/1325061d4415b115c6f08f7d87ad475fbe82068.jpg[/img]

http://img9.uploadhouse.com/fileuploads ... 357f6f.jpg[/img]
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top