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Quintessence: The Blighted Venom

Quintessence - The Blighted Venom

Hey, nothing wrong with it when I openly admit and even offer it as a suggestion in a tut thread. :p Besides, it is naturally viable post content by nature even without.
 
no u


Okay, that's probably enough for the day.
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Reives [Updates on C9 progress":3lnmuidq said:
I've been a bit off-track lately due to some minor distractions, but I am back on the work this weekend, so there'll be updates again. Again, chapter 9 will be relatively short, featuring a little puzzle or two and some battles; the first time that you can use the tiger form as well as the hawk dive attack outside of the system demo. I am hoping to inject some gameplay and overall revamp into chapter 1 and 2, and hopefully manage to completely setup the new map for Korbin Village (as the screenshot posted earlier on this page).

I have been considering some music revamp for the earlier pieces as well; one of the most noticeable ones to be the piano version of To Realize. As it stands now, it is rather fix-structured with a default Finale 2006 soundfont - Hopefully GPO would put some more character into it. Speaking of which, there's a good chance that I'll be getting EWQL Gold and Choir at the end of the year; so if that happens, I will explode in happiness.  :smile: 

Edit: EWQLSO Gold demo songs:
http://www.soundsonline.com/EWQLSO-Gold ... PROB1.html
Woo. c':
 
A little off-topic here, but I just listened to the song you posted on the IMDB message boards for the movie Wall-E. Beautiful song, btw. I just clicked the topic and saw "Quintessence" in the file name, and saw it was you there. Weird...
 
Heheh, that's pretty cool. I posted it in the music board here as well, and I believe I'll make use of it in this game in some later chapters. Glad ya enjoyed it. :smile:


Here's a little more update I've been owing Korbin Village; new interiors. The old ones' crappiness was a result of both the intention to look plain from higher class buildings in the towns later, and a lack of care and experience to do so effectively back then (I think they might've been copied over from the older version of the project, hence one of the first maps I did).

In this revamp, I tried to still keep the peasant and simplistic feel to it, but make it a bit more interesting than the old ones.

Here's how it's looking so far (and comparison):

http://www.quintessence-tbv.com/images/ ... n_Ints.jpg[/img]
 
Thanks Zammy, good to hear. c: Mm, I've just realized that there are some white dots on the hay-carpet thing; will fix that up.

Chapter 9 is about 80% complete, but a lot of work left is the revamp of earlier chapters and the like (e.g. redoing movements of old scenes for the new Korbin Vil map). I'm also almost done with a newer, better quality version of the title theme, which I'll post here when it's complete.
 
lol My friend just got started on Quintessence and 5 minutes into it found some super awesome sword or something in someone's cabinet in Korbin Village. Some kind of easter egg? :D
 
The new maps are gorgeous, Reives. Keep it up. You're a master when it comes to lighting effects. However, I believe I spot an error in the third "New" screenshot. The left side of the fireplace seems to be cut off. And is that a severed arrow in the lower-right corner of that screen?

Also, how do you do these lighting things? Do you do the effects in Photoshop and put it as a fog? Just wonderin'. Anyway, the screens really help set the mood and give the game some good feeling. Keep it up.  :thumb:
 
@KoR:
I think it is.

@Dadev:
Heheh, it's not that difficult when you know how to do it, really. They are simply layers drawn on top of the map in photoshop, used as a fog. I learned it from Calibre: http://www.rmxp.org/forums/index.php?topic=15030.0

I've been trying to make the new fogs subtle and blend more smoothly instead of the "distinctive cones" that I used to do, so hopefully that can make things easier on the eyes for both those who are used to it and those who are not.

The Mirror Lied was a good practice for it, actually. c: You can download the unencrypted version of that and open up the fog folder to see what they're like.
 
Reives - The lighting looks great, but shouldn't you lose the default shadows, and make it yourself? I think it would give it a more realism look to it, may take some time but it would be worth it!
 
Yeah, that's true. Sort of like how Calibre did it in the tutorial. I don't know, though; I think due to the amount of maps, going in detail like that would be too much of a drag time-wise. Right now it is basically an atmosphere-adder, without worrying much about being physically accurate, heheh. It's certainly a good idea to do so none the less, and I think I will do so for landmark maps or the like. c:


Edit:
Here's a screenshot of a WIP. More info on it later.  :smile:

http://www.quintessence-tbv.com/images/IntroWIP.jpg[/img]
 
Just finished playing through all the chapters from begining to end today! It took me three days to accomplish and the in-game counter shows an impressive 8 hours of playtime!

Here's some impressions while the game's still fresh in my memory:

First off, I'm amazed by the great storytelling! Which is a good thing, otherwise this would be one big snoozefest of a game.
Because there's not that much of actual "gameplay" to speak of, but you intended this to be more of an interactive movie as far as I know anyway. Personally, that's fine by me as long as the plot and storytelling can keep me intrigued. And it certainly did! It might not be everyone's cup of tea, though.

The graphics are great! The mapping is more or less flawless, and your attention to details is just amazing. Can't help but feel that the mapping gets progressively better throughout the game, although it's pretty consistent all the way through.
There were more or less no passability issues to speak of either. There are three that comes to mind right away, though. The first one is in that "arabic" town where you can walk on the sky. The other ones were minor ones really.

The puzzles were straight forward and intuitive. There were always enough clues to direct the player into the right direction, and I didn't find myself getting stuck anywhere in the game.

The music was awesome! Good job there!

If I have anything to criticize at all, it would be the pacing of the plot in some parts. I think some of problem lies within the number of characters and the level of depth that follows when these characters are introduced. Sometimes it didn't feel like it took the story anywhere fast at all. The general mood of chapter 7 made the game a bit of a pain to endure for my part, although it's not bad either. It just felt like too much of aftermath to me. Other than that I can't really point out anything specific that made it feel that way.
There were also some dialogs that felt a bit awkward as well, but not enough to ruin my general impressions of the game. Vikon made me cringe on more than one occasion. He just seems like a kid in grown-up's body.

All in all, it was an amazing experience, and I can barely wait for the next installment! How many chapters do you plan on releasing anyway? 
 
Aye, I figured it might be fitting to have a bit of pseudo isometric maps here and there for the inside of pyramids. c: It's surprising refreshing to play around with as well.

Now, this is actually not in chapter 9, but rather a new component of the "prologue" or whatnot, taking place right before the start of the current version. It will have game-play in the form of a little mobile platform area (as seen in the end of the youtube vid in this post), and most likely a risk-free battle where you can control Eshe and blast through things without worrying about dying.

Here's a little preview of the new component:
LINK MOVED A FEW POSTS DOWN.

Hey, with each release, not only does it go further chronologically, but also extends backwards from the future point at the intro as well. :p

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@Celvin:
Thanks for the feedback!

Wow, 8 hours? You must've took your time inspecting things, heheh. I'm hoping to get in more content for things like that in the future, as right now only Korbin Village has a bunch of things scattered around (which can barely be used at the moment).

I agree with the pacing of the story at parts. I'm surprised you mentioned chapter 7 rather than 2, though; I suppose it is a drag in the mood. Bombarding the player with cut-scenes where not too much happens is a big thing to watch for for me now days, as my mentality is starting to drift away from the originally planned cut-scene fest.

I hear ya about the dialogues as well - In the current revamp, I am trying to go through most of the dialogues in the earlier chapters and trimming them up. Flow and redundancy seems to be the main problem I am finding at the moment.

Glad you enjoyed it overall. I appreciate the feedback and will watch for the heads ups. :smile: The chapter 9 bundle will have some decent revamps to some of the earlier components, and will hopefully elevate the earlier chapters a bit more to close in on the rest; with more game-play as well.

And aye, Speedpaws is right; 11-15 was my estimate. Although from the look of things at this moment, it would be safe to say that 11 would not be enough.


Edit:
P.S. I am a little occupied these days with work and univ regis, so I've been trying to keep myself from dropping by on forums as much and make the game instead. Sorry for the delayed responses.
 

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