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Sia Selvane: The Beginning

Nolund

Sponsor

This has been a long standing project of mine, so I hope you guys like what I have. Any criticism is greatly appreciated.

siaselvanecopy.png


"Is this what you wanted of my Father? I joined the Knighthood to follow in your stead. To carry on the honor of House Valan.

I know in my heart that this is not the path for me. But I shall press on. For the honor of our House.

...And the honor of your memory.

And should this path end on the edge of a blade, I will die knowing that I did not cause my House dishonor.

I just pray that you will approve of my actions in this life, and greet me as I pass on to the next."


History

Long ago, in the War of the Shadow, the forces of Um'vesa - Goddess of Darkness - came down to the world to create havoc and chaos. Using the powers of her malice and dark heart, Um'vesa created Ram'shael, the Champion of Darkness. The world was filled with chaos, as the will of those with dark hearts swept through the lands, killing any that stood in their path. The balance that had long kept the world intact had been broken...

But the Light would not allow the Shadow to overbear the world, a world that was of their creation. Elm'ash - the Goddess of Light - heard the cries of her children, and used her love and compassion for her people to create the Da'alavon, a warrior strong enough to rival Ram'shael. The Da'alavon came to the world in the shape of Tulaa Kenin.

Weeks turned into months, and months turned into years, and still the Great War had not been concluded. The number of people who lost their lives was more than any could count, and many believed that there were more dead than alive left in the world. The world itself, still left in a great unbalance, was falling away, to where no one knew. It seemed as though Selin would win the war, and the world would be gone forever.

It was then that the Great Battle took place. The Da'alavon led his army into the Forsaken Lands themselves, calling Ram'shael to battle. None know exactly what happened in that desolate place, but it is said that the Da'alavon and Ram'shael vanished, doing battle on some distant plane of existence. But only one returned from that plane, and Tulaa Kenin brought with him the promise of victory.

Ram'shael had been defeated, and the world once more regain its balance.

Centuries passed, but the memories of the Great War would never be forgotten. Peace endured, but even now, the shadows grow longer, and it is only a matter of time before the world is once again covered in twilight.


Background

Kalea. A country still dealing with the repercussions of the war known as The Uprising, where it's beloved king, Meron, was murdered. The Council of Seven place Mulis - friend of Meron and sworn swordsman of the Kalean Knighthood - on the throne. The rebels are defeated, and the reign of the Farmer King begins.

As the country begins to feel safe, the people grow to love and respect Mulis. The king that is one of their own. But as with every king, his rule is about to be tested.

Story

One night, the city of Randhyn is attacked, and every last breathing being is slaughtered. Nobody knows who the attackers are, or where they will strike next. Mulis, fearing for his people, devises a plan to ensure the safety of his people.

Players will take on the role of Sir Valan, a faithful soldier in the service of the Knighthood. As friend of the king, you are asked to form the Sia Selvane (Old Tongue translation is "Hand of the Goddess"), an elite group of eyes-and-ears that answer only to you. Your mission is to find out who attacked Randhyn, without engaging with them personally, and report back to the king so that the army may be mobilized. However, the plan goes awry as the invaders move deeper into the kingdom, and the army is sent into action. Helping the Knighthood from behind enemy lines, you continue with your mission, and try to find the leader of this group. But Valan has his own inner horrors to battle, and the choice between doing what is ordered, and doing what you believe in, becomes a struggle all its own.

Game Premise and Overview

The theme of Sia Selvane: The Beginning, is man vs self. One man's struggles to choose between what he believes in, and what he is ordered to do. As Valan continues on his journey to follow out the king's orders, he is faced with the reality of war, and everything he believes about the Knighthood and chivalry are put to the test.

Players begin the game on a very set path. It is your mission to gather members for an elite band of eyes-and-ears known as the Sia Selvane and head north, looking for information about the invasion, and your new mysterious enemy.

However, Kalea is engulfed in war, and following a mission is never a set path from "A" to "B". Players will be encountered by obstacles, and it is up to them how they deal with them. However, though an obstacle may appear, the war does not get put on hold while you deal with it. Players must decide which battles to fight in, because they cannot take part in them all. You may come across a valuable ally that you may not come across again going down one path, but you could cause the destruction of an entire city if you choose another.

This is war. And choices made based on the lives of others is not an easy choice at all. But it is one you have to make.

Game Aspects

An Interactive Storyline

As said above, the theme of Sia Selvane: The Beginning is man vs self. That being said, I wanted a unique storyline that wasn't set in stone. It is the players themselves, and the choices they make that choose how the game plays out. Essentially, I wanted to stem away from typical character development, and put that in the hands of the players. What I wanted was for players to become Valan, and place themselves in his shoes; forced to weigh the lives of one person to another, and choose who deserves to live. Sia Selvane: The Beginning is meant to be more than just a game. I want people to learn a little bit about themselves.The focus of this game is less on the war itself, and more on personal introspection.

Playable Characters

21bj0jp.png
Valan
Age: 22
Class: Swordsman
Description: Valan joined the Knighthood believing that it would bring him a life of honor and glory, as it had his father. However, he learns that following orders brings neither honor nor glory, but rather, a life filled with haunting memories and hands stained with blood. His most vivid memory is that of him holding a nomadic child as its life slips away from her. He constantly fights within himself to do what is right, and to do what he is ordered to. He constantly wants to abandon the Knighthood, but his instinctual skills as a swordsman, and his subconscious love for battle keep him on his path.

2jdri0.png
Eamon
Age: 25
Class: Spearman
Description: His skills as a soldier advanced him through the ranks of the Knighthood at a very young age. He is, without question, the best the Kalean Knights have to offer. He is rarely outspoken, and does not boast about the great deeds he has done. He follows his orders without question, and never thinks about the many evils he has seen in his time in the Knighthood. He trusts fully in his instincts to carry him through a battle. He is a man of duty and honor, and is willing to give his life in the service of another. He has the utmost respect for Valan, who he believes to be his superior in every way. As Valan's best friend, he would follow him to the grave. He has no real love for battle, but he loves his country too much to see its people suffer.

Non Player Characters

Mulis
Age: 27
Class: Lord
Description: Born the son of a farmer, Mulis wanted nothing more than to sow the fields and be like his father. However, when his father took ill, Mulis joined the Knighthood to earn money to find a cure. Fate had other plans, however, and the Uprising began, and Mulis' father passed on. Constantly regretting not being able to save him, Mulis wanted to find his demise on the battlefield, but his friend King Meron refused to let him fall into apathy. When Meron was assassinated, Mulis was chosen by the Council of Seven to be the next king. The Farmer King. Now, Mulis lives his life for his people, but constantly doubts that he is right for the title of king.

Maarive
Age: 32
Class: Swordsman
Description: Nobody knows where Maarive came from. He was cast away as a child, and found a way to survive on his own. As he grew older, he learned that he was remarkably talented with a sword. Maarive did what he needed to survive, and formed Garda'en Marythe, which became the most powerful mercenary band in the world. Maarive looks after himself first though, and is known to turn on any employer if he is offered the right price.

Mysterious Figure
Age: Unknown
Class: Unknown
Description: Very little is known of the Mysterious Figure. One night, he appeared at the walled city of Randhyn, and with his army, destroyed the city, and killed everyone and everything within the sanctity of its walls. Though nobody knows where this man comes from, there does seem to be a link between him and Maarive. Whether this link is good or ill is yet to be seen.

Features

  • Atoa's Custom Battle System (like I said above, I know it's not finished, but I am further along than I thought I was going to be, and frankly, I've done too much work with it to switch back to the Tankentai).
  • Ccoa's Universal Messaging System
  • Ring Menu System by XRXS, Dubealex, and Hypershadow180

2mric6q.png

2yxn9jr.png

2hf56yx.png

Demo

http://www.mediafire.com/download.php?ay4mzj5yztd

Positions Needing Filling

- Mapper: my maps aren't all that great (as you will learn as you go along) so I need somebody with experience to be my teammate on this. Accepting any and all applications.
- Composer: this can be part time or as needed, but I need somebody to help compose some music for this, so we can stem away from the default music.
- Spriter: one of my biggest needs. I would like somebody to come on as my spriter, for battle sets and charsets, so that they are all done the same way.
 

Nolund

Sponsor

I believe the rule for bumping a topic is 3 days, but I have just added some more content to the initial post, so I hope it's okay.

Any feedback I can get is appreciated.
 
Even though the basic background seems a bit unoriginal and "the usual" medieval shadows versuz light feel... I personally think this game will turn out good. I give you an 8/10 on the idea. I'll play it when it's done! ;]
 

Nolund

Sponsor

Fire and Ice":1mqoyvhv said:
Even though the basic background seems a bit unoriginal and "the usual" medieval shadows versuz light feel... I personally think this game will turn out good. I give you an 8/10 on the idea. I'll play it when it's done! ;]

I appreciate the criticism. However (as I will explain more once I have it completed) I am added another section to the initial post. The game may seem like its a typical shadow vs light feel, but reality, the game's main conflict is (as it is called in writing) man vs self. The story is focused more on Valan's journey to determining whether he should follow his beliefs or his orders. Of course, there is the typical shadow vs light thing going on (at least, beginning to form), but the main focus will be on Valan's self journey.

The game is meant to be a sort of prelude to a book I'm writing (and a possible future title if things work out well with this one) where the main shadow/light battle goes on.

Like I said, I hope to explain the gameplay a bit more, but I'm still working on that piece (as it's rather lengthy compared to the others), and will update when it is complete.

Like I said before though, I appreciate the feedback.
 

Nolund

Sponsor

Okay, so not quite as lengthy as I initially thought, but it looked like a lot in my notebook :p

Anyway, added a couple things. A small snippet underneath the banner, and two sections, which hopefully shed some more light on the game. The first is the "Game Premise and Overview" section, and the second is the "Features" overview.

All comments are appreciated.
 

Nolund

Sponsor

Hate to bump this, but I was hoping to get some feedback. I'm going to progress with this regardless, but I want to make sure that I don't need to come back and tweak things later in production. Obviously this is just the concept, as I am still working out the meat of the story (the main plot points, etc), but nobody wants to put a lot of effort into a concept that people aren't going to enjoy.
 
Well here's some things to think about while you work on developing everything. Just what are the forces of Um'vesa? Does Um'vesa have living followers or is it just a god with some mysterious shadowy minions? I'm guessing based on your story the world is moving out of balance. Why is that? Is someone trying to bring back Um'vesa? If so why?

If Valan wants out of the knights why is he sticking around? What compels him to stay on? Also why is Kalea constantly consumed by warfare?
 

Nolund

Sponsor

Captain Murphy":1zcwy5ge said:
Well here's some things to think about while you work on developing everything. Just what are the forces of Um'vesa? Does Um'vesa have living followers or is it just a god with some mysterious shadowy minions? I'm guessing based on your story the world is moving out of balance. Why is that? Is someone trying to bring back Um'vesa? If so why?

If Valan wants out of the knights why is he sticking around? What compels him to stay on? Also why is Kalea constantly consumed by warfare?

I can explain these well enough I think. A lot of this gets explained in game (and I am working on writings for them, since a lot of it is explained in the actual book, but they likely won't get edited in until I release a demo, as they are not quite near completion).

The world my game (and book) is set in, there are two goddesses, Um'vesa and Elm'ash (the goddess of Dark and Light respectively). These deities are sisters, who both love and hate one another, which is how the world is shaped. Essentially, both of these goddesses live in each and every person, portraying the good and evil inside of their hearts, and which side the person chooses to act on. In order for the world to stay whole, a balance must be kept, but because the two goddesses hate one another, that is nearly impossible to achieve.

Um'vesa is the more powerful of the two in terms of creation, and has the ability to mold creatures and demons to do her bidding. The most notable of these creatures is Ram'shael, who is a man with a demon's heart.

Elm'ash, who uses her powers for love and healing, sees the suffering of those who follow her, and uses all her might to create The Da'alavon, who is an irony. He is "The Imbalance that Must Balance the World". His mere presence on the planet can shift the course of time and space. But at the same time, if he is found on Earth, it is because he is the only one who can save it.

I know it seems confusing, but it's a very quick explanation. To put in the simplest of forms, the world is based off the concept of the ying-yang. There can be no life without the balance of light and darkness, and because the world tries so hard to keep things align, they are unknowingly causing an imbalance all its own.

Like I said, there's a long history that will be written for this, and it will be explained in a much shorter version (though more polished than how I just explained it) both in the game, and in a thread update.

I really didn't touch on the other questions regarding Um'vesa, so I'll do it quickly and easily. The followers of Um'vesa are any man who acts upon the dark thoughts in his head, or can be considered "evil". She also has a land filled with her demons and creatures of her creation north of Kalea. But that doesn't come up in this game. That follows a different character in my book, and might mark a sequel to SS:TB if the game is successful. As far as somebody trying to bring Um'vesa back to life, it's just not what happens.

To explain Valan's plight as simply as I can:

Valan's father (as you learn in the opening cutscene) was a member of the Knighthood, and his actions in his life are renown throughout the kingdom. Always taught to live a life of honor and self-sacrifice, Valan took his fathers words as a hope that he would become a Knight one day too. It isn't until the end of my book (which is quite a ways down the road from when this game starts) that he realizes that there are paths to honor that aren't followed by taking orders from a king.

The reason he doesn't leave the Knighthood though, is that he does not want to bring any dishonor to his House. He would rather die in battle.

Also going to be explained in more detail in the future, Kalea is the choice for the most hard times because it is the "Holy Land" of the game. Think of it as a fantastical Jerusalem.

I hope that answers your questions. I know that reading it, you're likely to be more confused than satisfied, but because this game is literally only one part of many, there are many holes that are intentionally left open.

Basically, as I have said, this game is a prelude to my book, in which I wanted to show the history of the Sia Selvane, which play a large role in the book. There are two "sequels" planned for this. One follows the path of another main character from the book and explains more in detail the religious aspects of the story, and the other follows Mulis, and offers up the history of Kalea, and why it is always faced with such trouble.
 
You really thought things through. That's the backbone of a good game and the only good start for a succesfull project. I'm keeping my eye on this one.
 

Nolund

Sponsor

gRaViJa":gsthrwhq said:
You really thought things through.

Haha, well, the book (which is the main project, as my big dream in life is to become a published author) was started eight years ago, and has been ironed out and reworked over a dozen times. After eight years of work I finally have my story, and I'm really excited about it.
 

Nolund

Sponsor

Well, got to major updates for this thread, and I think it's enough to have it moved from Concept Development to Project Discussion.

The first leads to the second, but let's dive into it shall we?

Demo Released

July 6, 2009

Well, for those of you who have been following this thread, here's the first demo for the game. It's a tech demo, so there are some important notes:

  • My battle sprites are not proper. I am waiting on concept art so that I can request some side view battlers, and hope to have then soon.
  • My mapping sucks, so don't judge me on it.
  • I've played through it, and had my friend to the same, and it appears to be glitch free, but that might not be the case. If you encounter anything, please let me know.
  • Many of the features aren't that great, but I didn't expect to be this far already, and I've done too much to go with something else.

Features

  • Atoa's Custom Battle System (like I said above, I know it's not finished, but I am further along than I thought I was going to be, and frankly, I've done too much work with it to switch back to the Tankentai).
  • Ccoa's Universal Messaging System
  • Ring Menu System by XRXS, Dubealex, and Hypershadow180

2mric6q.png

2yxn9jr.png

2hf56yx.png

Demo

http://www.mediafire.com/download.php?ay4mzj5yztd

Which leads me to my next point:

Looking for a Mapper

As you can see if you play the demo, my mapping ability is well...sub-par. I have a few maps I've made since I started that are actually decent, but for the most part, I'm not very good.

I could really use somebody who is willing to come on board as a mapper. I prefer somebody who I can email/IM, but if you're active on this board, that works too. Just let me know. All my contact info is in my profile.
 
The cut scenes could be spiced up more. For instance, in the beginning during the introduction, instead of a blank screen you could move the screen to the characters that are being mentioned. During dialog between characters you could put pauses in between and have the characters move to another position in the room. To make them less static. The music in the background was non stop for most of the introduction and I think you could break it up some more.
The scene with the two soldiers might benefit by having no music at all and just a sound effect of the wind blowing when he says something feels off.

The encounter rate was way to high. And the escape option was useless. Even if you managed to escape in another two steps you were in a battle again. For the most part I just followed the path to get to the exit as soon as possible. If there were less battles I would take my time and explore the map a bit.
The Nature maps didn't look that bad. There were only a few maps that looked very spacious and symmetrical.
 

Nolund

Sponsor

coyotecraft":1kb7oaco said:
The cut scenes could be spiced up more. For instance, in the beginning during the introduction, instead of a blank screen you could move the screen to the characters that are being mentioned. During dialog between characters you could put pauses in between and have the characters move to another position in the room. To make them less static. The music in the background was non stop for most of the introduction and I think you could break it up some more.
The scene with the two soldiers might benefit by having no music at all and just a sound effect of the wind blowing when he says something feels off.

The encounter rate was way to high. And the escape option was useless. Even if you managed to escape in another two steps you were in a battle again. For the most part I just followed the path to get to the exit as soon as possible. If there were less battles I would take my time and explore the map a bit.
The Nature maps didn't look that bad. There were only a few maps that looked very spacious and symmetrical.

I know about the music problem, and it's being worked on currently. I never thought of the no music for the castle walls part. I'll definitely test that.

I also hope to spice up the cutscenes. I'm waiting on some resources for it, which will help quite a bit on its own. I've also started doing the movement since I uploaded this, but this was just meant to introduce the story. It was actually just for some friends, but I decided to put it here as well.

Thanks for the suggestions.

The one thing that confuses me is your encounter rate. Myself and the two friends I had test for bugs didn't have a very high encounter rate (I think I averaged 5 battles in the first two maps). I'll take a look at my step count average and tweak it a bit, and fix the escape option. A friend of mine mentioned that as well, but I thought I had fixed it.

Anyway, thanks for the comments. I'll see what I can do about sprucing things up a bit.
 

Nolund

Sponsor

Haha thanks, but there are only a couple of maps in there that are any good. As my maps get bigger, they tend to suck a bit more. I'm still learning though, and I guess that's all I can do.
 
I played the demo. Your maps aren't great. They are okay, but nothing i'll remember. Hiring a mapper is not a bad thing if you're going serious with this project. About the story, i thought it was a little rushed. in 5 minutes i foufn myself in a plain with an important mission. I expected some sort of intro and a slower build up so the story and characters are more clear. Now it feels a little to rushed. But you might still change that ofcourse. I pretty much liked the battle system though and the story still is promising.
 

Nolund

Sponsor

Thanks for the feedback!

In regards to the mapping: yeah...I'm looking for a mapper, as stated in the first post. Until then, y'all are stuck with my mediocre maps :p

On the story note: I plan on changing some things up (and have already started doing so) with the opening cutscene. The opening sequence will be longer in the next demo, as well as give more background information and build up. It will also have its interactive moments to cut away from being a 10 minute cutscene. I hope to add a number of cutscenes to this as well, giving it that interactive storytelling feel as you get to know the characters.

I get what you mean about it feeling rushed. I guess I was excited about the whole thing and forgot that I'm currently a one-man-show, so I need to take a step back and polish things up. You should see a definite improvement in the next release, but it likely won't be for a while. Gonna take my time on it and make it the best I possibly can.
 
I actually think the story sounds pretty interesting. I like how your mission is to act within enemy lines from the get-go... it seems fairly original considering that most of the "infiltrate the enemy base for information" arcs happen as quests within a larger framework. Pretty cool :)

Also, if I were you I wouldn't waste time trying to find a mapper... learning how to make good maps is actually not that difficult. And once you know how to make them, you can expand your game a lot faster without having to rely on other people. Maps are such a core part of the game, so it's super convenient to be able to make them yourself :) Here are a few quick tips for improving your maps:

-Use rounded or diagonal water autotiles... they look a lot better than than the squarish ones that come with the program. Here's one of them (there are several other great autotiles on that site as well):
G_Water01_D.png

-Use combined tilesets. I've always felt that the RTP is decent enough to use, but the premade tilesets are quite limiting. You can easily combine tilesets in Photoshop, or you can look for those huge combined sets "Ultimate RTP Exterior" or "Ultimate RTP Interior"... then you'll have a bigger selection and can easily diversify your maps.
-Try to reproduce a map that you like; by doing that, you'll very quickly learn how to map the styles you like.
-Take advantage of fogs and screentone... it's really easy to add a subtle animated fog which can improve the ambiance of your map by a lot :)

Hope these tips were helpful :P Anyways, this looks like a cool premise for a game, good luck with it!
 

Nolund

Sponsor

Thanks matcha. I appreciate that.

I've been working on my mapping. I'm still not that great, but I'm getting there.

I've actually been looking for those "ultimate" tileset packs. If you have them, mind sending them my way?
 

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