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Hey Regi, I just read the plot synopsis and alchemy explanation again, and I was just wondering:
A. Are you using a different 'form' of alchemy? The science of Alchemy is to break down and manipulate the particles of something, and then rebuild it as a different object, but you said 'The magic of taking energy from something and using it to manipulate matter'. Is it just written that way, like you wanted to have a different kind of alchemy?
B. Is a redgem like a Philosopher's stone? Like defying the laws of alchemy, and turning lead into gold and back?
A. Ah, alchemy in my game doesn't completely follow the "turn lead to gold" cliche. There are actually many variations of it, and mine is one of them. My definition is really what the people of Navina believe in. Since the story is set in a fantasy world similar to the medieval times on Earth, their knowledge about science and magic is limited, so they came up with the simple idea of stealing energy.
B. Not quite; a redgem is basically the object that you steal energy from. Alchemists use that energy to manipulate things, which is basically casting magic. It's actually possible to take energy from any object, alive or not, but since regular objects contain very little energy, they can barely perform magic. And taking energy from other humans or animals is sorcery, which is illegal.
In theory redgems can do anything, like creating a potion of life or turning lead to gold, but it just requires more energy than regular redgems contain.
Slight update-- the capital city of Kfria, predominant area of gameplay in chapter 5, has been completed! Featuring lots of interactive NPCs and many unique, explorable buildings (including a post office and Alchemy shop), it's the largest collection of maps I've ever done. Screenshots will come soon.
Forget the request; I think I'll be handling this myself.
We're looking to recruit a spriter.
We need someone active, skilled with pixeling RTP characters and tiles (both original and edits), and dedicated to working with us for a long time.
-Please offer only if you can pixel lots of RTP (mainly charsets and tiles), either from scratch or edits
-Skill with Photoshop-esque effects (e.g. HUD graphics, world map) is preferred, but not required
-Please offer only if you are active and dedicated to working for at least a year
-You'll be able to access our Private Subforum for demos and other goodies!
Send me a PM or email if you are interested. Thanks!
Haven't dropped by in awhile, so I figured I might post an update.
The project's been on hiatus for a few weeks, but I have no intentions on abandoning it. Lately, however, school and work has busied me enough for me to realize completing a full-blown, 3 book project is unrealistic, however dedicated I am. I've learned quite enough already from this game to stop, but for those still anticipating a release, I've not given up yet.
So here's my compromise. I'll be modifying the plot, and probably removing large chunks of it, to fit it into the length of one "Book." It won't be as pretty as I planned, but quality of gameplay will still be there. Given the amount of work done already, I'd say I'm almost there. I'll still need a number of months to complete some dungeons and finish up, but once I find the time to get rolling again, it shouldn't be a problem.
Aww, that's a pity! Glad you've not given up on it though. It's really sad that you have to compromise on the story in order complete it. I'm one of the unlucky few who didn't even get to try out the demo. I enjoyed Omnisia a lot so was eagerly awaiting the new demo of this game.
Nevertheless, still looking forward to it... I'm sure it'll be great. Good luck with this project! :biggrin:
Hey, don't worry too much about it. I'll do my best to keep the plot flowing. I may have to cut out some minor things, but hopefully I can still fit in some of the twists I planned before Thanks for the motivation, anyway.
Haven't gotten to any screenshots lately, so here ya go.
Capital city in its entirety! Too lazy to capture to scale, so you get the zoomed out version.
Alright guys, I need your input. Can't keep this up much longer now. I'll be frank: I've lost all motivation for completing this project.
In retrospect, these plans and ambitions I had were terrible.
start long rambling explanation:
Sheesh, ~20 more hours of playtime, massive list of bugs and scripting issues to fix, and a gigantic soundtrack + original monster sprites to make. Who was I kidding. Now I've got this shitty cliche plot that I need to compress down into 1-2 more hours, while closing all these branches and subplots and sidequests. There's just too much crap than I can handle. I would just throw it all away, but what a waste that would be :\
Still, it feels like starting afresh is the best option. Dunno how I'm gonna compensate for all this wasted time and energy though. Maybe release it as is? (the gameplay is still quite decent, albeit some.. scripting glitches and broken pieces here and there) Or I could take only the good gameplay elements (puzzles and dungeons) and combine them into a new project (I'm leaning toward this idea here).
Either way, I've learned some valuable lessons from this. I was far too ambitious (expected features more advanced than this program could handle), and there were too many flaws and cracks in my plans, though I didn't see it at the time.
I think I've done with jRPGs; if ever I make a game, it will be simpler, shorter, and much less centered on storyline than gameplay elements. And I've quite tired of RM itself. Until the day that perfect pixelmovement ABS comes out, I'll probably be sticking with Flash and other genres of games.
To sum it up (tl;dr): the project's done. But I'll probably salvage what I can (the puzzle elements), and compile it into a new project. Maybe even release the current one in its broken state (unencrypted) so you guys can see the working process. But once this is over, I'm moving on to other games. Flash, probably. I'll still be back, this isn't the last of me. Just the last of my overambitious mistakes.
I always thought that ABS in XP was rather clunky and awkward. Mostly having to with the directional movement. Legend of Zelda it often is not. As to this announcement, however. I think compressing the game into something smaller may be the right idea. Quality is better than quantity, after all. I believe I played a demo or beta of this game more than a year ago and I wasn't fond of the gameplay. So I would possibly scrapping that and going with the traditional turn-based gameplay, or just sticking with puzzles.
A nice storyline is a must for me, although that it is just me. It often determines whether the player continues playing, a dull or uninteresting storyline will not inspire the player to do so a lot of the times. They are plenty of puzzle games, but you only your game will have its particular plot.
Very true. The reason I gave up on the ABS was the lack of a compatible pixelmovement script. That, imo, really makes or breaks a battle system.
I also enjoy good stories, but I felt the current one wasn't doing it for me. This plot was just too huge and complicated for me to finish. I'm hoping to work toward simpler but deeper ones (e.g. my latest Flash game in my sig) from now on, which will hopefully let me focus on gameplay, my strong point, a lot more.
9/9/10
...and we're back from quite a long hiatus!
The project has undergone so many major revamps (in plot, characters, and gameplay), I felt it was enough to warrant a new thread! Many ideas have been discarded or revised to better suit the game. Check out the new gameplay videos under "Media." Hopefully, things should go more smoothly this time. Keep your fingers crossed!
Plot Synopsis
Captain Marcus Crow, a talented soldier, is climbing the ranks-- until a major mission goes disastrously wrong. When a silent invasion to steal a scroll explodes into chaos, Crow loses all of value to him and finds himself stranded on a mountain mine, far from home. Determined to return, he begins a difficult journey back, only to discover that his name has been declared traitor to the Empire. With a bounty on his head and dangerous enemies behind his heels, the desperate Crow must rely on all his wits and skill to survive.
Features and Media
Spinel's Core is categorized as an action-puzzle-RPG: chock-full of dungeons, battles, and twisting plot points,
it is an intense, suspenseful adventure across a vast fantastical world.
It uses a heavily modified Action Battle System where you fight enemies on the map,
as well as scripted pixel-based movement.
http://www.youtube.com/watch?v=-kpBN4IcXW0
Demo video of the movement and battle system in motion!
As you progress throughout the game, you will recruit a second party member.
Both have unique weapons and abilities; you can switch them out in the menu.
http://www.youtube.com/watch?v=XO1DqkUQBgs
Visuals of the second party member's ability to sneak around a heavily guarded town.
You also collect a variety of Tools, which both characters can use. These will be very important
when solving puzzles or defeating strategic boss battles in dungeons.
Alchemy?
Alchemy is the art of potion-crafting. Potions and elixirs are special drinks that cure ailments and lengthen the consumer's life. They are created by mixing herbs, spoils, and other ingredients in water soaked with a gemstone. The power of the concoction depends on the gemstone. In the wrong hands, however, these magical stones can also make deadly poisons.
The Philosopher's Stone is the most powerful gemstone of all, capable of creating the Panacea, an elixir powerful enough to grant immortality. Legends tell of only one such artifact, possessed by the Ganshans following the Continental War in the Old Age. The Ganshans infused the Stone into the Spinel, a crystalline jewel, and hid it deep underground. They are believed to have a scroll with the gem's whereabouts, but it has been centuries since a human eye gazed upon it.
Characters
Note: I'm focusing on developing real, fleshed-out characters with complex personalities. Feedback on how to improve is always welcome.
"The Team" Ex-Captain Marcus Crow is a talented soldier training in the Royal Army. Dexterous and a quick learner, he quickly rose up the ranks, becoming a Captain at a fairly young age. However, his fighting career came to a halt when he was sent on the disastrous mission to the Ganshan Rocks. An alchemist from Golmar Village rescued him, but was unable to cure his poison. When the General learned of his survival, he declared Crow a traitor and put a reward out for his capture, dead or alive.
"The Baddies" The Outlanders are a group of resistance fighters who have risen up in protest of "imperial encroachment" of their land. Their demands unmet, they have taken to violent uprisings and raids. The alliance consists of two separate tribes: the Pteros, a nomadic group of warriors and hunters based in the desert; and the Gielos, who supply advanced weapons from the icy mountains, including crossbows and bombs.
"Other" The Ganshans are another ancient tribe living outside the Empire, currently a neutral party in the war. Located in the rocky isles to the east, their land is home to the great Library, a building said to contain some of the greatest philosophical and alchemical secrets of all time.
General Rogias, a skillful, intransigent man, leads the Navina Royal Army. Known for ruthless ambushes and cunning battle tactics, very few battles have been lost under his command. His imperious, intimidating nature incites fear and admiration in lower subjects. None dare challenge his authoritative will. But whether his actions are for the good of the nation or to further an avaricious agenda is up to the heroes to decide.
Music
Helping on our team is the talented Jimmy Harrison (alias jtbengal). Here are some pieces he's composed for the Spinel's Core OST:
oh hey, (since you mentioned it) i thought i should check out this project
but it seems that i already did; i remember your soundtrack (and am still impressed)
that second video displays an interesting system, i'd like to have a demo featuring a mini-game with just those mechanics, to test how it works, and to enjoy the work you've been putting into it. the first video is good too, featuring the jumping system and stuff, and the abs - seems to work pretty smooth.
other than that, this project has been going on a looooong time, and i hope to see something interactive coming out of it, keep working!
Hey, thanks. I'll see about making a demo for the sneaking minidungeon. Unfortunately it takes a bit of tinkering to do each individual guard (so they can't see through walls, etc), so I'm not sure about making it a recurring mechanic. Sneaking and items will be in it for sure, though.
As for the first vid, the jumping is sadly scripted (i.e. only for the water part); however, I may add a tool, a la the Zelda Roc's Feather, that'll give you that feature. That'll probably be a concept for a later dungeon.
Anyhow, I'll consider putting together some interactive demo soon.