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The Firgof's Legacy [Updated 3-16-2009] Prologue at 80%~

Project Poster:
fulpostercopy.png
Project Banner:
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Project Sig. Tag:
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Plot Synopsis

[Farhymn] Asterai Uzra is a simple boy about be drawn into a plot of reality-shaking proportions. Passed into a legacy he never knew, thrust into a role he didn't want, forced to perform tasks he regrets.

The Apprentice of Farhymn series (this installment titled "The Firgof's Legacy") concerns itself chiefly with the Howlfang Era, a time of great trouble and sacrifice. Farhymn, himself, plays a big role in shaping the sum of events which define the era. The draw in the story is not about the war; not about those drawn into conflict; it is about inner, personal battles being played out on the world's stage. It is about how one betrayal can terminate in an explosion of battle, blood, and war; how one can deal with a mistake so large that it would condemn thousands to death.

It is Conflict and Conflict's origins, and the cycle of life and death all things go through, the web of connections, and how being connected to another person at the right time can be the most enlightening, dangerous, and opportunistic force you may ever know.

Principle Cast
[Farhymn] Asterai Uzra
Farhymn_by_Farhymn.png
A sixteen year old Firryn boy living in the quiet village of Running Meadows. Son of (ret.) Capt. Uzra and Meryl Uzra. Adventurous and inquisitive, his nose for mischief often gets him in trouble; yet also allows him to take on jobs that none of the other villagers wish to take. Raised as a swordsman by his Father and (ret.) Sgt. Sheila, a long-time friend and war-buddy of Capt. Uzra.

(ret.) Captain Uzra
capnuzrasshot3.png

A forty-year old war veteran, jokingly nicknamed 'The Firgof' by his unit in the Battle of Pellanor Fields in recognition of his peerless swordsmanship and near-effortless capture of the Raven Keep. Retired since the Greywar, and now lives quietly with his wife, Meryl, in the quiet village of Running Meadows -- remote, safe, and without surprises. Due to substantially hiked taxes on their family name due to his indignation to the King, he is often in nearby towns doing work with his hands or offering martial training to noble progeny to make ends meet back at home.

Meryl Uzra, Ex-Bard
Once a traveler of bars and inns, often following army camps whenever possible, Meryl and Uzra developed a lasting bond during his fruitful career in the Firryn militia. By the end of the Greywar, Meryl agreed to be bewed to him. Seven months later, Captain Uzra retired from service, throwing down his blade in front of the King, and made to Running Meadows to escape the damning shackles of King Mollin with his new wife. Meryl, though slightly disappointed in just how remote the village they picked to start their lives together was, got to work without begrudging her situation. On the Eve of the Harvestmoon, roughly one year after they had arrived in Running Meadows, Meryl gave birth to [Farhymn] Asterai Uzra. From this day, she lovingly cared and nurtured for her son.

(ret.) Sgt. Sheila "Skyblade"
Longtime friend and veteran-in-arms of Captain Uzra, who was her superior officer during the Greywar. After the war, Uzra convinced her to retire from service and move to Running Meadows with them. When the three arrived in Running Meadows (little more than two houses and a farm) they quickly settled in to the day-to-day of smalltown life. Sheila, unlike Uzra and Meryl, is restless in Running Meadows; often offering to teach the highly valued arts of the Stormcallers as merely a boredom aid for loose change (or for free in Asterai's case). She has no suitors and does not seek any, much to the dismay of Hargas the Woodsman.


Latest Update

03/16/2009 @ 0342 (GMT-6): Tonight all of the raw work for the main storyline in the prologue is finally in. All that needs to be done now is tightening up what's already there, fixing spriting errors, implementing the combat engine, and waterproofing the tonality system at the end of the prologue. I did two complete runthroughs to get a rough estimate on how long the Prologue is.

With some sidequests, some training, and a slightly above-average reading speed, the total playtime of the Prologue is roughly one hour.

Speeding through the prologue with noclip, no sidequests, no random encounters, button-mashed text, and no training clocked in at about 12 minutes.

I'll be adding back in some sidequests I earlier scrapped for time, opening some areas back up for player exploration, and truly start focusing on presentation now that gameplay is almost ready-to-beta.

I look forward to opening up the second public beta of the Prologue to RMXP.org. It should be coming along this month or next. :)

Current Features

- Standard RTP Tilesets and Charsets until I can work on them and make better ones, more suitable for the plot.
- The Tonality Engine: One of many unique gameplay approaches to dialog and environment interaction. Your choices may completely alter the story.
- A world many years in the making, rich with unique characters, races, and empires to visit and interact with.
- [Planned] A combo-focused combat system in the style of Xenogears for Martial characters and a Wounding system for ranged characters.
- [Planned] Multiple modes of combat. Where some situations require a face-to-face encounter, other situations will require a tactical approach.
- High-quality OGGs to compliment the atmosphere of the game; selected specifically for their scenes.
- Split into chapters to keep the story releases 'on time'.
- Truly scaled combat. Low level characters are immensely different from high level characters due to a complete revision of level-scaling to keep combat tactical.

Screenshots
The Calcite Mine at the Northern End of the Town
Calcite_Mine.gif

13 Secret Chests, each unlocking unique abilities or altering the endgame.
Secret_treasures.gif

The Training System Main Menu (when I can get to it: T.P. and T.LV. will be represented in a separate window for ease of use)
TrainingSystem_Main.gif

Curious and deadly inhabitants of the World of Serzahnk, this one a "Nosferatu", await you in baited breath.
Nosferatu_encounter.png


Sheila's Training Room/Generic Windowless, Unadorned, Brick Room
trainingroom_Conceptloqual.gif

Kraviklaw Monster conceptual
Kraviklaw_Concept_by_Farhymn.png
03/16/2009 @ 0342 (GMT-6): Tonight all of the raw work for the main storyline in the prologue is finally in. All that needs to be done now is tightening up what's already there, fixing spriting errors, implementing the combat engine, and waterproofing the tonality system at the end of the prologue. I did two complete runthroughs to get a rough estimate on how long the Prologue is.

With some sidequests, some training, and a slightly above-average reading speed, the total playtime of the Prologue is roughly one hour.

Speeding through the prologue with noclip, no sidequests, no random encounters, button-mashed text, and no training clocked in at about 12 minutes.

I'll be adding back in some sidequests I earlier scrapped for time, opening some areas back up for player exploration, and truly start focusing on presentation now that gameplay is almost ready-to-beta.

I look forward to opening up the second public beta of the Prologue to RMXP.org. It should be coming along this month or next. :)

03/05/2009 @ 2327 (GMT-6): After a long period of sporadic activity, I've finally been able to put in two days' worth of work into the game and the prologue is getting fairly close to completion. The Training System was put in tonight and all of its features are now enabled. Currently it relies on quick-time-events to get the mechanics done but I hope to find a better way to do it in the future (suggestions are welcome!) Spent a lot of time fixing bugs and smoothing out dialogue here and there. Still a few ways to break the main quest when things are done in a certain order (such is the nature of letting the player roam around freely). Will hopefully have the new Training Room battlerbackground done sometime next week; I've uploaded a rough of its current design layout in the new Concept Art spoiler. Feedback is welcome.

11/11/2008 @ 0003 (GMT-6): Testing out interior maps with the matching INQ XP tileset; may convert for sake of continuity between interior and exterior environs.  Fixed the savegame crash bug.  Fixed the slowtext in battles bug.  Numerous dialog and code changes throughout.  Optimization of certain events.  Added a few new areas to the maplist.  Have been mostly busy with schoolwork for the past week so only limited work on the project has been done.  Now at Revision 18.

11/03/2008 @ 1637 (GMT-6): I've always felt kind of weird when I came into contact with NPCs in a lot of fantasy games, two shakes away from death, and they're chatting me up like I'm just another guy.  Though adding this recognition into every possible NPC meeting might be a little too ambitious, your parents now at least get scared half-to-death if you walk in the door with wounds all over the place. 

I've also added in more immerse BGSs for the Cave and Village areas and in a few sequences.  They're high quality, seamlessly looped, OGGs and only add about 5 MB to the package so I think that's a fair trade off as I'll be using them throughout the game.  Did more work on the conversation trees, finished work on the first side-quest, am nearing completion on introducing the main quest, and have added more detail to Fort Moonfall as well as having a preliminary layout for Pellanor Fields (and Pellanor Fields is the first large-scope map; though it isn't near the planned scale of the world map). 

Once work on Pellanor Fields completes, I can tighten up the backend of some of my programming decisions, add in the necessary sequences and areas to hit off the first part of the main quest, and transition to the future, then I'll go back, add in some side-quests, and close off the main area for playtesting.  It's been a productive month and screenshots are soon to follow of the new build (expect them in a few days)!

11/01/2008 @ 1317 (GMT-6): Numerous changes to the basic structure and layout of the village, added two new areas, starting to add in quests, and am working on making a faster, more involved, introductory sequence.  Cut the letter to the Apprentice out of the introductory sequence, added Sheila's sparring option to her basemenu, and added more suspense to the prologue instead of heaving it all out at once.  Tentatively cut the dream sequence.  Other miscellaneous changes detailed in SVN Log.

10/14/2008 @ 2105 (GMT-6) : I've encountered a showstopping bug in HERMES, which currently controls and modifies all of the text in the game.  Luckily, it is only affecting developer testing at this time as the ingame portion of the code is still functional; if unbearably laggy.  I have, in the meanwhile, uploaded a pic of the first section of the Gabbro Mine not too far north from Running Meadows; it's still a W.I.P. but I figured I'd show it anyway.

10/12/2008 @ 1243 (GMT-6) : Added a new member to the project team.  Fixed the majority of bugs.  Added Secret Chest events.   Now working on the interiors of the village houses.  From there, I'll begin work on side quests.  After side quests are finished, plot events will be tied.  Once tied, then I will evaluate the package with a new internal alpha and begin work either on Pellanor Fields or the Fortress to the south.  Added Nosferatu and new skills to the game.  Balanced accordingly.

09/04/2008 @ 0830 (GMT-6) B2 : Swapped the current preview of the village out with the more current version.  Nearly decided on layout of village; coming closer to cohesion.  Also, added Changelog to original post so that I don't have to post a new reply every time I want to release a news update.
 
This has the potential to be a fairly interesting game. Once you fix up your download, I'll be sure to critique it as well.

You sure don't have a lot of stuff here for it to really be qualified under "Project Discussion". I'd like to see at least -one- more screenshot. Three's the magic number for those without giving away too much. You don't have much to critique under the synopsis either. Who is Asterai? What are some events that occurred in his life before the game? What is this greater darkness? A little more clarity to these questions, and your topic will look a tad bit better. Not too much information [rolls eyes at his own thread], but just enough to keep the reader informed to the point where they either say "well, this sucks" or "woah! this sounds kool". A little biography on the character or characters within the game wouldn't hurt.

Overall, this has a lot of potential. I'd like to see where this will go. Bookmark'd :P
 
Agreed Nickster.  I'll be improving some of the aesthetics for the ending part of the introduction shortly.  I've already re-duxed the interior to be actually walled in instead of
psuedo-walled in.

Other improvements to follow.
 
If I may. In IRC, I was showing screenshots of mapping that I do.

I strive as much as I can to get a "depth" feel in my games. Basically put, I see things as I see them in the world, if I walk into a room with a huge TV a dresser, bed, desk, chair, and lamp, i don't imagine having much space for walking, so I generally keep rooms small to avoid having excess space. Even in natural environments, they tend to be hard for me, cause I like to think small. I have to make my self space stuff out while keeping it looking semi-natural as much as I can.

So indoor spaces tend to be a key for me, I make most corridors small and rooms large and not so man made. Adding falling cliffs for your pits and such, giving an illusion of depth. Or giving higher walls if you have a stair step to a new level on the same map, taking that into consideration you can really add depth to your game.
 
I took your thoughts into consideration and built a new distributable of the game off of them.  Graphics are a huge step up from the prior release in the Kensho household and I've completely finished all but one of the Tonality system featurettes in the short intro.

[They'll be about this frequent throughout the game]
 
I'll list out what I liked and what I didn't:

What I liked:
- Decisions impact future situations and stats.
- Story is told in a way that we don't really know what's going on, but in a good way if that makes any sense.
- Intro cutscene wasn't too long, and we were thrown into actions quickly unlike most RM games.

What I didn't like:
- RTP with no overlays. (RTP is bad enough so an overlay will make it better.)
- Some screens changed too fast; transition wasn't fluid. (Some times a screen was one thing and all of a sudden changed to another thing.  Pretty much, you need to better time your change and make it flow better.)
- Front-view battle system.
- Arshes/Aluxes was the sprite for the father.
- Sometimes the chat says something out of context like when we were reading the letter then all of a sudden the next message box says "Made by enterbrain" or something.

I might have missed some stuff but a dinner and a movie is waiting on me so don't really got time.  So far so good though Firgof.  Try to make the whole thing more fluid and not as scrambled. (If you don't get what I mean I'll explain it to ya later.  :straightthumb:)
 
I agree with a lot of your assessments.  Unfortunately, I forgot to take out the 'dedication' and 'engine by' lines in this release.  Sorry, it slipped my mind.

Once I've made a more suitable sprite for the Father, I'll swap Aluxes out with the proper sprite/character. [His name is just 'Father']

And I may consider doing a few overlays until I got proper custom or edited tilesets, but I'm cautious about that.  I don't want it become 'the next bloom' if you get my drift.

As far as smoothing it out, I -think- I understand what you're talking about.  You're talking about the BG switches in the first part of the intro, when we switch from sky to sea? [it's supposed to be 'coming out of a cloud']

Are there other parts which are slightly rough that still need ironing?
 
Updated the original post with the conceptual shot of the village.  Still early W.I.P.  but I'm getting close to starting to really detail it.  Thoughts?
 
My apologies for the lack of updates.  Life is hectic.  The project is still being worked on on the side and I recently added a alpha tester to my team.

See the changelog for details of what's new and what's to come.

I anticipate having the new internal alpha out in about three weeks.
 
Testing out interior maps with the matching INQ XP tileset; may convert for sake of continuity between interior and exterior environs.  Fixed the savegame crash bug.  Fixed the slowtext in battles bug.  Numerous dialog and code changes throughout.  Optimization of certain events.  Added a few new areas to the maplist.  Have been mostly busy with schoolwork for the past week so only limited work on the project has been done.  (This text added to the changelog)
 
Firgof, it looks like you need to clean up your thread a bit and make it better-looking. Over-use of spoilers make it unattractive and your picture links need to be fixed (add '
viewtopic.php
 
It does need some housecleaning. I'll try make it look a bit less '10 minutes ago I had an idea'. I'm about to update the changelog anyway so I'll work on that.

EDIT: While I'm at it, I should replace the images that are up with what the game looks like these days.
 
Updating the main post with some conceptual pics and (long overdue) in-game shots, including some of the new Training System. (I'll try and come up with a better way to do it than quick-time events but for the time-being, that's the fastest and most robust route without having to script up something interesting (which would take an absurd amount of time from other portions of the game). I'm currently working on a new battlerbackground to represent Sheila's training room. It's taking a while to rough out its diagram so that I can throw it into Photoshop and make it really nice; I pin this mainly on my lack of drawing in one-point-perspective for some time. Oh well.

The aforementioned trainingroom concept in its (very) incomplete and color-riot (to keep things organized) look. The dark grey background is the 640x320 area that the player will currently see. I'm thinking about sliding the whole thing over, but I'm worried that the one-point-perspective will make things look very odd if I do so. I'll also keep a version of this without the training mat to use as a 'filler' for basements and stone-wall 'storage space'/'dungeon-room' enclosures.
trainingroom_Conceptloqual.gif


Custom Content: It bogs down the development cycle but is (usually) worth the loss of time.

I haven't been able to work on the game much lately due to my college courses being fairly demanding on me, personally, to support whole projects on my own. This semester has been particularly trying as the group I am working with is doing an approaching-professional mod with the Source engine -- and don't know how to use the Source engine. But enough blathering on about off-topic stuff.

Yes, I'm still around. Yes, I'm still working on the game. Yes, I will put up a new build just as soon as I hit about 40-minutes worth of guaranteed playtime for people to run around and bug-check/et cetera. Not sure when that will be just yet. My run times are starting to casually hit thirty minutes however and I'm just about finished with the backend of the prologue and can open up the remaining portions for the player to run around in. Until I can get to that, I'm going to keep them out of my playtesting, and until I playtest it I won't be sure how much time those sections will add to playtime.

I'll keep you all informed as things progress. Hard to believe that I started this thing back in August of last year.

In-game pictures should be up in about five or so minutes. EDIT: Er, make that more like 30 minutes little longer. Dinner is ahead of schedule.
 
Thanks to Perihelion, I'm starting to move all character sprites over from base RTP to a more 2k3-ish (less 'chibi') style to compliment the more mature and detailed art that I'm slowly bringing into the project. Not much work done today on the actual game itself, most of it was spent attempting to make a good training hall battlerbackground (which backfired as I made it too polished and textured -- resulting in it contrasting horribly with the sprites it needed to showcase). I also completed the project poster, which is now available above. I'm rather proud of it -- I think it looks pretty good. Critique is, of course, still welcome! :)
 

Jason

Awesome Bro

Not sure about anyone else but the colours on those tilesets are burning my eyes, they're way too saturated, and the bricks on the third screenshot are shaded very strangely.
 
The GIF compression algorithm does tend to give screenshots a 'saturated' look. I'll be taking screens with PNG compression in the next update as I didn't realize how badly the compression had affected the images.

And the third screenshot you're seeing red bricks with a brownish mortar.
 

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