Author Topic: E:SoR Images  (Read 41007 times)

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Offline Zera

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Re: E:SoR Images
« Reply #45 on: April 22, 2010, 05:07:38 pm »
I suppose I should move this discussion over to its own thread. I'm not really sure where to place it, though. The game really isn't related to Escheron in any way. (although, I was starting to worry about the lack of activity therein :P )

Maybe I could start a thread in Calculator Projects?

Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #46 on: April 22, 2010, 05:11:18 pm »
Maybe calc projects would do. You could either start a new thread or necropost in the 2 years old LL1 topic :P

and yeah I noticed an overall activity decrease. I checked the board yesterday noon time and there were maybe 10 active topics, then when I checked near midnight, only 4 had new posts in it (normally, about 15-20 do during such period).

Offline Zera

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Re: E:SoR Images
« Reply #47 on: April 22, 2010, 11:34:35 pm »
I'll probably start a discussion there once I have more assets. (to produce some mock-ups with) Don't want to start a project thread empty-handed. :)

In the meantime, last update on this before I get around to starting a thread later on:



I'm still working on the tileset. I'm trying to give each area and dungeon its own set of tiles, as opposed to recycling them over and over. This is for the Kujata Highruin that appear later on in the game. It's based on this dungeon: (which wasn't as robustly named)



The area also leads to the Coliseum, where you could face two optional bosses. I've truncated it down to a single optional boss, but I'm also going to extend the coliseum into a much larger labyrinth. (more or less, to challenge the player after the normal game is cleared)
« Last Edit: April 22, 2010, 11:35:18 pm by Zera »

Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #48 on: April 23, 2010, 12:32:56 am »
wow huge improvement!

And I love the details on the holes. How many tiles are there for them?

Offline Zera

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Re: E:SoR Images
« Reply #49 on: April 23, 2010, 01:40:58 am »
wow huge improvement!

And I love the details on the holes. How many tiles are there for them?

Uh, I think those were nine. I can't remember exactly.

I am kind of wasting space on the smaller details, but there aren't a whole lot of unique areas to be explored. I figured I could go that extra mile with the aesthetics this time. In fact, there are only 16 areas in the game:

The Grand Duchy of Glendale - village
Province of St. Agaea - essentially what you would consider an overworld, but there's not much here
The Eternal Wood - sub-dungeon
Cavern of Flame - sub-dungeon
The Corel Sea - another section of the "worldmap"
Village of Corel - village
Flowstone Passage - sub-dungeon
Temple of Lorelei - sub-village
The Apprentice's Study - sub-village
Anchorite Peaks - dungeon
Anchorite Summit - an extension of the Anchorite Peaks, which serves as a transporter hub to and from other locales
Kujata Empyrean - another extension of the "overworld"
Kujata Highruins - sub-dungeon
Coliseum - dungeon
Forgotten Pantheon - dungeon
Chimaera - village

I'm using a to-scale map design, so every area leads directly to the next. You don't have to navigate a whole overworld with little icons representing towns and dungeons. The game world is fairly small, but there are a few magical transporters that link you to and from specific locations once you reach certain points of the game. I'm hoping for a 45-minute game overall.

Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #50 on: April 23, 2010, 09:36:48 am »
Yeah I remember the original LL didn't have many areas. If you go through a similar route, you should be able to put more details in the game since you won't have as many maps.

I like the to-scale map idea. In Illusiat 2, 3, 4 and 6, there was a world map and in Illusiat 7, 9, 10 and 11 when exiting an area you ended up in a menu. However, I started to not like it as much and in Illusiat 12 I started linking each areas directly so it looks more like a huge world than stages. Illusiat 13 was that way too.

Since the game is small, you could maybe add a bit of grinding, altough not too much either, to take it above one hour. However even if it's shorter it will be sure visually pleasing.

EDIT: Oh btw nice areas titles
« Last Edit: April 23, 2010, 09:37:09 am by DJ Omnimaga »

Offline trevmeister66

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Re: E:SoR Images
« Reply #51 on: April 23, 2010, 10:36:38 am »
While it is only supposed to be a sub-hour overall game time, what do you think the replay value is going to be? Will it be worth playing again to go with a different setup? or will it be too mundane after the first couple times?
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Offline Zera

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Re: E:SoR Images
« Reply #52 on: April 23, 2010, 04:39:57 pm »
While it is only supposed to be a sub-hour overall game time, what do you think the replay value is going to be? Will it be worth playing again to go with a different setup? or will it be too mundane after the first couple times?

Probably no real replay value. There's not much you can do with your character. I'm not including any kind of one-time quests that disappear later on, or items that can be passed-up and missed altogether. Even if you rush through the game, you can go back and reclaim anything you missed along the way. There's a fair amount of hidden treasures, though. If you don't find them the first time you play the game, maybe you will notice them upon replaying. (or back-tracking)

I've also ruled-out random battles. Enemies will appear on the maps themselves. Many will obstruct your only available path, forcing you to confront them each time you walk that path.

I wanted this to be a very casual RPG that you could run over and over again. Maybe I will add some option to start a "New Game+" with all your previous stats and equipment intact, and a scaling difficulty that gradually increases with each subsequent play-through.

It's also worth mentioning that there is no Game-Over sequence. If you perish in battle, you're forced to retry it from the start, with all the initial conditions restored. There is practically no need for saving the game. (though I'm sure I'll include the option, anyway)

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Re: E:SoR Images
« Reply #53 on: April 23, 2010, 04:46:40 pm »
A new game + would be cool. Maybe add a second version of the final boss in the next run, with a few more enemies on the map along your way (some that are harder), and the second final boss form could maybe be much harder, then on the 3rd run, the final boss only has one form again, but really his true form and requires maxed out stats with the best equipments?

And if I was you I would still allow game saving, even if only possible in the town, for example. I like the option to retry a battle like in FF:MQ on the SNES. Of course include the option to give up, though :P, lol

Offline Zera

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Re: E:SoR Images
« Reply #54 on: April 23, 2010, 05:17:10 pm »
I thought about adding a "Flee" option during battles. It would transport you back to the entrance of the dungeon if used, and would always succeed. (even against bosses) I don't want the player to get stuck in a battle they can't finish. Of course, fleeing means all the enemies on that floor reset; so you're not making it any easier on yourself if you rush right back in.

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Re: E:SoR Images
« Reply #55 on: April 23, 2010, 05:37:01 pm »
Aaaah ok. Lol at first when I started reading this post I was afraid you would let ppl stuck in an impossible battle but then I was happy bosses would be escapable x.x. I would hate having to pull a battery everytime I ran into a boss I can't beat x.x

Offline Zera

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Re: E:SoR Images
« Reply #56 on: April 23, 2010, 07:15:35 pm »
Okay. Last update this time. I promise. :P

(I really will get around to another thread soon, since I almost have the tileset finished)



This is an early mock-up from the Cavern of Flame. I've been working on a visual demonstration of some of the dungeon arrangements. I wanted it to be more diverse than "walk over to here, find exit." I'm trying to include actual labyrinths, various obstacles, things you can climb, or really narrow pathways that might lead to nowhere. This dungeon is just intended to be confusing, because you're running along very narrow rocks protruding from the lava. There will also be enemies placed along these paths.

If you notice, there are two types of chests here: The normal chests, and then a darker variation. The latter holds some of the rarer, more powerful equipment in the game. These are locked, and you have to backtrack to retreive them much later on when you acquire the key.

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Re: E:SoR Images
« Reply #57 on: April 23, 2010, 07:45:51 pm »
wow really nice :O will it be possible to fall into lava and take damage?

Offline Zera

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Re: E:SoR Images
« Reply #58 on: April 23, 2010, 08:29:07 pm »
I suppose I could designate a special lava tile that you can walk into. Maybe it would reset you back to the beginning of that floor.

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Re: E:SoR Images
« Reply #59 on: April 23, 2010, 08:35:18 pm »
that could work too. I think Final Fantasy 6 had this in the Esper Cave or something