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Messages - Zera

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481
There was another PNG, but I couldn't attach it. Hosted it at ImageShack, instead:



Gameplay mock-up:


482
I started working on a few ideas for a new project, but I have since lost interest / dedication toward seeing it finished. I don't necessarily want all the assets to go to waste, so I'm going to share them with the community. In any event that someone wants to pick-up on this and develop it -- or use / modify the assets for their own projects -- that's fine by me. Maybe something here can be useful to someone.

483
Escheron: Shadow over Ragnoth / Re: E:SoR Synopsis
« on: January 20, 2010, 04:52:38 pm »
Is there only Fire and Cold types in the game, or did I miss one or two? :)

Yes and no. They're the only registered elemental types, but there are many other properties associated with spells and weapons. Fire and cold damage are the only properties that can really be fully resisted. There are also effects like lightning. Using a lightning spell on flying enemies, enemies that dwell in or around water or mechanical enemies will inflict additional damage. Lightning is otherwise not registered as an element. Then there are individual weapon types. Some enemies will resist damage from specific weapons, or be weak to them. Bows are effective against fyling enemies, for instance, as axes are effective against enemies that have tentacles.

All of this is explained by NPCs in the game.

484
Escheron: Shadow over Ragnoth / Re: E:SoR Synopsis
« on: January 20, 2010, 04:41:25 pm »
I thought I would share some of the inventories from the game, since there isn't a lot of information about non-technical details published at the moment. Considering magic is a fairly important part of the game, I wanted to start with some general descriptions of the various spells that can be found or purchased.

The mortal world of Escheron is largely without magic. Magic, for all intent and purpose, was a power held only by gods. With the destruction of the gods came the destruction of magic itself; however, many are still able to tap into the lingering essence left behind by the gods and endow themselves with spell-like powers on a much smaller and more limited scale.

Any number of magic rituals (actually, as many as eight) can be scribed to a spellbook, and performed anywhere at anytime -- provided the character is infused with mana. By praying to a goddess statue and making an offering in gold, (several are scattered around the world) the character will be blessed with this power. Mana, in essence, is a "spell-charge." Each charge you have will allow you to cast any single spell from your spellbook. A character may be infused with as many as eight spell-charges at a time. There are no individual levels of spells, or tiers. A spell-charge will cast *any* spell you have learned.

Many spells require that the character actually be wise enough to perform them; otherwise, they cannot be learned and put into application. It will sometimes be necessary to grind on a character's WIS score to learn more powerful and effective spells. Some characters begin with a greater disadvantage in this area, and require a lot of training to prepare them for spell-casting.

Divine Magicks
Magicks that heal, protect and strengthen the party. Suited for the classical "priest" archetypes.

Necromancy: Laying on of Hands

Restores a moderate amount of HP to a single target ally. (scaling)

Neutralise Poisons

Neutralises poisons and other infirmities within a single target ally.

Impregnable Egression

Dematerialises the party in one location, and rematerialises them in another. Consequently, the process takes its toll on the vitality of the entire party. Useful for back-tracking out of dungeons, or escaping difficult enemy encounters.

Angelic Orison

Restores a minor amount of HP to the entire party. (scaling)

Abjuration: Malice Mirror

Enhances the defences of a single target ally. This effect may accumulate.

Enchantment: Draw upon Inner Strength

Enhances the strengths of a single target ally. This effect may accumulate.

Conjuration: Phoenix Plumage

Summons the spirit of a phoenix to resurrect a single target ally, and inflict minor fire damage (scaling) against all foes.

Resurrection incurs an effect known as "system shock," where returning a spirit to its infirmed body often results in permanent deformity. (the reduction of mHP and stamina) The spectre of death does not concede without first taking its toll...

Conjuration: Heavenly Sunder

Inflicts moderate to heavy non-elemental damage against a single target enemy. (scaling)
____________________

Arcane Magicks
Magicks that focus on destruction and alteration. Suited for the classical "wizard" archetype.

Evocation: Faerie Fire

Inflicts moderate to heavy fire damage against a single target enemy. (scaling)

Evocation: Algid Lance of Amost

Inflicts moderate to heavy cold damage against a single target enemy. (scaling)

Evocation: Caustic Fount

Inflicts minor to moderate fire damage against all enemies. (scaling)

Evocation: Rending Gale

Inflicts minor to moderate cold damage against all enemies. (scaling)

Evocation: Venomous Scourge

Inflicts minor non-elemental damage (scaling) against all enemies, and causes poisoning.

Siren's Enchanting Aria

Places all enemies under an enchantment.

Illusion: Feigned Darkness

Blinds all enemies and raises the evasion rate of the entire party.

Alteration: Leadening Gaze of the Gorgon

Petrifies all enemies.
____________________

Sealed Magicks
Spells that cannot be purchased like others. Such magicks were sealed away due to their misuse, and the knowledge behind them is scarce.

Alteration: Scabrous Hand

Inflicts poisoning and blindness, and places a single target enemy under an enchantment.

Evocation: Conflagration

Inflicts heavy fire damage against a single target enemy and causes blindness.

Necromancy: Dracul's Grasp

Drains vitality from a single target enemy and restores the same amount to the caster.

Evocation: Maelstrom

Inflicts heavy cold damage against all enemies and results in a slight chance of instant-death.

Necromancy: Quietus

Ceases life within a single target enemy, regardless of how strongly that target might resist death.

485
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 19, 2010, 06:13:56 pm »
Once the game is finished, the special keys will have different functions depending on the menu or map you're in. DEL, for instance, brings-up the world map while exploring, or brings you to the status screen if you're currently in the equipment screen.

486
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 19, 2010, 03:04:10 pm »
There were some problems with the version of WabbitEmu I had before, but they seem to be fixed in the recent beta. Then again, the beta has a couple of issues of its own. Iambian and I had trouble getting the ON button to work at all. (with the 83+ Silver ROM) I think he recently found a work-around for it, though.

487
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 19, 2010, 11:08:25 am »
This is the version of WabbitEmu we're using. (sorry for the direct-link) I think it's technically a beta, but it has a lot more features than the stable version I had before.

For screenshots, you can just drag-and-drop the window to your desktop! It's definitely handy.

488
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 18, 2010, 11:24:21 pm »
It appears that Maya(that was the character's name right?) is walking through water in the screen shot in the upper left. Is that actually possible in game, and does it require a special item?

She is; and that's a normal effect. Some dungeons will contain pools of water you can traverse.

489
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 18, 2010, 10:20:13 pm »
Just a few screenshots. I was testing out the quick-screenshot feature of WabbitEmu, and thought I would throw these up. Nothing you guys haven't seen already, though.


490
Escheron: Shadow over Ragnoth / Re: LL2.5 Concepts
« on: January 18, 2010, 04:49:19 pm »
With the guardians, can anyone use them or only certain characters (like summoners)?

Anyone. Each character can equip any one guardian at a time. When doing so, they gain special abilities associated with that guardian. The actual guardian is only summoned automatically, when certain conditions are filled, and only once per battle. (such as the party reaching critical HP)

491
TI Z80 / Re: Sanctum Sanctorum (trying my hand at BASIC)
« on: January 15, 2010, 08:48:30 pm »
Thanks for the support and encouragement. I'm not totally sure how the dependencies and structure will work. Very new to BASIC here. I'm trying not to over-conceive ideas, because I can't be sure what will be technically feasible.

I wanted to model the game after something like Dwarf Fortress, where the player would be able to completely immerse themself in the world. Ideally, I want players to be able to manage entire kingdoms. The provided storyline is, by no means, the only way to play the game. Consider it more of an excuse than anything else. :P

Most of the inspiration comes from the old Ultima series. I want the "feel" to be the same, and I want the gameplay to be fluid enough that the player doesn't feel completely lost in verbose command-tables and technical details. It will be largely menu-driven, instead of requiring the player to remember a ton of keyboard / input commands.

492
TI Z80 / Sanctum Sanctorum (trying my hand at BASIC)
« on: January 15, 2010, 05:49:22 pm »
I decided I wanted to give BASIC a shot. I figured I should go ahead and arrange some assets and details for a personal project that could help me test and develop my coding skills along the way; so I've been working on this little gem.

The game takes place in a medieval setting, within a world known as Sanctum. The story focuses on a region ruled by Lord Calendae -- a powerful monarch, and a just ruler. The region is protected from evil by a relic known as the Holy Grail, ensuring the peace and prosperity of all denizens therein. Although the relic is only used to guard the region from the monstrosities that plague the rest of the world, it's power is malleable to the will of anyone who comes into its possession.

One day, monsters began to surface within the region, and Lord Calendae found that the Holy Grail had been removed. An age of darkness and chaos ensued as people were forced to take up arms and defend their land against destruction. Lord Calendae summons a hero to seek-out the Holy Grail and return it to its place. This is where the player comes in...



First, the player is tasked with creating his or her own character from a selection of character races. Each race has its own unique strengths and weaknesses:

Quote
Human - Humans belong to the most common race in Sanctum. They're fairly balanced and proficient in a wide array of armaments and spellcraft. They have no clear advantages over other races, however.

Hit Points 13

Vigor      3 +0
Dexterity  3 +0
Fortitude  3 +0
Wisdom     3 +0
Charisma   3 +0


Regeneration: 1/48 steps

receive 50% more XP per kill / quest
only race that can use Clarent Blade
+ to diplomatic negotiations

Dvergar - Short and stout humanoids with a strong sense of vitality. Dvergar are mostly economically-oriented, and produce some of the finest weapons and wares in the entire region. They live by a strict ethos, "Steel is stronger than magic" which forbids them from using spellcraft. Many Dvergar feel that spellcraft is a cheap and dishonorable way of defeating an opponent.

Hit Points 15

Vigor      3 +1
Dexterity  3 -1
Fortitude  3 +2
Wisdom     3 +0
Charisma   3 +0


Regeneration: 1/24 steps

+1 hit with axes
immune to disease
half damage from poison
additional chance of finding GP
can't use missile weapons (except throwing axes)
can't use non-priest spells, or magical items

Mitra - Strange and magicakal humanoids that hail from the woodlands. Mitra have very slender and beautiful features, and a strong affinity for spellcraft. Their weaker frames afford them less strength with which to carry heavy armaments, however.

Hit Points 12

Vigor      3 -1
Dexterity  3 +1
Fortitude  3 -1
Wisdom     3 +2
Charisma   3 +1


Regeneration: 1/40 steps

+1 hit with bows
+1 resist magic
nightvision
can't wear scale, cuirass or plate armor

Saurian - Fearsome lizardmen that reside within the swampy regions of Sanctum. Saurians are mostly secluded from other races, prefering to remain within their own societies. Their non-humanoid design makes it impossible for them to wear any type of armor designed by man. On the other hand, their natural scales afford them protection against the elements, as well as many types of weapons.

Hit Points 14

Vigor      3 +1
Dexterity  3 +0
Fortitude  3 +1
Wisdom     3 +0
Charisma   3 -1


Regeneration: 1/32 steps

+1 hit with spear / halberd
water-breathing
+1 resist fire
can't wear armor (has natural armor class)

Half-Troll - Gruesome creatures that are mostly regarded as outcasts by other races. Half-Trolls live within chaotic societies driven by survival of the fittest. It is common knowledge that trolls can regenerate any kind of damage. The only way to kill them is with fire. Half-Trolls have less regenerative abilities, but also a less lethal weakness to fire.

Hit Points 14

Vigor      3 +2
Dexterity  3 -1
Fortitude  3 +1
Wisdom     3 -1
Charisma   3 -1


Regeneration: 1/16 steps

evil-aligned; can't wear Elfin Chain or use good-aligned spells
+1 hit with two-handed weapons
-1 resist to fire
immune to poison

The player may also allocate points in various skills:

Quote
Hunting - affects how much food is gained by killing animals and fishing, and also whether or not you gain the animal's pelt, which can be sold
Harvesting - affects how many turns it take to harvest lumber, and what it sells for
Alchemy - affects which potions can brewed from reagents and other items, and how effective healing potions are
Lore - automatically identifies some items, depending on lore level; increases chance of rare treasures or more gold / gems appearing
Survival - affects some resistance to poison and disease, and affects how quickly food is consumed; affects natural regeneration rate

Characters with magical aptness can learn a variety of spells by scribing magic words found on cavern walls, or from the tutelage of various priests and mages scattered across the region. Some spells allow the player to uniquely interact with the environment:

Quote

 ______________________________________________________________________________
|                        |                                                     |
| Level 1                | Effect                                              |
|________________________|_____________________________________________________|
|                        |                                                     |
| Continual Light        | remove fog-of-war for 2h                            |
| Bless                  | AR and AC +1 for 2h                                 |
| Create Food            | add food [WIS*2(+8)]                                |
| Locate Traps           | flash any trapped objects on-screen                 |
|________________________|_____________________________________________________|
|                        |                                                     |
| Level 2                | Effect                                              |
|________________________|_____________________________________________________|
|                        |                                                     |
| Neutralize Poison      | cure poison                                         |
| Heal Infirmity         | heal HP [WIS*4]                                     |
| Cure Disease           | cure disease                                        |
| Remove Curse           | remove cursed items or curses on character          |
|________________________|_____________________________________________________|
|                        |                                                     |
| Level 3                | Effect                                              |
|________________________|_____________________________________________________|
|                        |                                                     |
| Water-Walk             | move across water tiles until reaching land         |
| Animate Dead           | summons a random, undead minion [undead lvl WIS/2]  |
| Lightning Bolt         | (pending)
| Flame Blade            | enchant weapon with fire-elem. power for 2h         |
|________________________|_____________________________________________________|
|                        |                                                     |
| Level 4                | Effect                                              |
|________________________|_____________________________________________________|
|                        |                                                     |
| Earthquake             | too verbose to fit here!                            |
| Chain Lightning        | (pending)
| Restoration            | heal HP; [WIS*8] reverse energy-drain; incur fatigue|
| Dispel Evil            | kill lvl7<= demon/undead within 1sq; no save        |
|________________________|_____________________________________________________|

 ______________________________________________________________________________
|                        |                                                     |
| Level 1                | Effect                                              |
|________________________|_____________________________________________________|
|                        |                                                     |
| Unlock                 | removes locks; lock-level based on [WIS*1]          |
| Repulsion              | morale failure in lvl2<= creatures for 2h           |
| Burning Hands          | (pending)
| Magick Missile         | straight missile; damage [WIS*1]                    |
|________________________|_____________________________________________________|
|                        |                                                     |
| Level 2                | Effect                                              |
|________________________|_____________________________________________________|
|                        |                                                     |
| Invisibility           | incur invisibility for 2h                           |
| Shield                 | AC and DR +1 for 2h                                 |
| Sleep                  | hold all on-screen creatures 2h; save vs. charm     |
| Flaming Sphere         | (pending)
|________________________|_____________________________________________________|
|                        |                                                     |
| Level 3                | Effect                                              |
|________________________|_____________________________________________________|
|                        |                                                     |
| True Vision            | expose all traps, secret passages and invisibility  |
| Malison                | summons up to 4 random lvl1 monsters [WIS*1(-1)]    |
| Haste                  | double movement for 2h                              |
| Vampiric Touch         | damage within 1sq; [WIS*1] restore that much own HP |
|________________________|_____________________________________________________|
|                        |                                                     |
| Level 4                | Effect                                              |
|________________________|_____________________________________________________|
|                        |                                                     |
| Dimensional Door       | create gate to Calendae Castle; incur fatigue       |
| Disintegrate           | kill lvl6<= creature within 1sq; save vs. death     |
| Incindiery Cloud       | (pending)
| Time Stop              | hault game ticks for 32 movements                   |
|________________________|_____________________________________________________|

The game is very rogue-like, with emphasis on exploration, personal survival, (managing food and resources) gathering information, etc. Large sections of the region are randomly generated each time a new game is started. This is achieved by a seed that arranges certain paths and objects, and generates treasures and monster encounters based on the relative difficulty of that area. Towns and dungeons will mostly be static maps. The player will be given a difficulty option that can affect the size of the world generated, as well as how easy it is to come across treasures and resources.

A character progresses by gaining XP points. (from quests, or defeating enemies) This accumulates into a large XP pool. The player then has to visit various shrines located across the region. Each shrine corresponds to a specific attribute; such as dexterity or hit points. By praying at the shrine, XP is deducted, and an attribute is permenantly increased. In essence, there are no experience-levels. A player can improve any attribute by accumulating XP and then spending it to have specific attributes increased.

There's a large selection of weapons and armory that can be found and equipped. Aside from normal equipment, there is also "masterwork" equipment, which has slightly improved statistics. Rarely, you may find magical equipment with special abilities. In some cases, it's necessary to have magical items in order to defeat a certain type of enemy. For instance, you need a weapon enchanted with fire if you wish to defeat a troll.

Quote
  _____________________________________________________________________________
|                        |    |    |    |                                      |
| Normal Melee Weapons   | AR | Dm | Wt.| Special Attack                       |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Dagger                 |    | -- | 00 |                                      |
| Mace                   |    | +1 | 08 |                                      |
| Sword                  |    | +1 | 05 |                                      |
| Hatchet                |    | +1 | 03 |                                      |
| Spear                  |    | +2 | 06 |                                      |
| Two-Handed Sword       |    | +2 | 10 |                                      |
| Broadaxe               |    | +2 | 08 |                                      |
| Halberd                |    | +3 | 12 |                                      |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Masterwork Melee Weap. | AR | Dm | Wt.| Special Attack                       |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Dagger +1              |    | +1 | 00 |                                      |
| Mace +1                |    | +2 | 08 |                                      |
| Sword +1               |    | +2 | 05 |                                      |
| Sword +2               |    | +3 | 05 |                                      |
| Spear +1               |    | +2 | 06 |                                      |
| Two-Handed Sword +1    |    | +3 | 10 |                                      |
| Halberd +1             |    | +4 | 12 |                                      |
| Dagger of the Snake    |    | -- | 00 | incur poison                         |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Magickal Melee Weapons | AR | Dm | Wt.| Special Attack                       |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Firetooth Dagger       |    | -- | 00 | fire-elem.                           |
| Marrowedge             | -1 | -1 | 01 | cursed; heal 1 HP per successful hit |
| Trollbane Sword        |    | +1 | 05 | +1 vs. troll; fire-elem.             |
| Vorpal Sword           |    | +1 | 05 | incur death                          |
| Sword of Achilles      |    | +1 | 05 | ignore AC                            |
| Clarent Blade          |    | +2 | 05 | +2 vs. undead; +1 WIS; REG           |
| Sword of Mastery       |    | +1 | 05 | projectile attack *                  |
| Stonecutter Axe        |    | +4 | 08 | ignore Dr                            |
| Runcible Spoon         |    | -- | 00 | hunt; (+fishing) harvest             |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Normal Missile Weapons | AR | Dm | Wt.| Special Attack                       |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Sling                  |    |    | 01 |                                      |
| Boomerang              |    |    | 01 |                                      |
| Bow                    |    |    | 04 |                                      |
| Crossbow               |    |    | 06 |                                      |
| Throwing Axe           |    |    | 05 |                                      |
| Hackbut                |    |    | 05 |                                      |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Masterwork Missile Wp. | AR | Dm | Wt.| Special Attack                       |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Sling +1               |    |    | 01 |                                      |
| Bow +1                 |    |    | 04 |                                      |
| Crossbow +1            |    |    | 06 |                                      |
| Elfin Bow              |    |    | 03 |                                      |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Magickal Missile Weap. | AR | Dm | Wt.| Special Attack                       |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| The Hammer             |    |    | 04 |                                      |
| Caldera's Flight       |    |    | 04 |                                      |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Normal Armour          | AC | DR | Wt.| Special Defences                     |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Clothes                |    |    | 00 |                                      |
| Brigandine             |    |    | 10 |                                      |
| Hauberk                |    |    | 16 |                                      |
| Scale Armour           |    |    | 24 |                                      |
| Cuirass                |    |    | 40 |                                      |
| Plate Armour           |    |    | 60 |                                      |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Masterwork Armour      | AC | DR | Wt.| Special Defences                     |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Highland Tunic         | -- | -- | 00 | +1 Dr vs. magick                     |
| Scale Armour +1        |    |    | 24 |                                      |
| Plate Armour +1        |    |    | 60 |                                      |
| Spiderweave Armour     |    |    | 10 |                                      |
| Thieves' Leather       |    |    | 10 |                                      |
| Elfin Chain            |    |    | 08 |                                      |
| Dragon Scale           |    |    | 28 |                                      |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Magickal Armour        | AC | DR | Wt.| Special Defences                     |
|________________________|____|____|____|______________________________________|
|                        |    |    |    |                                      |
| Armour of the Serpent  |    |    | 24 |                                      |
| Armour of Remuneration |    |    | 24 |                                      |
| Styptic Flesh          |    |    | 10 |                                      |
| Spiritual Armour       |    |    | 40 |                                      |
|________________________|____|____|____|______________________________________|
 ______________________________________________________________________________
|                        |                                                     |
| Accessory              | Special Properties                                  |
|________________________|_____________________________________________________|
|                        |                                                     |
| Tarnhelm               | permenant invisibility                              |
| Adder Stone            | +1 resist disease and charm                         |
| Circle of Stars        | max resist death                                    |
| Andvarinaut            | +2 Lore skill                                       |
| Draupnir               | half-price on all wares                             |
| Seven-League Boots     | permenant haste                                     |
| Necklace of Harmonia   | max resist poison, disease and charm; seal magick   |
|________________________|_____________________________________________________|
|                        |                                                     |
| Alchemy                | Effects                                             |
|________________________|_____________________________________________________|
|                        |                                                     |
| Love-Philtre           | max CHA for 8 hours                                 |
| Elixir of Health       | permenant +1 mHP                                    |
| Elixir of Vigour       | permenant +1 VIG                                    |
| Elixir of Dexterity    | permenant +1 DEX                                    |
| Elixir of Fortitude    | permenant +1 FOR                                    |
| Elixir of Wisdom       | permenant +1 WIS                                    |
| Elixir of Charisma     | permenant +1 CHA                                    |
|________________________|_____________________________________________________|
|                        |                                                     |
| Items                  | Effects                                             |
|________________________|_____________________________________________________|
|                        |                                                     |
| Torch                  | illumination; single use                            |
| Wraith's Lantern       | illumination; unlimited use                         |
|________________________|_____________________________________________________|
|                        |                                                     |
| Magickal Relics        | Effects                                             |
|________________________|_____________________________________________________|
|                        |                                                     |
| Cup of Jamshid         |                                                     |
| Gem of True-Seeing     |                                                     |
| Dragon's Teeth         |                                                     |
| Mundane Egg            |                                                     |
| Vajra                  |                                                     |
|________________________|_____________________________________________________|

The world is fairly "smart," and remembers how you interact with people or the trouble you might cause along the way. If you break the laws of a village, then the guards will hunt you down relentlessly. Returning to that village at a later point in the game wouldn't be a good idea. If you wanted to, you could choose a completely evil path; such as overthrowing Lord Calendae and becoming the feudal lord of the entire region. How you play the game is entirely your choice.

I want to implement a feature that would allow you to invest in your own shops that could export services and provide your character with a constant income, or even allow your character to invest in something as large as a stronghold that could be used to train your own soldiers, or eventually be surrounded by a settlement of NPCs under your rule. It depends on how the logistics and structure work, and what I can actually do.

493
Escheron: Shadow over Ragnoth / Re: E:SoR Images
« on: January 15, 2010, 12:31:53 am »
Hah. I can't believe all those old images are still on the server. It's interesting to see how much things progress along the way.

494
You can use XMedia Recode (site is in German, but the program includes an English interface) to transcode files to DVD-supported AVI or MPEG4. (but you need your own burning software) All you have to do is select the "DVD Player" profile from the format tab after loading the media, and then "Add Job" and "Encode."

If you want to author your own DVD menus, you will need something like DVDStyler. These are all free, by the way.

495
Escheron: Shadow over Ragnoth / Re: E:SoR Images
« on: January 14, 2010, 02:55:36 pm »
Looking at it carefully, now, didn't that used to be the map for the first Lost Legends?

Oh, no. The original LL world is really... minuscule. You can still find a bitmap of it here.

I consider LL a failed project at this point. The scope of the game was just too small for something that would demand so much attention to detail; and there was a general lack of expertise on my part. It doesn't help that our programming team went missing-in-action :P

I already decided that Escheron is an independent game at this point. There is really no relation between the two games in the first place. Besides -- Escheron is far more advanced, and has a lot more to offer than LL ever would have. I don't think anyone is missing out on anything.

I did turn the project over to Galandros, but beyond that, I have no idea how it's coming along... if at all. That's entirely up to him. As far as I'm concerned, the assets, the story -- everything -- is his to do as he pleases with.

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