Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Zera on April 26, 2010, 06:02:52 pm

Title: Lost Legends (reprise)
Post by: Zera on April 26, 2010, 06:02:52 pm
This is a reboot of a project I started a few years back. Although it was never completed, it was still a very influential project for future works. I figured I owe it to myself to give this game (my first game) the detail and depth it deserves.

(http://img188.imageshack.us/img188/7039/mock2glendale.png) (http://img295.imageshack.us/img295/391/mock3ruins.png)

(http://img405.imageshack.us/img405/5589/mock1pantheon.png) (http://img718.imageshack.us/img718/8154/mock4menu.png)

Comparison of the original designs:

(http://img14.imageshack.us/img14/1648/path1.png) (http://img188.imageshack.us/img188/6097/marina1.png)

(http://img21.imageshack.us/img21/1043/jpexample.png) (http://img64.imageshack.us/img64/2144/battle2m.png)

The game centers around an apprentice knight named Fenrisson, who serves under the leadership of Captain Darius of the Knights Glendale. Prior to the game's events, Darius betrayed the King of Glendale and set out in search of a relic rumored to grant its holder the power of dragons. Although many of the king's men attempted to stop him, none were successful. One particular knight was Fenrisson's own brother, who never returned from his journey to Darius' citadel. Although a lowly apprentice, Fenrisson is determined to find his brother and put a stop to Darius' evil plans.

The story really isn't very robust. The game emphasizes questing and exploration over the finer details of what's going on, or why. The general flow of the game is that Fenrisson will explore new areas, learn details of the whereabouts of Darius' citadel, or learn about requirements he must meet to travel to the next area. (such as keys or relics that need to be discovered before proceeding) The maps are all presented in a 1:1 scale, and each area leads to the next. There is no general overworld with small icons representing towns and dungeons. For instance: Every time you need to reach a particular village, you actually need to roam through the wilderness between point A and point B to get there.

Enemies are placed directly on the maps. (no random encounters) You can selectively choose when you want to fight an enemy. In some cases, an enemy may be blocking your only available path. Battles take place on the same maps by transitioning into a turn-based input sequence. The player registers commands by simply selecting which item in Fenrisson's personal inventory to use. These can be weapons, shields, potions, etc. Each of these items has a quantity, or durability level, that defines how many times it can be used before it needs to be replaced.

Fenrisson's statistics randomly increase after battles depending on several conditions: Which items he put into application, how much damage he suffered, how many attacks he managed to evade, and so forth. There's no real disparity between how statistics between the player and the enemy function - these are within relatively similar ranges.

Overall, it's probably a 45-minute game. I hope to make exploration the largest emphasis, with robust dungeons, traps, pitfalls, puzzles and other interesting details to give the game more of an adventurous flair than some of my other projects.
Title: Re: Lost Legends (reprise)
Post by: Geekboy1011 on April 26, 2010, 06:19:08 pm
wow looks very interesting ^_^
Title: Re: Lost Legends (reprise)
Post by: ztrumpet on April 26, 2010, 07:04:08 pm
Wow, that's pretty neat!  I really like the screenies! ;D
Title: Re: Lost Legends (reprise)
Post by: meishe91 on April 26, 2010, 08:03:07 pm
Wow, that looks and sounds awesome! :D
Title: Re: Lost Legends (reprise)
Post by: DJ Omnimaga on April 26, 2010, 11:31:00 pm
wow that's impressive, I hope it gets revived in code form ^^

Btw while it looks much better than the original, I still liked the original design too. It seems to look kinda old skool
Title: Re: Lost Legends (reprise)
Post by: Silver Shadow on April 27, 2010, 01:23:49 am
The graphics are simply amazing! I really hope it will be released some day.
Title: Re: Lost Legends (reprise)
Post by: Galandros on April 27, 2010, 09:20:19 am
The game centers around an apprentice knight named Fenrisson, who serves under the leadership of Captain Darius of the Knights Glendale. Prior to the game's events, Darius betrayed the King of Glendale and set out in search of a relic rumored to grant its holder the power of dragons. Although many of the king's men attempted to stop him, none were successful. One particular knight was Fenrisson's own brother, who never returned from his journey to Darius' citadel. Although a lowly apprentice, Fenrisson is determined to find his brother and put a stop to Darius' evil plans.
Fenrir was the original name, I think. Fenrir can be the short name for friends or something like that.
I have to revive my memory about the story advance and I have read your e-mail by now.
I like how your flee works, it makes so much more sense to game play. I have to start doing my own ideas to RPGs and write them down, when I play I have some ideas but I easily forget them. If I have a good idea, I will post to see to discuss about it.

I hope to bring the code to this. After school and exams end I will focus more on this project. Until then, I will do small z80 routines, PHP scripts and math in TI-BASIC. (btw one of the PHP scripts lets me code on any computer with Internet ^^)

I am thinking in still using the old graphics (they look nostalgic from old consoles) in some way.
The game can be only 45 minutes, but the Ex-Mode adds replayability, which is good. Maybe we can do one more mode that uses the old school graphics.
Title: Re: Lost Legends (reprise)
Post by: Zera on April 27, 2010, 03:03:05 pm
His name was originally Fenris. (which was derived from FenrisĂșlfr / Fenrir / Fenris wolf) I added (-son) as a patronym.

There were also two other playable characters in the game. I removed them for a couple of reasons: 1.) Their roles weren't important to the game at all. I would have to develop on these characters who really didn't have any significance to the story; and 2.) I wanted this to be more of an RPG that draws the player directly into the character's role; like Arc the Lad, Zelda, etc.
Title: Re: Lost Legends (reprise)
Post by: tr1p1ea on April 27, 2010, 09:23:22 pm
Have you considered ...... 8lvl?!?!?!?!!!!!

(hides :)).
Title: Re: Lost Legends (reprise)
Post by: Zera on April 27, 2010, 10:01:44 pm
As far as I know, only 6-level is possible; but I'm not sure what that would require. Might make the assets a bit too large to fit into memory.
Title: Re: Lost Legends (reprise)
Post by: tr1p1ea on April 27, 2010, 10:42:58 pm
Oh its possible alright, just ask calc84maniac!

It would require 3bpp however (4bpp for sprites with masks).
Title: Re: Lost Legends (reprise)
Post by: DJ Omnimaga on April 27, 2010, 11:02:46 pm
8 lv is possible, but on regular 83+, you will only able to see 6 or 7 of the 8 grays. Contrast between darks and lights is just too high on this platform.
Title: Re: Lost Legends (reprise)
Post by: Galandros on April 28, 2010, 03:34:06 pm
As far as I know, only 6-level is possible; but I'm not sure what that would require. Might make the assets a bit too large to fit into memory.
Yes, it really takes up lots of memory but calcmaniac84 managed to do with his 8-lvl gs in Chip's Challenge.
You should try doing 8-lvl design. I am really curious to know what more depth you could achieve. It is interesting to see what can be possible with the calculators' low resolution but 8-level grayscale. And I think everybody else that reads this topic is excited about a 8-lvl RPG, too. ;D

I know how the 4-level engine works and modify to 8-lvl but I prefer to work and release something in 4-level rather than just not release anything, trying to achieve 8-level.
So I leave 8-level RPG to calcmaniac84. *run*
Title: Re: Lost Legends (reprise)
Post by: Iambian on April 28, 2010, 05:21:13 pm
It's gonna require 15MHz mode like I am for E:SoR if you're thinking about smoothscrolling, but at 8 level, it's just going to be a blur on the screen anyway. Without smoothscrolling, you can certainly achieve that 8 level goodness. I think. Gonna have to get up with Calc84maniac with respect how he does 8 level, should I choose to take on this project as well.
Title: Re: Lost Legends (reprise)
Post by: DJ Omnimaga on April 28, 2010, 05:49:29 pm
I wonder how 8 level would look like at 8 LV with smooth scrolling x.x
Title: Re: Lost Legends (reprise)
Post by: Zera on May 07, 2010, 11:44:33 am
I decided to release the design documentation. I want to be more open with my projects, in case anyone else can draw ideas from my works, or this information could otherwise serve some useful function to somebody.

This is a fairly early version. The only information I need to complete is the enemy statistics. (currently, most values are just place-holders until I balance things out)
Title: Re: Lost Legends (reprise)
Post by: DJ Omnimaga on May 07, 2010, 05:30:13 pm
Wow I like that stuff, much more elaborate than my notes. In my case, mostly the story is written, but very few things about spells and the like.

I also like the ideas, especially for battles