Overview
The evil wizard Moldeus is threatening the Kingdom of Tyrax once again. Prince Dallio has set out to do battle with him, but he is quite weak and stands no chance. His retainer Sedgwick has taken care of the Prince his whole life, and has done everything for him, and as a result the Prince has grown up naive and unable to provide for himself. Sedgwick offers his services to the Prince to guide him on his journey, but the Prince declines; a true hero must go it alone and face death to truly serve the Kingdom.
...So take control of Sedgwick and manipulate the events in the Prince's journey without his knowledge to increase his odds of defeating Moldeus.
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View
A quite simple 2d puzzle game style view, where everything is just plastered onto the screen (or just think every NES game that takes place on a map). There will be a window on the side that lists events currently happening, a window on the bottom detailing Sedgwick's stats and Dallio's entourage stats (more abbreviated), and a window close to Sedgwick's stats showing his current inventory. Pressing some??? button will zoom the main view out to show the whole world map.
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Map: Exploration
The game takes place on the continent of Tyrax and a small archipelago next to it housing Moldeus' Keep. It is roughly divided into ??? X areas, each ending with a thematic boss and granting entry to a wider area. Exploration is mostly linear, but ??? it might allow branching at one point, just for fun.
The Prince and his entourage will plod slowly along the main road until they hit a dead end or an obstacle that you've placed for them, at which point they'll try to find a way around or send out a messenger to summon workers from the kingdom to come and clear the obstacle (can't have the Prince and his entourage doing the dirty work, can we?)
??? In each area you might find watchtowers that you can climb to reveal the current screen or the current area.
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Map: Interaction
The following are ideas for interactable objects/obstructions:
Automatic:
- The horses will get tired and need to drink from a nearby stream.
Obstruct the prince:
- Chop down a tree, it falls into the road. The King then sends back a messenger to bring workers.
- Cut down a rope bridge.
- Place a detour sign on a circular road.
- The entourage stops at a bar for a while.
Train the prince:
- Enemies: lure them out onto the main path to force the prince to fight them.
- Shop: steal or buy the items you don't want the prince to have. In this way you can force him to use the equipment you think he should.
Train yourself:
- Perform various odd tasks for NPCs to gain useful items or money or something.
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Resources: Music
All music should have a generic high fantasy orchestral sound to it. Lo-fi, MODs or MP3s, nothing needs to be longer than about a minute but it should loop seamlessly.
- Easy Battle Theme - victorious sounding, fantasy fanfares
- Hard Battle Theme - exciting, dangerous, maybe you'll lose
- Boss Battle Theme - dark, foreboding, orchestral
- Grassland Theme
- Snowy Theme
- Jungle Theme
- Desert Theme
- Dark/Badland Theme
- Prince's Fanfare, Long (5 sec) - trumpets, royal, etc
- Prince's Fanfare, Short (2 sec) - smaller version of above
- Sedgwick's Fanfare (2 sec) - comical, sparse, instruments of the peasantry
Wednesday, July 8, 2009
Design
Posted by
Thrasher
at
7/08/2009 07:46:00 AM
Wednesday, July 1, 2009
New/Quick Project: Temporary name "Prince Dallio"
The evil wizard Moldeus is threatening the Kingdom of Tyrax once again. Prince Dallio has set out to do battle with him, but he is quite weak and stands no chance. His retainer Sedgwick has taken care of the Prince his whole life, and has done everything for him, and as a result the Prince has grown up naive and unable to provide for himself. Sedgwick offers his services to the Prince to guide him on his journey, but the Prince declines; a true hero must go it alone and face death to truly serve the Kingdom.
...So take control of Sedgwick and manipulate the events in the Prince's journey without his knowledge to increase his odds of defeating Moldeus.
I know what you're saying: so when's the next project idea gonna come? Well, shut up. That's when.
This is a quicker project and isn't some pipedream game like my tactics nonsense in its various incarnations. I don't anticipate working on this for more than a month.
Posted by
Thrasher
at
7/01/2009 05:10:00 AM
Tuesday, March 31, 2009
Get hit by a sword twice.
I announce my return to Gruedorf.
I have retooled my tactics game ideas a bit, and now I am making an RPG with no numerical statistics.
More details to come.
Posted by
Thrasher
at
3/31/2009 03:51:00 AM
Wednesday, April 30, 2008
Back again, bitches! ...on a different project!
I just won't stop pretending to come back from the dead. Blogs are cool like that.
Let's face it -- my old idea was too big, TOO EXCITING for the world to handle. So, I'm going to be working on giving old ika games a facelift to better improve ika's standing in the world. I'm starting with Fukyuuten, since it's probably the closest thing to a finished, well-rounded game that ika has.
More info soon.
Posted by
Thrasher
at
4/30/2008 11:39:00 AM
Wednesday, February 13, 2008
Less-than-triumphant return.
Insiders will know that I stopped failing about a week ago, but there hasn't been enough to show until now. I started back (mostly) from scratch a week ago, using ika. All that pyogre stuff is long gone... FOR NOW.
I started by making my own entity system because I wanted to tie it in more closely with the characters, and ika's doesn't give me enough control over the actual sprite drawing. The sprites are completely overhead at least for the time being, so I simply rotate their sprite to face whatever direction they're facing. That way, you only have to draw one direction for a particular frame. Also, the sprite is color coded and I color-replace when the character is made because I'm so lazy that all my characters and enemies will be color-swaps.
So far, you can walk around, the camera follows (it's zoomed in), your party follows and they face you, and I've got some rudimentary party formation stuff going (but it'll require a more robust pathfinding thingy than I've got, so it doesn't work very well right now). Here's a screenshot:
It won't win any awards for graphics, but I'm fine with that. It's a triumph for me because usually I'm too picky about having good art to get anything done. Getting over that is the first big step to global domination. I still won't rip anything, though; I'd sooner make a scribble. It's the principle of the thing.
(Not shown: the ability to rescale the screen to the chosen user resolution. I store an internal game resolution and made a little system for scaling it and centering it if the user resolution is not 4:3. Thus, I'm running ika at 1680x1050 on my widescreen, and instead of stretching everything, it centers everything at 4:3.)
I don't know if I'll update next week since I'm currently battling tonsilitis (or possibly strep throat) and general ickyness. But I'll try. Now that I've got some
Posted by
Thrasher
at
2/13/2008 11:44:00 AM
Monday, December 17, 2007
It just gets more and more pathetic.
Well, I've decided to slap myself in the face and stop using OGRE, at least initially. I'm back to ika. Hopefully I can separate the game logic from the drawing parts enough that I could theoretically go back to OGRE once the main game systems are done.
I've reverted to some basic windowing code that I made back in the last game compo, and hopefully once I get that in, I can start coding the basics of the battle and ability systems. The ability part can be reused somewhat, but it'll be scaled down and made simpler because I no longer have to worry about the time aspect, now that abilities execute simultaneously.
So yeah... another non-update. But it's okay, no one's watching this place anyway. I bet you wouldn't even see if I took my pants off... ahh, that's better. No one can see me, because I'm invisible. Can't even see my tinfoil hat. Ain't nobody gettin' in here, not even ME. Mwahahaha.
What? The mic's been on the whole time? I swear, the help is always so incompetent. This interview's over. Over and out.
Posted by
Thrasher
at
12/17/2007 10:45:00 PM
Monday, December 10, 2007
Oops.
Yeah I guess I went two weeks without posting. This isn't going to be a real post, just a crappy pseudo-update like usual.
Some character/story ideas I've had:
- one character is a female sniper on the planet who lives in an abandoned fort. She maintains the machines, such as defense turrets, to keep out raiders and protect her little brother. Her actions accidentally start the conflict, and bring the other civilization to the planet.
- a male worker bee in the orbiting civilization in charge of monitoring and finding new planets. A beacon from the planet the game takes place on leads to the conflict, and this person is interested in learning more about the planet, whose data is inexplicably already stored in the ship's records.
- a male wanderer gets tangled up in a mercenary plot and is forced to pretend to be their leader. Eventually they wind up taking a contract investigating the orbiting civilization, but get in over their heads. Inner conflict in the group forces this individual to make an important decision.
Gameplay: Battles are now simultaneous, much different from originally planned. Commands are entered for the turn for all your player characters, sometimes allowing you to chain abilities or delay your turn slightly; otherwise, all abilities execute simultaneously, except for a few which go before or after and can modify sequence of events. This removes the problems with coding, a continuous update state, and the problem of constantly interrupting the action by taking input from the player.
Posted by
Thrasher
at
12/10/2007 10:40:00 PM
