Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: fruckert on November 15, 2008, 06:03:13 AM

Title: Legend of Myrdia-UPDATED 2.19.09-ADDED PATCHWORK ENGINE, Build 5
Post by: fruckert on November 15, 2008, 06:03:13 AM
This is about the game that I am now working on, officially
It's still in the actual drafting stage, so it's very-not-done
It's also in Game Maker, cause what I'm planning on doing is all but impossible with RPG Maker
Anyways...yeah!
Here we go

[spoiler=Story]
My actual game story isn't really ironed out completely yet
But here's the basics
You wake up in the middle of a forest, which is in perpetual winter
You've lost all of your memory
...
That's about as far as I've gotten actually
Although I do know who you're going to end up being ;)[/spoiler]

[spoiler=History]
Myrdia is a world that got split in half by a cataclysm, because somebody murdered a god.
IN DETAIL!:
Around 4'000 years from the games current present era, an elf named Gerrin came into power, as he is a really fricken powerful mage.
He decided he wanted more power, so he murdered a god.
The god's weren't very happy with this, so they struck down his empire with a 3 day long storm that flooded almost all of the world, except for the mountaintops and highlands.
Currently the game is in an almost Victorian era world, with guns and all that good stuff.
Not really much else to tell that is important, so...yeah...
There ya be
[/spoiler]

[spoiler=Gameplay-Combat]
The game has traditional RPG top down travel, until you get into battle, or a dungeon.
Then the game goes into the battle mode, which is sidescroller. You battle in real time, have a Zelda style health system, and the closest description I have for the magic system is Fable II meets Ninja Gaiden. It charges up like Fable, has multiple variations of spells, and uses the Ninja Gaiden Ninpo charges. Each successful charge takes another icon out of your magic meter. I haven't devised a combo system yet, but I'm planning on one being in there.
[/spoiler]

[spoiler=Level Up System]
Very very stolen from similar to Dark Cloud.
You're weapons are the things that have the majority of your combat stats
A warrior is only good as the sword he carries after all
Anyways, you collect "essence" from you're fallen foes, which you then spend on combat stats, such as Damage, Range, and more.
Building Up won't be possible, but Melding will be
You'll combine 2 weapons to create a new one
You yourself will still have base stats, but they'll only go up to 10
[/spoiler]

That's about all I have for now
Tell me what you think, give ideas, help out with coding (I'll be your best friend), and other stuff
Title: Re: Official Legend of Myrdia Thread
Post by: Prpl_Mage on November 15, 2008, 09:00:08 AM
I don't like the story so far.

Two things that have been used countless of times in games, books, RPs and web comics.

1. Waking up in a forest at the beginning.
2. Protagonist lacks memory, the typical "Cloud Amnesia".

You basicly doesn't have a story there so it's hard to say much about the game to be honest.
Title: Re: Official Legend of Myrdia Thread
Post by: Hell Angel on November 15, 2008, 02:04:04 PM
I'd say building the bases of a game on cliche is perfectly fine, but only as long as you do it right. For example, if a game has the same ol' cover the land and find 7 shards of a something-something and save the world from the darkest evilest blah blah, it SOUNDS cliche as hell and boring, but that's what a whole lot of games are, anyway. They make it good by the way they lay it down. Example; Twilight Princess. Yeah, that utilized endless cliches including the ones I listed, but it's art direction alone made up for that. They found a solid way to lay out the clicheness, though.

Don't take Prpls statement to heart, I'd say. As much as I agree cliched clicheness is boring, there's definately always exceptions, whether you make your game look good, or you find a good way to get the player accepting it. If I'm going to be critisizing your plotline or anything else, it won't be until I play the damn game.

Title: Re: Official Legend of Myrdia Thread
Post by: fruckert on November 16, 2008, 03:07:04 AM
Yeah...my story was worse however

Your village gets destroyed, then you go off seeking revenge
OH MY FABLE!

Also, instead of having the character go and collect some random miscellaneous holy object, you're going and speaking to gods to see if they can help you

Anyways, more interesting things about the game:
[spoiler=The first 10-15 minutes of the game]
After you go and explore the village you've woken up outside of, a child approaches you.
He asks you if you're the one Malikai sent for.
After you tell the boy that you don't know who Malikai is, he shows you to the "Laughing Dragon", the local Inn/Tavern to go see Malikai.
After you go inside of the Laughing Dragon, the first thing you notice is that there is a very old looking Copper Dragon laying down in a room full of Clockwork machinery
For those of you who don't know, copper dragons look like this:
(http://www.draconika.com/types/images/copper-dragon.jpg)
After speaking to some of the patrons, to find out who Malikai is, they point you in the direction of the Dragon
You go and speak to him, he pulls a prank on you (you're first fight, against some Clockwork Orbs), then after he remarks at you're fighting skills, he asks you why you've come
You tell him that, according to a child, he's sent for you
He thinks for a second, then has you follow him into a room underneath the Inn
He has you stand in the middle of an altar, which then starts to glow
He then remarks that you definitely are the one he's sent for, then without pausing, tells you to go to the town mines, and venture upwards into the mountain and go into his lair, where he has something for you.
That's all I'm willing to release right now, as I'm still writing it out
[/spoiler]

[spoiler=More on Magic]
The magic system, as stated earlier, uses a simple charge system
Each successful charge level in your spell takes another charge out of your magic meter
And, as in Fable II, you have different variations of each spell
If you target downwards, you'll do a Surround attack
If you target to the side, you'll do a Target attack
If you target neutrally you'll do a Shield attack, which surrounds you in whatever spell you selected
And if you target upwards, you'll augment your weapon with whatever your spell was

Target attacks have the most range and damage, while surrounds have the most hit potential, shields protect you, and have the longest durations, and augment spells do a great deal of damage, but have a limited lifespan and range
Pretty simple, but I don't yet have all of my spell types drawn out
[/spoiler]

[spoiler=Some of the characters]
Mr. Smiley-
Mr. Smiley is a demon who starts following you after you meet him, when you're about to leave Dester, the forest in the start of the game
He telepathically communicates with you, and only you, and keeps calling you Master.
No, you're character is not Gerrin re-incarnated
Or the murdered god

The Wemic Princess whose name I can't make yet, because I haven't made their language yet :P -
As you could guess, she's the Princess of the Wemic tribe you visit to contact the Nature God, Rishar.
She joins your party after you're done with that

Fruckert the Dwarf-
Fruckert was actually my dwarven hunter on WoW, and I decided to throw him into the NwN game, because...well...I could...
He's perpetually drunk, as a dwarf should be, and has a type of Great Cat...thing...as his pet, which will be able to be summoned to help in combat
He fights with dual axes
[/spoiler]
Title: Re: Official Legend of Myrdia Thread
Post by: fruckert on November 22, 2008, 05:52:15 AM
Sorry for double posting but I had to see if this idea was good

[spoiler=The White Knights]
The White Knights are currently the people who are ruling the world. They're called that because they are considered holy by most of the public due to the fact that they each received a guardian from the god that they pledged their allegiance to. They aren't tyrannical rulers, and are actually incredibly involved with the public, each village having their own White Knight representative. Their guardians are incredibly close to the Knights, even dying when the other dies. They can change shape, as long as it's within the realm that their god commands. Not much else that I can tell about them, without ruining my story completely, so, as you can tell, they are the keystone in my story.
[/spoiler]

[spoiler=Oblivion]
Oblivion is a type of metal indigenous to The Quarvian Desert, which is extremely close to the area in which you start in. The Dester forest is smack-dab in the center of The Quarvian Desert. Anyways, this black metal vibrates at an extremely high frequency, making it cut through most things with little-to-no strength. Only the beyond-noble and the White Knights can afford to have weapons made of this material, as it is very hard to forge. If you leave it on your skin for long enough, your bones will weaken to the point of breaking, which makes it nearly useless as armor, unless it's made correctly.
The way that the metal will affect the game is that it renders Defense useless, dealing direct damage, plus your Strength and Weapon Attack bonus
[/spoiler]

[spoiler=The Races]
You'll only be able to play human :P.

ELVES: Elves are extremely hated, due to their unending devotion to Gerrin when he was in power. They have their own district in each city, which is also basically the slums. There are still Elven White Knights, but they are not viewed upon highly by their peers, or the populace.

GNOMES: It's a gnome. They are extremely curious about mechanics, and have fairly long lifespans

ORCS: The Hermits. They live in an interesting Island in the Eastern chain, called Daeken, called "The Ring of Teeth". It's a ring of mountains, obviously, and the coldest region in the game. Orcs aren't seen often, and when they are seen, theres usually a panic, due to their scary appearance. They are, of course, the strongest out of the races.

KENDER: The Kender vary a bit from Krynn. They aren't chronic kleptomaniacs, but are still highly infatuated with everything. They also have an obsession with large hats, probably to compensate for their height.

HALFLINGS: Viewed as the Offspring of Gnomes and Kender, they aren't very highly thought of. As the legend goes, back when Myrdia was formed, the Gnomish god and the Kender god had sex, while in their Corporeal forms, as a rebellion against their father. This angered Daivori, the God of Light, and their father, so he cursed the Kender god to become impregnated. The result was a halfling.

HUMANS: No need for explanation

WEMIC: The Wemic are extremely tribal, and refuse to be governed by The White Knights. They aren't often seen in cities, because they prefer the openness of the Quarvian Desert. That is an area of difference from other D&D Wemics, as they don't live in plainlands, but instead in the Desert. BECAUSE they live in the desert, and their fur insulates them from the heat, miraculously, they have little need for clothes. There are a couple Wemic White Knights, but they aren't part of the official order, and instead work for the Gods' Teeth, the Wemic Version.

SHADES: Black skinned people, who are universally hated, even by the elves, for their association with Kalik, the god of Darkness. When I say Black Skinned, I mean that they actually absorb light. They make perfect assassins, as they cannot be seen at night. They actually aren't inherently evil, but they are still viewed that way, because of their Patron Deity

There is more, I just haven't found a name for it/don't want to write it right now.
[/spoiler]

I'm probably going to release a demo of my health and movement system tomorrow, after I tinker with it for a bit, and sneak in my battle system
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.21.08
Post by: Rahl on November 22, 2008, 10:59:23 PM
Actually I really enjoy the background story of this, keep working on I would like to play it.
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.21.08
Post by: fruckert on November 22, 2008, 11:33:32 PM
Sure, and thank you

I'm probably going to release a demo later today, after I put the finishing touches on my magic
All it does right now is make a pretty light, then has you make a pose -_-

EDIT: What the hell, I might as well post a couple of new things

[spoiler=Quarv]
Quarv is the southernmost "island" in the Western chain, which is called Daiker.
I say "island", because it has two hundred miles wide rivers running through it, splitting it up into three basic areas
These are the areas

Quarvyster, said with a roll, the northernmost area, is a swamp. My reptilian race, which I haven't named yet, claim this as their homeland. They also mainly live in a series of underwater tunnels, throughout the Split, which is the ocean in the middle of Myrdia. But, anyways, the swamp is very bright, and colorful, and the reptilian race will do anything to protect it's natural beauty.

Quardai, the middle region, is mostly mountainous forest. The Dwarves claim this area to be their homeland. It is extremely rich in natural minerals and gems, which explains why the Dwarves claimed this land after the Split, which is the cataclysm that split the world in half. They have an interesting animal here, which is what Fruckert has for his pet. It's closely related to panthers, except for it has bony plates all over it's body, as well as a humongous mane going down their spine. It's a very dangerous animal. If anyone can think up of a none-descriptive name for it, your name will go into my special thanks.

Quarzek, the southernmost region, is the Quarvian Desert. There are only 10 major cities in Quarzek, the capital of which spans miles in size. The people here refuse to be governed by The White Knights, so they made their own Monarchistic government. The current ruler is currently trying to find a way to bring down the White Knights, as he is wary that they're going to become drunk with power and become tyrannical. FYI, Quarzek is *never* called by it's true name in-game. The people call it "The Great Nation of Quarv". Anyways, the main anomaly is Dester, a 3 kilometer wide Evergreen forest surrounded by a stone wall. The place is currently in the middle of a perpetual winter, due to them angering the Ice god, Darax. That is your first main quest, going and speaking to Darax to try to find out why he is so angry. There's also a River splitting Quarzerk into three, that formed during The Split. It's called The Scar, and due to the high amount of Clay in the soil, the river is red, making people highly superstitious of it.
[/spoiler]

[spoiler=Malikai]
Malikai is a very eccentric Copper Dragon who lives in Dester. He is the proprietor of The Laughing Dragon Tavern. He is highly curious about Clockworks, the Autonomous Golems that mages create when they become old, and release their soul into the machine. He plays with them constantly, and has them play pranks on various visitors. He is also unique among his race, being the only dragon in existence that sheds his scales. He sells Dragonscale Armour at a very high price. He is a couple thousands of years old, and actually remembers the Split.
[/spoiler]

My brain is starting to hurt, so I'm going to stop

EDIT: Changed the name of the desert, cuz it sucked, and added a bit to Malikai's section
NOTHER EDIT: My Demo is taking alot longer to finish than I thought, so you won't see my combat engine for awhile...
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.22.08
Post by: Prpl_Mage on November 23, 2008, 08:28:11 AM
Well, keep frucking working on this. I expect to see a demo and not a message stating that "I got bored and stopped".
These are the kind of games that catch my attention so I'll tie you up and force you if you don't finish.
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.22.08
Post by: fruckert on November 23, 2008, 09:20:48 PM
From

I don't like the story so far.

Two things that have been used countless of times in games, books, RPs and web comics.

1. Waking up in a forest at the beginning.
2. Protagonist lacks memory, the typical "Cloud Amnesia".

You basicly doesn't have a story there so it's hard to say much about the game to be honest.

To

Well, keep frucking working on this. I expect to see a demo and not a message stating that "I got bored and stopped".
These are the kind of games that catch my attention so I'll tie you up and force you if you don't finish.

Awesome...

Anyways, unfortunately my dad has quasi-grounded me from GameMaker, because I am majorly behind on homework in...well...everything...so I won't be able to work on the game for a couple of days
All I really need to do is buffer up my magic and create the combo system for melee, and I'll basically be done with the demo

EDIT: I haven't posted anything new, because I don't really have much
Except for:

[spoiler=More on the Races]
DWARVES: The dwarves are a bit steretypical, I'll admit it. They love metalworking, and live inside of sprawling underground cities. They are pretty universal in where they live, but the Dwarven home country is Quardai, the middle region of Quarv. They're patron deity is Darax, God of Ice.

GOBLINS: Goblins aren't hated. They aren't liked, but they are tolerated in most of the cities. They are fairly tall, have hunched backs, and have skin that varies in color according to habitat. They're matron deity is Friskin, The Goddess of Decay.

DRAGONS: Dragons are incredibly involved with the public. Except for the Chromatics, because Chromatics are inherently evil. It's not uncommon for a Metallic to start living with races, usually in a mortal form. They're patron deity is Daivori, The Crystal Dragon, and King of Gods.

BLADELINGS: These interesting things are four legged creatures with an abnormal amount of Iron in their skin, giving them a metallic sheen. They aren't seen often, as they mostly have lost the will to live, as their god is the one who got murdered by Gerrin. Their patron deity was Styxin, God of Metal.

And I don't have my reptilian race all figered out so...yeah
You won't hear about them for awhile.
[/spoiler]
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.22.08
Post by: Prpl_Mage on November 23, 2008, 10:06:46 PM
*Prepares rope*
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.22.08
Post by: fruckert on November 23, 2008, 10:24:20 PM
I would say it's not my fault I'm lazy, but I'm not a liar

But still...
At least I'm still adding things

Look!
An edit!
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.22.08
Post by: fruckert on November 25, 2008, 01:03:02 AM
And now...behold!
The very very unfinished map of Myrdia!

[spoiler=It's big ;)](http://i143.photobucket.com/albums/r125/fruckert/MyrdiaMap.png)[/spoiler]
Well...not as big as I thought it'd be but...
It's still pretty sizey!
Anyways, I'm now busy tracing this over in Gimp so I can edit in all of the landmarks, and cities, and all that good stuff
And you'll learn about all of the Islands in our next geography lesson

Hmm...somethings missing...
Ah well, I'll just add something in

[spoiler=How it's going to look]
*prepares for slap*


















































I'm going with cel-shaded looking sprites
It's not that I'm lazymaybe just a littleBut I really do actually like the look of it
It makes it not as serious
Which also makes it creepy!
Nothing is quite as scary as watching a little chibi rip your head off, now is it?

PLUS it's a good exercise for my novice-like spriting skills
So that the next chapter in Myrdia isn't as horrid looking
Oh, speaking as such, move on to the next spoiler
[/spoiler]

[spoiler=What was that at the end of that last one?]
I have decided to split the Legend of Myrdia into different era's
This is the start of it

The next chapter will take place before-hand, with you as one of the original White Knights
Then the next one will be in the future, with the after-math of my super secret story
Then I'll decide to go from there
[/spoiler]

I'll try to persuade my dad into letting me work on the demo, but no promises
It is possible you'll have it before next week is out, however
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.24.08
Post by: blaman on November 26, 2008, 10:49:25 PM
I don't really mind cell-shaded graphics, really. I kinda like them, to be perfectly honest. :D I'm lookin' forward to seeing a demo. :D
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.24.08
Post by: fruckert on November 26, 2008, 11:02:34 PM
Thank you Blaman

Anyways:
Small Update's
[spoiler=Slyth]
The Slyth are my reptilian race
They are pretty spread out in Quarvyster, there homeland, as they have no real fixed villages
They also live out for for a fairly long time, about 300 years is average

Appearance wise, they have a snout, a long frill going down the back of their neck and back, and also have a tail. Their scales are also usually multi-colored with one dominant color.
The patron deity of the Slyth is Aquin, the Water Dancer
[/spoiler]

And here's one of my spells:

Endothermia; Freeze spell:
Target Stats: Medium Range Damage, impedes enemy movement for 30 seconds
Surround Stats: Low Range Damage, impedes enemy movement for 20 seconds
Augment Stats: Covers blade in Ice, High Range Damage, does not impede movement
Shield Stats: Summons Ice Chunks around you, Low damage, stays active for 60 seconds, until all Ice Chunks are gone

I'd post more, but I'm kinda tired right now, and working with the music
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.26.08
Post by: Prpl_Mage on November 27, 2008, 09:44:46 PM
That's more like it.
Sounds like this is getting alogn fine even though you won't be able to work much.
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.26.08
Post by: inpachi on November 30, 2008, 08:38:49 PM
this game, it intrigues me.
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.26.08
Post by: fruckert on December 01, 2008, 12:40:34 AM
Thank ye Inpachi, and welcome to charas, I guess

Anyways, I have another character to announce
[spoiler=Zarrick]
Zarrick is a 34 year old human White Knight. He is one of your first party members, and joins with you once you announce to Dester that you are off to Quarvyster, to visit the Temple of Aquin (AH-kween) to hopefully get your memory back. Aquin is the goddess of Water, and Memory is one of her attributes. Anyways, Zarrick is a bit gruff, and only joins you because he believes you're completely useless in combat, and thinks it would tarnish his honor for leaving you to your doom. He keeps going with you, even after you leave Quarvyster, for said reason. I haven't really thought up his Guardian yet, but his Goddess is Tayn, the Goddess of Electricity. He also doesn't have any Oblivion weapons, as he's not rich enough. White Knights do have to support themselves ;)
[/spoiler]

And a bit more on my setting:
I'm making the time period a bit steam-punkish with a hell-of-alot of magic mixed in. It's not like the entire world is in top hats with steam-powered laser-guns, but clockwork is a humongous part of the culture. The capital of Quarvex, for instance, is gigantic, and mobile. I know it's a bit cliché to have a mobile city in the desert, but it's a smart idea, as the Wemic are not very happy with a nation invading what they believe to be rightfully theirs.
Anyways, just clearing that up

Also, while most of my combat engine is worked out, I am still messing around with the magic, and need to actually create the weapon system
That's it for today, and farewell
Title: Re: Official Legend of Myrdia Thread-UPDATED 11.30.08
Post by: fruckert on December 04, 2008, 07:28:41 AM
I got a totally sexy awesome textbox engine for this, and I'd thought I'd share it

Go get it (http://www.box.net/shared/z43ys0srz8)
It's customized at the moment
So...yeah...
Ignore my snarky remarks
Title: Re: Legend of Myrdia-UPDATED 12.3.08-ADDED TEXTBOX EXAMPLE
Post by: Prpl_Mage on December 04, 2008, 07:32:31 AM
That's more like it my boy. The game seems to be prospering good enough with your limited time.
Title: Re: Legend of Myrdia-UPDATED 12.3.08-ADDED TEXTBOX EXAMPLE
Post by: fruckert on December 09, 2008, 05:33:13 AM
[spoiler=The Language]
I personally consider myself a fantasy linguist. I am quite adept at crafting languages. This is a writing system that I've been working on for the better part of 6 years. It's a phonetically English based system, with different symbols and sounds for each sound you can make in English, plus grammatical markers and numbers. So, all-in-all, that's 71 symbols. If you want to look at the different sounds, look at the wikipedia IPA chart.
Anyways, as a quick demo on how my glyphs look,
(http://i143.photobucket.com/albums/r125/fruckert/MyrdianStrip.png)
That is the name for Sevryk, the goddess of Fire and Elvenkind.
The literal phonetics would be Sɛvrik
Um...that's all that I can really tell you without having you able to read my secret scripts sooo...
UPDATE FINISHED!
[/spoiler]
Title: Re: Legend of Myrdia-UPDATED 12.9.08-TEXBOX EXAMPLE IS STILL HERE!
Post by: Prpl_Mage on December 10, 2008, 04:29:38 PM
Well, language is nice. Linguistics is rather interesting actually.
Although I think your letters would do rather well without all the dots. It could be very confusing in the end.
Title: Re: Legend of Myrdia-UPDATED 12.9.08-TEXBOX EXAMPLE IS STILL HERE!
Post by: fruckert on December 11, 2008, 02:15:58 AM
People keep telling me that the dots are confusing
I just can't bring myself to erase them...plus when the glyphs are drawn nicely, it actually isn't all that distracting
Title: Re: Legend of Myrdia-UPDATED 12.9.08-TEXBOX EXAMPLE IS STILL HERE!
Post by: fruckert on December 12, 2008, 10:58:41 PM
NEWS FLASH!

I'm currently having a major lag issue with my platforming engine, and I decided not to scrap my engine, as it is quite nice and all the other ones I saw sucked
I'm currently working on a fairly bare bones demo, so no worries yet
Also, if all goes well with the inventory system I'm using, you guys might see that sometime this weekend
Title: Re: Legend of Myrdia-UPDATED 12.9.08-TEXBOX EXAMPLE IS STILL HERE!
Post by: Hell Angel on December 13, 2008, 05:08:33 AM
I know you've been working quite a bit on the platforming engine, but how's the overworld engine going? I'm pretty curious about that aspect more so than fighting.
Title: Re: Legend of Myrdia-UPDATED 12.9.08-TEXBOX EXAMPLE IS STILL HERE!
Post by: fruckert on December 13, 2008, 05:11:14 AM
Still dreaming up a code for contact encounters
But overworlds are pretty easy to code, so I should be able to throw one together in a couple of hours
IF all goes well, that is
Title: Re: Legend of Myrdia-UPDATED 12.9.08-TEXBOX EXAMPLE IS STILL HERE!
Post by: Rahl on December 14, 2008, 02:47:15 PM
If you need any help with coding, I like doing it and coming up with new ways of doing it. Just let me know if I can help you out.
Title: Re: Legend of Myrdia-UPDATED 12.9.08-TEXBOX EXAMPLE IS STILL HERE!
Post by: Hell Angel on December 15, 2008, 12:57:04 AM
Do you mean Gamemaker, Rahl? Because that's what he's using.
Title: Re: Legend of Myrdia-UPDATED 12.9.08-TEXBOX EXAMPLE IS STILL HERE!
Post by: fruckert on December 17, 2008, 02:05:39 AM
[spoiler=Even More on Magic-Cultural Stuff]
Magic in Myrdia is not a universal thing that anyone can use. It is only available to those the gods deem worthy, as Magic is basically a direct tap into a gods power.
There are three classes of Magi in Myrdia: Sorcerers, Adepts, and the White Knights
Sorcerers use items blessed by the gods to use their spell. They have the weakest variants of spells, as they cannot directly control the flow of energy. The spells they use have scientific names, such as Pyroclast, or Endothermia, because they are essentially the scholars of Magic.
Adepts have a direct tap into magic. They are born with this ability, and it is fairly rare. They have  medium level strength in magic, as they don't have their gods "permission" to use magic, i.e. it's usually an accident that they can use magic. The names for their spells have fairly common sounding names, as that is usually what they hear the most, seeing as they grew up with these abilities.
White Knights use their guardians to tap into magic power. The guardians, as a gift from the gods, are directly tied into their patron/matron deity's power, giving these spell levels the highest rating. The spell names are based off of the emotions of the particular god that fuel the spell, such as Sevryks Rage, Darax's Sorrow, or Taliks Will.
That's it for today, as I haven't had much time to do game stuff, I'm currently packing for a trip to Illinois.
[/spoiler]
Title: Re: Legend of Myrdia-UPDATED 12.16.08-ADDED SOME CULTURAL STUFF
Post by: Rahl on December 17, 2008, 07:29:14 AM
O didn't know this was game maker... lol, I really like the story frukert.
Title: Re: Legend of Myrdia-UPDATED 12.16.08-ADDED SOME CULTURAL STUFF
Post by: fruckert on December 17, 2008, 03:09:39 PM
Thanks, Rahl
Im gonna update later, right now Im in an airport, and working on a phone...it kinda sucks

Im probably gonna add more cultural stuff, probably on the Wemic tribes in the desert, and possibly more on the Great Nation of Quarv.
Title: Re: Legend of Myrdia-UPDATED 12.16.08-ADDED SOME CULTURAL STUFF
Post by: fruckert on December 22, 2008, 10:51:21 PM
Wow, I got pushed into the next page :'(
[spoiler=The All Mighty List O' Gods]
In Myrdia, there are thirteen gods, plus Gerrin. There are only twelve active gods today, as Styxin, the god of Metal, was murdered. I'm also short one god, as I have not had sufficient inspiration for another god yet -_-
So, here they are:

GREATER GODS
:

Daivori, The Crystal Dragon, Gemtooth, Citrine Lord
Daivori is the king of the gods. His favored form in the mortal realm is that of a Gold Dragon made out of Citrine. He has a fairly serious personality. To Summon an aspect of Daivori, you must have one of each of the twelve races cast a shadow over a shard of citrine. If he feels the need is well enough, the Citrine shall grow in size exponentially until you have a miniature dragon.
The Realms he lords over are Crystal, Good, Light, Justice, Life, and Dragonkind.

Kalik, Harbinger, Dusklord, Twilight Angel
Kalik is the god of death. His favored form in the mortal realm is that of a Shade in black robes, with elemental darkness following his feet. He never leaves the God Realm without his scythe, which is made out of a blood red form of Oblivion, with an enormous gem of Jet on the part where the Snath meets the Tang (The real name parts, I swear. It is also known as the Ring). His personality is very noncaring. To summon him, you must be present at the death of a suicide, who kills himself in his gods name. The suicide will not go into his lords paradise, however.
The Realms he lords over are Darkness, Neutrality (death doesn't give a **** who you are), Death, and Shades.

EVIL GOD DOESN'T EXIST YET!

LESSER GODS:

Sevryk, Lady Love/Lust (changes), Firelord, The Forgotten Flame
Sevryk is the goddess of Fire. Her favored form in the mortal realm is of a naked elven female with a crown of flame, as well as molten rivers flowing around her body. She has a very seducing personality. It is also not uncommon for priests to be very disfigured with burn scars, as to summon her, you must have sex in a bonfire, or witness that act. She has been shunned as a goddess merely for lording over the elves. This has made her very very angry, and is also the reason why she has a new title.
The Realms she Lords over are Love, Lust, Fire, Anger, and Elvenkind.

THE TRINITY
The trinity is the three "Water Gods". They are triplets, and each stand for a different piece of time, past, present, and future.

Darax, Cold One, The Mourner, Icefire
Darax is the god of Ice. In the trinity, Darax represents the Present. His favored form in the mortal realm is a giant skeleton made out of ice, with intricate carvings all around. His skull is also closer to a dragons than a human, or dwarves. His joints are also more angular. He was hit especially hard by the death of his half brother, Styxin, and is forever in the mortal realm, mourning his brothers death. To summon Darax, you must destroy something beautiful. If he is impressed by your efforts, he will send an aspect to speak with you.
The Realms he Lords over are Ice, Sorrow, Revenge, and Dwarvenkind.

Aquin, Water Dancer, Memoryswimmer, Mistress of the Mind
Aquin is the goddess of Water. In the trinity, Aquin represents the Past. Her favored form in the mortal realm is a Slyth made completely out of water. She has a very mysterious personality, constantly hinting at things that may or may not be. To summon her, an amnesiac must lie in water for an undetermined amount of time. If the hidden memories are curious enough, Aquin will engulf the person. More often than not, the persons memories shall be restored.
The Realms she Lords over are Water, Memory, Mind, and Slyth

Zaris, Steamlord, Gearmistress, The Mover
Zaris (pronounced ZAY-rəss), is the goddess of Steam. In the trinity, Zaris represents the Future. Her favored form in the mortal realm is a woman shrouded completely in a fur cloak, with a veil over her face. She always has a pistol with her. She is my newest goddess, so I don't yet have a ritual for her.
The Realms she Lords over are Steam, Technology, The Passage of Time, and Humans.

Rishar, Hunter, Golden Bear, Treeclaw
Rishar is the god of Earth, and Nature. His favored form in the mortal realm is that of a giant bear, with black markings circling around it. He has a very mery and humorous personality. To summon Rishar, you need to kill a Rust Monster using only a steel dagger.
The Realms he Lords over are Earth, Nature, Wildlife, and Wemic

More to come later
[/spoiler]
Title: Re: Legend of Myrdia-UPDATED 12.21.08-ADDED GRAND LIST O' GODS
Post by: Rahl on December 23, 2008, 08:43:27 AM
This is turning out to be a very interesting story frukert, it great how much lore there is to your game so far. I hope it all shows in the game.
Title: Re: Legend of Myrdia-UPDATED 12.21.08-ADDED GRAND LIST O' GODS
Post by: RockJohnAxe on December 23, 2008, 01:16:07 PM
Give me Sevryk, Lady Love,

Bwa chika wah wah
Title: Re: Legend of Myrdia-UPDATED 12.21.08-ADDED GRAND LIST O' GODS
Post by: fruckert on December 24, 2008, 06:16:58 AM
Voila!
After a days of work I have a workable overworld engine
Here it be (http://www.box.net/shared/ncy9d4de6x)
Space opens chests, and I haven't implemented anything in it besides the actual movement
The coding is 100% me, however

Also I used the VX RTP

Also, the things that look like my avatar is going to be a save point
Title: Re: Legend of Myrdia-UPDATED 12.21.08-ADDED GRAND LIST O' GODS
Post by: zuhane on December 24, 2008, 10:33:18 AM
Screenies! Everyone wants screenies! They don't have to even be relevant to your game! Put in some screenshots to rope me in!
Title: Re: Legend of Myrdia-UPDATED 12.21.08-ADDED GRAND LIST O' GODS
Post by: Hell Angel on December 24, 2008, 02:57:22 PM
Hey Fruck.

The overworld engine isn't too bad, from what I saw in five minutes of walking around. Just a few things, if I'm being pessimistic (which I am, for your sake).

- The camera, mainly. The camera is way too stiff, and should move with the character more. If you aren't really close to a wall or something, the character should always be the center of the shot, and in here, the camera would only move once I reached like, the end of the screen.

- His walking animation. From what I could tell the walking animation was going  ::  stand, left, right, stand, left, right, and so on, when it should be  ::  stand, left, stand, right, stand, left, stand, right. It's hardly noticable, but if you look hard enough then it looks like he's limping, in a way because of the animation order. So yeah.

Other than that there's just a few stiff features in movement but nothing really. I like your save spot and LOVE pixel movement. I hate walking by a grid, and I know pixel movement is easier than grid movement in GM, but it's still a plus for me. Thumbs up, Fruck. Your work is starting to show.
Title: Re: Legend of Myrdia-UPDATED 12.21.08-ADDED GRAND LIST O' GODS
Post by: Legacy of Elecrusher on December 24, 2008, 04:55:08 PM
You need to tweak the collision detection. When you walk into a wall, you can't move left or right if you still hold up (which I habitually hold down in RPGs). This has been a collision problem that has irked me for quite some time...
Title: Re: Legend of Myrdia-UPDATED 12.21.08-ADDED GRAND LIST O' GODS
Post by: fruckert on December 24, 2008, 07:54:01 PM
I was only working on it for a few hours, so...yeah
Definitely not the best I could do

- His walking animation. From what I could tell the walking animation was going  ::  stand, left, right, stand, left, right, and so on, when it should be  ::  stand, left, stand, right, stand, left, stand, right. It's hardly noticable, but if you look hard enough then it looks like he's limping, in a way because of the animation order. So yeah.
EDIT: Oops, didn't notice what you actually typed
I'll fix it
EDIT: Just fixed it

- The camera, mainly. The camera is way too stiff, and should move with the character more. If you aren't really close to a wall or something, the character should always be the center of the shot, and in here, the camera would only move once I reached like, the end of the screen.
I'm going to implement the camera that the engine I'm using for the battle's has, cause that thing is great, this was just me messing around.

Screenies! Everyone wants screenies! They don't have to even be relevant to your game! Put in some screenshots to rope me in!
Still working on some sprites...until then enjoy this nice screenshot of this
(http://www.smbc-comics.com/comics/20080527after.gif)

You need to tweak the collision detection. When you walk into a wall, you can't move left or right if you still hold up (which I habitually hold down in RPGs). This has been a collision problem that has irked me for quite some time...
Thank you, never noticed that
EDIT: Kinda fixed. It does the exact same thing if you are running into a wall from the left or right, and try to move upwards, but you can move left and right if you are running into a wall from the top or bottom.

I'll get right to fixing those problems right after I finish cleaning the house
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: Legacy of Elecrusher on December 25, 2008, 03:44:27 AM
EDIT: Kinda fixed. It does the exact same thing if you are running into a wall from the left or right, and try to move upwards, but you can move left and right if you are running into a wall from the top or bottom.

Make sure it also works for random objects lying around, though since it's in Game Maker (unless you're using a complicated parent thing) then it should be auto fixed when you do it for the walls.
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: fruckert on December 25, 2008, 03:58:27 AM
Make sure it also works for random objects lying around, though since it's in Game Maker (unless you're using a complicated parent thing) then it should be auto fixed when you do it for the walls.
I've got some weird parent thing going on

The way I handled collisions is a simple
Code: (In Character Collision) [Select]
x=xprevious
y=yprevious
Which had it's share of difficulties
How I fixed it is
Code: (In Character Collision) [Select]
x=xprevious
y=yprevious
if keyboard_check(vk_left)
{
     x-=5
}
if keyboard_check(vk_right)
{
     x+=5
}
Which is why it doesn't work for the left/right collisions

I'm currently trying to find a better solution, cause that sucks...but so far it's not going too well

Anyways, for an update on what I have accomplished today so far:

I've actually made it so that chests spit out items +o+

I've made a main menu that actually has loading points
Also, the save points do something

I've implemented the thuper awesome inventory system I've found

I've implemented health, sorta

I've changed that nasty purple stuff into a nice blue crystal

You'll see it tomorrow, as I'm going to be in the computer room for awhile...my mom is wrapping christmas presents
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: Felix-0 on December 26, 2008, 05:59:31 AM
ah A decent Game maker project, keep up teh good work fruckert
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: fruckert on December 26, 2008, 06:02:44 AM
Thank you Felix

I'll keep working on it tomorrow, but I won't be able to implement combat until a later date
Combat uses pro edition, and all this computer has is Lite
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: fruckert on December 27, 2008, 12:18:30 AM
SCREENIES OF ENGINE!

View of Health System and Inventory (changed since screenie took, there are now 18 boxes instead of 16...still working on stacking)
(http://i143.photobucket.com/albums/r125/fruckert/Myrdia/InventoryView.jpg)

We are having a surprise visit to my grandmas house, and I forgot about it, so I'll finish updating tomorrow
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: Rahl on December 27, 2008, 12:45:09 AM
Looks kewl, but very... square.
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: fruckert on December 28, 2008, 01:44:02 AM
Yeah...those aren't official game graphics
I'm just using them as a placeholder until I can get a nice tileset that isn't so square
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: Flamehawk27 on December 29, 2008, 09:34:14 PM
Im actually finding myself constantly drawm to this thread, and thinking about the game. Congratz, you got me hooked. I only hope my new game will inspire as much interest as yours does in me.
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: fruckert on December 29, 2008, 09:41:07 PM
Thank you very much

I'm kinda busy messing around with a lighting system, so I don't have time to update right now

So I updated later
In that edit later on

EDIT:
This is kinda what the newest Main Menu looks like, I added another saving thing that deletes your save if you say yes
(http://i143.photobucket.com/albums/r125/fruckert/Myrdia/MainMenu.jpg)
The deleting option is in the bottom left, it worked a bit differently than I thought it would, so I only have one
The markers for it are angels
And the magic circles are spinning
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: Flamehawk27 on December 29, 2008, 10:30:47 PM
Looks cool! Not ure how it works, but looks cool! :D
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: fruckert on December 29, 2008, 10:36:21 PM
Basically, you walk into one of the portal looking things, then it contracts into a little circle, then a window pops up asking you what to do

EDIT, cause I didn't want to DP: Here's a slightly updated version of the Overworld engine

http://www.box.net/shared/ncy9d4de6x
It's got inventory, the coolest explosion effect I've ever made, as well as a couple of traps

To use the inventory, hold shift
Move around the inventory with the arrow keys
And to use an item, press Z

I'm going to change the inventory text color, as well
Also P is pause
It's kind of crude right now, but it works
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: Flamehawk27 on December 30, 2008, 10:58:57 PM
Its very original, and there is no crudeness. Definatly the coolest system ive seen yet, though a little confusing. I honestly didnt think Game Maker was capable of doing something like this. I wanna see a demo of the battle system now :D
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: fruckert on December 31, 2008, 05:55:49 AM
That'll come in time
The only thing I have working properly right now is the magic, and that's kind of crude at the moment
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: HobomasterXXX on December 31, 2008, 06:06:41 AM
I hate RPG MAKER VX standard stuff. Other than that nice background story and all that.
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: fruckert on December 31, 2008, 06:35:57 AM
Sadly VX standard stuff is all I have right now
I despise those tilesets

I'm also going to try to design my own save point, that has multiple spinning rings that are spinning at different speeds

I can't seem to find my Flash Drive, so until I find it (tomorrow hopefully) I can't work on this
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: Flamehawk27 on December 31, 2008, 03:08:27 PM
You have the magic system working? Is there a demo for that? Cuz i really want to see how your battle system works.
Title: Re: Legend of Myrdia-UPDATED 12.23.08-ADDED OVERWORLD ENGINE
Post by: fruckert on January 02, 2009, 07:33:26 PM
I'm still trying to work out the bugs
Right now all I really have is movement, and a mine that you can explode
Title: Re: Legend of Myrdia-UPDATED 12.29.08-ADDED OVERWORLD ENGINE V. 2
Post by: Flamehawk27 on January 03, 2009, 03:30:11 PM
An exploding mine? :Plight: Rock on dude.
Title: Re: Legend of Myrdia-UPDATED 12.29.08-ADDED OVERWORLD ENGINE V. 2
Post by: fruckert on January 12, 2009, 12:25:09 AM
So...the reason why I haven't updated in awhile is because my dad's not letting me use the computer
But I do have more stuff
I just can't write it down right now, due to time constraints
Title: Re: Legend of Myrdia-UPDATED 12.29.08-ADDED OVERWORLD ENGINE V. 2
Post by: fruckert on January 16, 2009, 12:04:21 AM
New Cultural thing

[spoiler=The Alchemical Triangle]
(http://i143.photobucket.com/albums/r125/fruckert/Myrdia/AlchemicalTriangle.png)
[/spoiler]
Most of the drawing is self explanitory

I came up with this symbol mostly because I was bored
This is what the save points are going to look like...this symbol engraved into a stone or wood platform.
Also, I apologize for my horrible handwriting
And that thing at the bottom is a doodle
Ignore it
Title: Re: Legend of Myrdia-UPDATED 12.29.08-ADDED OVERWORLD ENGINE V. 2
Post by: fruckert on January 22, 2009, 05:55:44 AM
Heres a little something that I cam currently cooking up
The Patchwork Engine (http://www.box.net/shared/t59n7dcm3j)

The battle engine for the game
It uses SparkEngine at its core
That magic system is 100% me though

So far, all you can do is magic
Hold S to charge, then release it while holding a direction to launch the spell in the direction
Number keys change the spell used
1 is fire
2 is ice
3 is supposed to be electricity

That is all for today
Good night

EDIT: I recommend you don't try the White Blocks out, as they are kind of tempermental
Also, I apologize for the bareness of the demo

Filesize-3.2mbs
Title: Re: Legend of Myrdia-UPDATED 12.29.08-ADDED PATCHWORK ENGINE, v0.1
Post by: Ratty524 on January 22, 2009, 08:34:10 AM
Hey, if you are in need of better graphics, check out Mack's/Loosleaf's site

http://cyocorune.cocolog-nifty.com/daily_vx/a1/index.html
He has made a ton of tilesets for VX that match the default graphics AND look way much better. I just checked it out and he appears to be making some charactersets, too. I hope that will give you an alternative to those square-ugly tiles that's in the rtp. :)
Title: Re: Legend of Myrdia-UPDATED 12.29.08-ADDED PATCHWORK ENGINE, v0.1
Post by: HobomasterXXX on January 22, 2009, 08:52:38 AM
The charsets in VX are just the worst.
Title: Re: Legend of Myrdia-UPDATED 12.29.08-ADDED PATCHWORK ENGINE, v0.1
Post by: fruckert on January 22, 2009, 08:53:47 AM
Oh sweet, thank you very much
EDIT: As an added afterthough, could someone take all of the autotiles in VX and screen them into a 4*4 block?
GM doesn't suppor Autotiles, and they end up looking hideous in GM, even if they are only temporary
Title: Re: Legend of Myrdia-UPDATED 12.29.08-ADDED PATCHWORK ENGINE, v0.1
Post by: Red Giant on January 23, 2009, 12:13:04 AM
A very ambitious game, but your systems are very awesome.

I seriously just played around in the patchwork engine just imagining that I was hitting dudes with my spells.

Like pew pew pew.

Pew pew.
Title: Re: Legend of Myrdia-UPDATED 12.29.08-ADDED PATCHWORK ENGINE, v0.1
Post by: fruckert on January 23, 2009, 01:07:42 AM
Just wait until I get the AI in Sparkengine working good
Then you'll be able to go like pew pew pew to real enemies
So far though, I've only figured out how to make one enemy...which is pretty simplistic

Heres it's profile

GLYPHS:
Glyphs are creatures composed entirely of magical energy
They are supposedly residual energy left from magical rituals
Basically, they fly around and shoot stuff at you
Also, you can only kill them with magic, physical attacks have next to no effect on them
Title: Re: Legend of Myrdia-UPDATED 12.29.08-ADDED PATCHWORK ENGINE, v0.1
Post by: fruckert on January 25, 2009, 11:29:44 PM
The Patchwork Engine is doing this really friggin annoying thing to where it only saves requiring administrator permission...so I'm gonna have to rebuild it
Shouldn't be too hard, I only added two objects, so you know
Small hiatus for updates

EDIT: Update, hiatus is still not over

CURRENCY:
I was thinking on how to make a good currency system, and this is what I got
There are 3 different currency types
Citrine Marbles
Jade Marbles
Quartz Marbles

100 Quartz=1 Jade
100 Jade=1 Citrine

Very similiar to WoW, but it's simple
Also, quartz will not be that hard to find
And your wallet takes up inventory Space
Title: Re: Legend of Myrdia-UPDATED 1.26.09-ADDED PATCHWORK ENGINE, Build 2
Post by: fruckert on January 27, 2009, 01:36:09 AM
Here you go
http://www.box.net/shared/t59n7dcm3j
Patchwork Engine Build 2
I fixed my annoying glitch, made a better battle room, and added some cool tricks with magic

UPDATES CONTAINED WITHIN
The Magic Icon is little, to better match health
Ice blocks melt when hit with fire, and water freezes when hit with ice
Go Thru block is mostly fixed
Super Awesome Moving Platform

That's it
Tell me what you think
Title: Re: Legend of Myrdia-UPDATED 1.26.09-ADDED PATCHWORK ENGINE, Build 2
Post by: fruckert on January 29, 2009, 03:11:06 AM
Here's some shitty concept art!

[spoiler=Mr. Smiley]
(http://i143.photobucket.com/albums/r125/fruckert/Myrdia/MrSmiley.png)
[/spoiler]

Please note that that's one of the worst pictures I've drawn of him, and the best one ripped in transit to scanner -_-

His hat is going to be waaaay smaller
Title: Re: Legend of Myrdia-UPDATED 1.26.09-ADDED PATCHWORK ENGINE, Build 2
Post by: fruckert on January 30, 2009, 03:12:11 AM
Patchwork Engine has received a minor update (http://www.box.net/shared/t59n7dcm3j)
A new spell launch type is now included
You can now create multiple instances of a spell in a "stasis" form, then direct them all with a new button press

Other updates:
A new material type, it burns...it's kinda hard to miss, as it's bright green

The magic, when following you, will now "surround" you in a shield type thing...

You can only cast 10 spells at a time, unless one of your spells die


Mana charges are coming soon, so then you'll be able to power up

I also am working on an AI
Title: Re: Legend of Myrdia-UPDATED 1.26.09-ADDED PATCHWORK ENGINE, Build 2
Post by: fruckert on February 14, 2009, 01:23:08 AM
Status Update:

-I've improved my mapping abilities that can be done with Patchwork
-Finished putting in inventory
-Added currency counter
-Made a mimic, but you can't fight it yet
-Working on stacking
-Still working on getting transitions to work, otherwise battles would already be implemented

-Super awesome message stones got added
Title: Re: Legend of Myrdia-UPDATED 1.26.09-ADDED PATCHWORK ENGINE, Build 2
Post by: Fisherson on February 14, 2009, 02:10:20 AM
Dude why have I not checked this thread out beffore? It's awesome! I have a qeustion though, do I need VX to play this?
Title: Re: Legend of Myrdia-UPDATED 1.26.09-ADDED PATCHWORK ENGINE, Build 2
Post by: fruckert on February 14, 2009, 02:13:17 AM
Nope
It's all gonna be in one exe : D

That is the beauty of GM
Although I really wish I had different graphics
VX charsets suck

EDIT: That reminds me, I'm still looking for somebody to make graphics
If you're interested, send me a copy of your work in a cel-shaded style
Title: Re: Legend of Myrdia-UPDATED 1.26.09-ADDED PATCHWORK ENGINE, Build 2
Post by: Fisherson on February 15, 2009, 05:11:03 AM
Nope
It's all gonna be in one exe : D

That is the beauty of GM
Although I really wish I had different graphics
VX charsets suck

EDIT: That reminds me, I'm still looking for somebody to make graphics
If you're interested, send me a copy of your work in a cel-shaded style

Awesome I'll give it a try. You need graphics help? I might be able to do somthing for you when i'm sdone with my chapter for my chain game.
Title: Re: Legend of Myrdia-UPDATED 1.26.09-ADDED PATCHWORK ENGINE, Build 2
Post by: fruckert on February 15, 2009, 06:19:27 PM
Good timing, just uploaded a new version of Patchwork (http://www.box.net/shared/t59n7dcm3j)

It's still not a game...but it's a lot closer

New things added:
-Combat is now implemented into the world...I've also got a way cooler battle transition, in case you don't like the interlacing
-Bad graphics...yeah...the battlers and VX graphics aren't matching
-Voice stones
-Really confusing mapping...I was bored
-Better mapping graphics
-Other things that I can't remember right now

EDIT: Oh...crap
Ignore the final area type thing
I forgot that I made it >_>
If my predictions are true, then that chest'll crash the game

EDIT2: False Alarm peoples
Title: Re: Legend of Myrdia-UPDATED 2.15.09-ADDED PATCHWORK ENGINE, Build 4
Post by: fruckert on February 20, 2009, 02:08:59 AM
Update (http://www.box.net/shared/t59n7dcm3j)

Included in this update:

Better battle rooms...kinda

Magic Charging

More spells

More Items
Title: Re: Legend of Myrdia-UPDATED 2.19.09-ADDED PATCHWORK ENGINE, Build 5
Post by: Rahl on February 20, 2009, 02:50:50 AM
It looks really kewl fruck.
Title: Re: Legend of Myrdia-UPDATED 2.19.09-ADDED PATCHWORK ENGINE, Build 5
Post by: fruckert on February 20, 2009, 02:51:52 AM
Thanks Rahl

Still wish I had those graphics
Those are really the only things that are stopping me from starting actual production of the game >_>
Title: Re: Legend of Myrdia-UPDATED 2.19.09-ADDED PATCHWORK ENGINE, Build 5
Post by: fruckert on March 31, 2009, 11:00:46 PM
Guess what!

An Update! (http://www.box.net/shared/6xfv67p42u)

In this update:
I honestly don't know all that's different from build 5
Cause it's been more than a month xD

Anyways...I've also decided to update the story a tad:

NEW CHARACTERS:

[spoiler=Nicholas Zarza]
Nicholas Zarza is the high priest of the goddess Zaris
His last name was formed from the first syllable of Zaris and the honorary suffix Za, which means "Speaker of ____"
It is only awarded to people high up in the religious circles.

The interesting thing about him is that he is technically dead
On his deathbed, 400 years ago, his goddess came to him in a vision...she needed him to keep her word for longer
As the god's have no say in human matters, she could not supply him with immortality
So instead, she transfered his soul into a golem that he was building
Currently he is in a Clockwork chassis that was built 50 years ago
His "unique" nature allows him to change body parts at will.

He joins you after you go see the goddess about your memory issue.
[/spoiler]

[spoiler=Updated List 'O Gods]
Daivori-The Crystal Dragon, King of the Gods, and God of Light
Kalik-The Twilight Shadow, The God of Death
Izhvar-The Changeling, Goddess of Chaos

Aquin-The Water Dancer, Goddess of Water, and the Present in the Trinity
Darax-The Cold One, God of Ice, and Revenge, and the Past in the Trinity
Zaris-The Clockwork Goddess, Goddess of Steam, and Progression, and the Future in the Trinity

Rishar-Great Bear, God of Nature, and Earth
Sevryk-Lady Love, Goddess of Fire and Love/Lust
Tayn-Mischief Mistress, Goddess of Electricity/Electricity, and Mischief and Fun
Azryk-The Whisperer, God of Air, and Secrets
Talik-The Mover, God of Force, and Coincidence

Styxin (DECEASED)-The Mourned, God of Metal, and Strength of Will

Gerrin-The Destroyer, False God of Order, and represents Lies
[/spoiler]

There we go

I'll update more of the story later, since I have a whole plethora of new information that I haven't put up yet
Title: Re: Legend of Myrdia-UPDATED 2.19.09-ADDED PATCHWORK ENGINE, Build 5
Post by: Desimodontidae on April 01, 2009, 05:31:28 AM
I just read up on the entire game... and I am impressed with the story and elements you're putting into this. The screenshot was a little disappointing, but so far so good.
Title: Re: Legend of Myrdia-UPDATED 2.19.09-ADDED PATCHWORK ENGINE, Build 5
Post by: fruckert on April 01, 2009, 06:05:15 AM
Yeah...screenshot isn't from the actual game, right now I'm just trying to get the engine put together so that I can actually do the game without having to play by ear

I should make a separate thread for that, now that I think about it...
Title: Re: Legend of Myrdia-UPDATED 2.19.09-ADDED PATCHWORK ENGINE, Build 5
Post by: fruckert on April 24, 2009, 06:04:14 AM
Goddammit I need to post more

Here's the official stat system

S.I.S.C.

The attributes (the acronym parts) are Strength, Intelligence, Speed, and Class, which has the four sub-attributes of Warrior, Mage, Thief, and Tech
Each attribute has four stats attached to it. Each stat cannot go higher than the attribute level.

Strength
Health adds one more heart to your health gauge* with each successive upgrade.

Defense is how much damage you can absorb. Recommended to go higher than the other Strength stats.

Melee Damage is, of course, how much damage you do to each enemy with a melee weapon.

Fatigue is a bar underneath your health bar. After it is depleted, you do less damage with weapons, and cannot cast any more spells. It's recharge rate is also tied to the stat.


Intelligence
Skill Level denotes how high your skills can level up. More on that in the Class section.

Magic Damage/Charge denotes how much damage you do with the spell, as well as how much charges a charged spell can go up, up to a max of three.

Perception is how soon you see stealthed enemies, traps, and how far away you can see enemies on your combat map.

Charisma affects dialog, and what you can say. Also, if your intelligence attribute is significantly low, you get the bear minimum in dialog, making you sound horrifically stupid

Speed
Attack Speed is how quickly you recover from an attack.

Jump Height is how high and far you can jump. Yes, I am planning on you being able to jump in the overworld

Dodge Rate is how often your character dodges attacks. Is based off of a 5% scale.

Ranged Damage is how much damage you do with bows, crossbows, and guns.

Class

A quick word on Skills
Skills are your abilities. You buy them from a trainer, and from then on you can use that skill whenever you want.
After you get them, you can bind them to a key set, which is basically a hot bar. As the combat is full real time, however, I'm going to let you rebind the hotbar to, maybe say, the numpad. Each skill requires that your Class stats be at a certain level. Basically, I'm changing the system around a bit, and am going to have to rebuild my engine. So, don't expect another demo anytime soon. After you level up, you get some Skill Points to upgrade your skills with, up to a maximum of 15 levels, instead of the attribute and stats of 10.

Warrior
Melee Weapons denotes what weapon types you can have. The higher the skill, the better training you can receive.

Melee Skills effects what kind of melee moves you can get and use in combat.

Armor effects what armor you can wear.

Stat Unknown means I haven't assigned this slot yet. Go figure ;)
If you have an idea that is fairly broad, and fits in or isn't already covered, let me know.

Mage
Elemental covers all of the Lesser Gods' spells.

Meta covers all of the Greater Gods' spells.

Necromancy is the art of manipulating life. Healing spells will go in here, as well as soul manipulation.

Alchemy is the art of transmuting various substances into other, more useful things. Cannot be used to make yourself Marbles ;)

Thief
Ranged Weapons is basically the same as melee.

Ranged Skills is basically the same as melee.

Pickpocket also covers your stealing moves. It has the fewest skills out of all of the Class stats.

Sneak also covers dodging moves, such as roll.

Tech has no say in battle matters :o
Smith lets you craft your own melee and simple ranged weapons, as well as armor. You have to be near a smithy in order to use this skill.

Techsmith allows you to craft more complicated things, such as Gearswords, and Guns.

Herbology is the craft of making potions, and elixers. At higher levels, you can even bring a freshly dead person back to life.

Mechanics lets you craft golems, and the like.

Point Distribution
Each level you get 1 att. point, 5 stat points, and 5 skill points.
Every 5 levels, you get 2 extra stat and skill points.
As stated before, no stat can go higher than the attribute.
Attributes start at 5, and each stat starts at 1, except for health, which starts at 0.
Attributes max out at 10, skills max out at 15.
After it detects that your attributes are maxed out (meaning the Classes as well), you don't get Att. points anymore.


Quite seriously, tell me what you think of this system
I made it from scratch quite recently, and I'm still covering the kinks in it.
If it sucks, tell me what I need to fix, and if you like it, well that always keeps people motivated and stuff ;)

Inspirations come from S.P.E.C.I.A.L., Elder Scrolls, and WoW


*Gauge isn't in the Firefox dictionary for some unknown ****ing reason.[/ocd]

Also, in case you didn't get it before, I won't be updating for a very very long time. I'm going to need to remake the entire stat and skill system.
Title: Re: Legend of Myrdia-UPDATED 2.19.09-ADDED PATCHWORK ENGINE, Build 5
Post by: Rahl on April 24, 2009, 07:22:53 AM
Sounds like a good system.