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Author Topic: My game, PACT  (Read 21018 times)

Offline Meiscool-2

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« Reply #105 on: September 15, 2005, 09:36:42 PM »
First Arena Duel and Skills Test made.

I was bored, so I desided to take a break from creating the adren system to make some of the Arena battles.

The duel is pretty easy, as you will find a very simple strategy to kill each of them. Example: Archers will run constantly from you, so either corner em and melee attack or use homing strikes. Or, mages will dish out huge ammounts of damage if you get to close, or stand still to long to cast a spell on them, so use your bow. Will melee, using the 8 spell (speed increase spell) to get far away then use the setter to cast a spell as the fool walks toward you. The only troublesome enemies are the ones that create more then 2 homing attacks and have a moving spell setter. They run from you, but will attack with melee if you get to close. If they cast homing, normally you can just wall it or deflect it, but because there are so many, you can't just take the damage, and you can't deflect em all. So, all you can do is run for the most part, doing small ammounts of damage over time when you get the chance.

Skills test is hard. For these tests, I'm going to take out the homing spell for the better half of them, and this is no excepting.
This test is damn hard, as thier are two fast spell setters, and the controllers of the setters are in areas that you can't get to on foot. You must find the time to set a spell (which kills in 2-5 hits pending on lvl) or blast em with your bow. (which kills in 7-20 hits depending on lvl) The horseman is your most hated enemy here. He will throw javalins at you untill you make him angry (or hit him a few times) , where then he will drop the spear and charge at you mindlessly at very high speed. The archer is no problem, but he casts homing spells at you so it makes taking him out a top priority (because I perposly made it to where you have basically nowhere to run away) . The two armors in the middle are just annoying, they don't really do anything untill you get thier health down to half, then they will charge after you, but you can still lay traps like summons and etc. for them to fall into, or use disillusion to get them to stay away from you. They are more things put thier just to take up time, and to make sure that you can't always safely use the spell setter.

Below- Picture of the center of the temple testing grounds.
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Offline Omegadestroyer7

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« Reply #106 on: September 15, 2005, 10:10:08 PM »
whoa... teh awesomeness! keep it up!
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Offline Meiscool-2

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« Reply #107 on: September 15, 2005, 10:15:22 PM »
Ok, this picture has no purpose, but I just have to post it.

Below- Temple Skills test, with all spells activated at the same time. I didn't do this on purpose, it just so happened that I stepped in both the enemy spell rings and the archer cast his spells are the same time.
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Offline Blazingheart

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« Reply #108 on: September 15, 2005, 10:19:30 PM »
The game looks really goooooood,buuuut,u need to imrpove the character charas,cause those characters are very used,if u want,i can make some for u,but no poses,sorry -_-
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Offline Meiscool-2

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« Reply #109 on: September 15, 2005, 10:23:26 PM »
Ummm, I do know that the Rutra guys have been used alot, but I've made so many custom poses for them and things that I just can't bare making new ones. Thanks for the offer though.

And, if you ment the monsters, yeah. I know that they are from something else, and look a little to bright for the game. I'm correcting that right now, so yeah, no worries  ;)
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Offline Meiscool-2

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« Reply #110 on: September 16, 2005, 01:32:36 AM »
WOOT! I finally beat my own Skills test without using the homing attack. This means that I've yet again made a redicously hard, but doable, thing in the game.

Because of the fact that I have unlimited magic powers, for most enemies you can just stand still and set the setter under them. To correct that, I've made the enemy setter so that you can't stand still so long. However, things get way to easy once you get the homing attack, so I'm going to have to make that a late in game attack or something. That I've already desided, but Im wondering if I can make it still useable before then. Sorta like.... you can only cast it once a minute untill you get to a certin point in the game.

Ideas or opinions would be nice. I know that none of you have yet played this, so it would be hard to tell, but i'll let you know that the game is midium difficulty normal, but with the homing attacks it's just way to easy, all you gotta do is cast and run.
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Offline Omegadestroyer7

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« Reply #111 on: September 16, 2005, 02:30:34 AM »
i think that it should just be a really late (no using it early) in the game spell that only leaves a couple of uncompleted dungeons and the final boss to use it against. and something that might be fun is to make a "hard mode" where there is a lower cap on max HP, less exp gained, and higher monster HP. another replay value booster would be a special dungeon that can be unlocked after progressing very far in the game(is it possible to make it so a switch opening a dungeon activates after you beat the game?) and the dungeon could have pumped up rematches with all of the bosses, and play through another nice dungeon, but this stuff would all take a lot of time, i think i twould be adding a lot to the fun of the game though.
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Offline AsakuraHao2004


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« Reply #112 on: September 16, 2005, 03:23:47 PM »
I think you should release an engine demo, so we can experience all these things first hand.
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Offline Meiscool-2

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« Reply #113 on: September 16, 2005, 06:24:32 PM »
Quote
Originally posted by AsakuraHao2004
I think you should release an engine demo, so we can experience all these things first hand.


Meh, I guess it's about time. I shouldn't worry so much about people that want to copy my stuff anyways. People that copy things never end up focusing on a game long enough to get anywhere with it anyways.

So... If I wanted to post a demo, would I have to use a web host, or could I just put the file in the add attachment thing below? I'll work on making a engine demo up, or perhaps just send out the entire game I've got at the moment, just without the heal and pact transforming spells, because I'm having major bugs with them. I took the healing spell out a long time ago, as it was very bugged and made the game to easy after I took out mana and just added recharge.

Oh, and to you Omega, of course I'm going to add a secert area, or not so secert but optional. I'll most likely not care how long it takes, because I can make it as hard as I want and I'm very good at making things hard, especially bosses. As for hard mode, we'll see about that one. I could do it, but I'd rather finish normal mode before I go and do something like that.

Also, I've been thinking about what Blazing said about new characters, and desided perhaps I should change them some. I'm still going to use the same guys, because I have to many damn poses to just remake, but I'm thinking about a recoloring of them all. Like, you can see my Avarter (sp?) right? Well, I could make that the face of Ivan, so I could brighten up his coat a bit, add black hair, and change his pants color to a darker blue or a brown. I'll probally do that today with one guy, and post them side-by-side so that the few of you guys that do look through this can tell me which looks nicest. I'm going for good game-play here, but originality also helps ;)
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Offline AsakuraHao2004


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« Reply #114 on: September 16, 2005, 06:33:28 PM »
If it's too big for the attachment thing, use http://www.yousendit.com (I think that's the URL).

And about the secret/optional thing, what I like to see are hard side quests and stuff like that that might give you small things that seem useless, but later on, as in, during the final boss battle, the items help out a lot. Almost as if the boss is the central force and everything else is just kinda of supporters for around it.
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Offline Meiscool-2

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« Reply #115 on: September 16, 2005, 06:40:04 PM »
Quote
Originally posted by AsakuraHao2004
If it's too big for the attachment thing, use http://www.yousendit.com " target="_blank">http://www.yousendit.com (I think that's the URL).

And about the secret/optional thing, what I like to see are hard side quests and stuff like that that might give you small things that seem useless, but later on, as in, during the final boss battle, the items help out a lot. Almost as if the boss is the central force and everything else is just kinda of supporters for around it.


EXACTLY! I hate how in every game the bosses are just pushovers. I'm going to make my end game boss impossible. He will have two forms, pact and human. Pact vs Pact I will most likly make easier then the human battle. As for the reward being usless, I like to make them useful, but not to the extent that they makes things no longer challenging. Odds are it will be something like an item that adds damage done by weapons to humaniods. That way (because most of my enemies arn't humaniods) it still adds challenge but usefulness, because you can still use it against people in the arena as well as the final fight.
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Offline Meiscool-2

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« Reply #116 on: September 17, 2005, 09:57:00 PM »
I got it!

At the end of each extra keep or temple or whatnot I make, I'll give another pact being or something. So, like at the end, you can fuse with different pacts and battle a different way.

I'm gonna try to make my first pact fight I suppose sometime soon, but first I need to deside how the main Pact will look. The enemy pact will look like a dragon with a hammerhead head, and I was thinking about the Player Pact to be a dragonlike thing, but more humaniod looking. Like a human with claws, scales, and wings. Sorta like a Lizard man of some sorts.
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Offline Omegadestroyer7

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« Reply #117 on: September 17, 2005, 11:14:50 PM »
so with the pact thing, every time you choose to use a pact, you have to give something up in return? that means you need to sacrifice something each time you get to the end of a dungeon if you want to use the pact? i dont quite understand all of the pact system, but it sounds awesome!

will there be a limit to the pacts you can use?
what is the difference between the pact fights, and normal battles?
 
Quote
but more humaniod looking. Like a human with claws, scales, and wings. Sorta like a Lizard man of some sorts.

does this mean that after you fuse, you can use a "different character" that would fight with claws, etc, and then you are saying there would be a new transformation for every dungeon? im just wondering if im getting this wrong or not....

*also looking forward to a demo*
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Offline Meiscool-2

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« Reply #118 on: September 18, 2005, 12:00:40 AM »
Hmmm, I should've elaborated what the pacts are in the begining.

Pacts are souls. They can come and go as they please. When called or when they chose to, they will take on a phyiscal form. When of no use, they will turn back into the life force of the human. However, when the pact is in phyical form, the body or partner is lifless, so both the human and the Pact cannot fight at the same time.

As to the limits of Pacts you can use, that will be pending. Odds are, I'll make it be more of a powerup for you current Pact. The begining pact will be Earth based, so perhaps later you can switch him to a fire bases pact with the help from the pact in the temple at Varil or something.

Differnce between Pact fights and human fights will be simple. It will be alot faster, and you can move/fly over everything, as most will take place in the air. I'm going to have the number of magical attacks and homing missles increased to 5-10 here, and you can use these attacks constantly with no recharge. Your magic projectiles will also be faster, that way they come back to you more quickly. You will also have more health, and this health will not be based off of character EXP. Either that, Or i'll have some sort of Strike 1968 or old arcade army plane kinda game to it, where it takes several hits from you to kill the pact but one hit on you and you're screwed. The one hit KO would be easier to script, as well as I could make more things for it like missions where you have to fly over entire town and liberate it from swarms of evil bugs or something cliche like that.

Their will be no upgrading Pacts through EXP, and no EXP will be gained from Pact fights. Just spells and upgrades.

As to the sacrificing stuff, no, once you get a Pact you do not have to sacrifice more limbs and brains to get another Pact, but odds are I won't allow duel pacting. Just Pact increasing. or something.

As to the fusion thingy, you are right. For Pact battles you will change to the Pact from and reek chaos. You will become the Pact's original form, be it a snail or a big dragon with claws.

The pact system will not be usable everywhere, but I just now thought of a way that I could have it be usable. Everytime you come to a different village, you can fly to the village with your pact instead of going back and forth. But, like in Jade Empire, you will have to kill some winged beasts on the way their. It's faster, but you still have to fight.

That sound respectible to you?

Oh, and I have a picture of what I hope to have the Pact for you main character look like. I know it's the Gold Dragon from Breath of Fire, but I think it's so damn cool looking that I just have to use it somewhere, I i think it fits perfectly as the Pact. I'll either have to find someone to make it a chara for me or do it myself sometime.

As to the demo, working on it. I'm getting all my files together, and also cleaning out all the possible bugs I find through the game.
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Offline Omegadestroyer7

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« Reply #119 on: September 18, 2005, 02:57:01 AM »
thanks for elaborating on that, it had me kinda confused for a little bit.

i think this is looking to be an amazing game, good luck with it!
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