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Author Topic: Kingdom of Chaos - Curse of Oblivion  (Read 6024 times)

Offline wildguy3922

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Kingdom of Chaos - Curse of Oblivion
« on: August 17, 2005, 08:28:45 PM »
Most of you who know what this game is think it is a cliche game with a short story, but I can tell you now after working on it every single day, that it is not.

Yes, it does start of with the story of the main character's parents being murdered and the main character swears revenge .

http://img.photobucket.com/albums/v670/wildguy3922/Screen01.jpg

BUT, that is only a small part of the game. In my game name, Kingdom of Chaos, not just 1 problem leads to chaos, you must have tons of things, and that's exactly what is going on. This game is not cliche, no matter how cliche you think it sounds. The part that is not cliche is the part I cannot tell you.

http://img.photobucket.com/albums/v670/wildguy3922/Screen02.jpg
http://img.photobucket.com/albums/v670/wildguy3922/8-14-05.jpg
http://img.photobucket.com/albums/v670/wildguy3922/8-13-05.jpg
http://img.photobucket.com/albums/v670/wildguy3922/Screen03.jpg
http://img.photobucket.com/albums/v670/wildguy3922/Screen04.jpg
http://img.photobucket.com/albums/v670/wildguy3922/Screen06.jpg

[SHADOW]Characters[/SHADOW]

[GLOW]Taneka[/GLOW]
Age: 21
Hometown: Grisdlum
Class: Lone Warrior
Weapon of Choice: Short Sword
Height: 6'1"
Weight: 182Ibs
Blood Type: A-
Bio: Lone Warrior whose parents were killed when he was 13 and he currently lives at home to protect his hometown, until he is asked to help the Emperor of Duer's son with an important assassination mission.

[GLOW]Sapphire[/GLOW]
Age: 20
Hometown: Duer
Class: Archer
Weapon of Choice: Bow
Height: 5'8"
Weight: 132Ibs
Blood Type: AB+
Bio: Talented Archer who was told to help Taneka with an army to wipe out an invasion army to set out to take over Duer. After the battle, she decides to help Taneka find what he is looking for.

[GLOW]Drazid[/GLOW]
Age: 24
Hometown: Duer
Class: Adair
Weapon of Choice: Fist
Height: 5'11"
Weight: 168Ibs
Blood Type: AB+
Bio: Talented fist fighter that currently training an apprentice, Casey, and they meet Taneka on their mission.

[GLOW]Kener[/GLOW]
Age: 32
Hometown: Dyfed
Class: Hunter
Weapon of Choice: Heavy Sword
Height: 6'4"
Weight: 225Ibs
Blood Type: O-
Bio: Hunter who was asked to help Taneka by his cousin, Brian, who is an advisor to Taneka.

[GLOW]Nethal[/GLOW]
Age: 23
Hometown: Unknown
Class: Assassin
Weapon of Choice: Claw
Height: 6'0"
Weight: 163Ibs
Blood Type: A+
Bio: Assassin who saved Taneka's life when he was in danger and decided to join him after being asked to.

[GLOW]Arkon[/GLOW]
Age: Unknown
Hometown: Unknown
Class: Mage
Weapon of Choice: Long Sword
Height: 5'8"
Weight: Unknown
Blood Type: Unknown
Bio: A false god who was banished from Avalon and set on earth to stay.

The game's progress is currently listed:

Story: 83%
Characters: 91%
Side Quests: 23%
Battle System: 10%
Main Quest: 75%
Music: 95%
---------------------------------------
Total Progress: 55%


[GLOW]Battle_System[/GLOW]
Most of you were wondering about this one. The demo I had out did have a battle system. It had a system where you would fight bosses a very difficult way. But I am telling you now, THAT WAS NOT THE BATTLE SYSTEM. It was only temporary because I didn't have a battle system then. But now I have finally worked out what I am going to do for a battle system. I'm going to try to explain to the best of my ability.

First things first, there is no Health in this, no Magic Points, No attack power, no defense, no agility.

This battle system came to me after watching the entire Rurouni Kenshin series.

I call this battle system, The Styles Battle System. The main character's first style, The Kourdinair, has its attacks, and you must use the correct attack in you selection to beat the opponent a number of times.

Yes, there is a tutorial of this in the game.

There are different Dojos all over the world map on Kingdom of Chaos where you can learn different style and learn their attacks, for a fee, of course. There are ten styles in total for each character.

Two things matter in this battle system, your intuition skills, and your observation skills.

Your observation skills tell you what the enemy is doing and gives you a hint of which attack to use. Your intuition skill tells you exactly what attack to use in your style.

BUT, you observation and intuition skills have to level up in order to read more and more opponents. If your observation skill is not high enough, it will not appear. If your intuition skill is not high enough, it will tell you the wrong attack to use. If you read your observation skills before your intuition, you can tell if your intuition is wrong or not

You level up your observation skills by winning battles. You level up your intuition skills by learning attacks in the dojos.

You can change your style in the middle of a battle too.

In order to win a battle, you have to use the correct attack against the enemy by reading the opponent using observation and know what attack to use by intuition. You have three numbers listed below:

http://img.photobucket.com/albums/v670/wildguy3922/BattleFrameNew.jpg

Total, Wins and Loses. Total is the number of chances you have to attack the opponent correctly. Wins is the number of times you win and loses is the number of time you have lost.


Items. Items that you can use are ones that do as listed below, for instance:
- Half the Total of attacks
- Automatically win a point
- Automatically win two points
- and so on....

You can only use ONE of these in EACH battle. You'll have to equip them, though.

[GLOW]Characters[/GLOW]
In Kingdom of Chaos, you can only have one party member in your party at a time. When you walk around on maps, you will appear as that character and be talked to as that character. You even have to do quests only as that character. The character change is in the CMS.

[GLOW]Total Completion[/GLOW]
It is just like in FFX-2, you have to get 100% in the main quest and on side quests to get different endings. There are 5 different endings, and if you get 100%, you get to view a preview of the sequel Kingdom of Chaos.

PS
I will not be releasing another demo because the last demo was so miserable. The full version should be released before December though.
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Offline Pythis

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« Reply #1 on: August 17, 2005, 08:44:33 PM »
Looks good. I don't care about what is cliche or not, if it's fun then I'm satisfyed. Do you need anyhelp? I can make music, charactersets, a few poses give ideas beta test and some otherstuff. PM me or email me at LordPythiros@msn.com or if you have AIM my sn is brooksjefferson.
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Offline blackskullwarlock

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« Reply #2 on: August 17, 2005, 08:45:26 PM »
Some of the maps are a bit empty but I like your Inner chipset(See 5th screenshot from the top). It's not *that* cliché expect for the murder/revenge part. In my book, it's more of a classic than a cliché but most will say it's cliché.

I like your battle system idea. Sound promising and a bit like Mortal Kombat Deception/Deadly Alliance where you can switch from one style from another.

No demo, only the final game? It'll take a lot of patience I guess...
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Offline WarxePB

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« Reply #3 on: August 17, 2005, 09:02:29 PM »
This "SBS" seems a bit iffy... I don't know how exactly it works, but it seems like it's a huge risk to take.
You'll need to get it exactly right, because battles are a huge part of RPGs, and if the battles are horrible, people are going to be less persuaded to play your game.
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Offline Linkforce

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« Reply #4 on: August 17, 2005, 09:13:19 PM »
*Remembering* *Remembering* *Remembers!!*  Thats right!  I remember seeing a trailer for this game I think.  I say way to go!  This game looks really good! The trailer made me interested in it. ;)  Looking for more screens and updates. :D
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Offline Meiscool-2

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« Reply #5 on: August 17, 2005, 09:34:15 PM »
Ok, the game doesn't sound to cliche, but the
characters do.
Ex:

An assassin that saved character's life then joined him....
uses a claw.....

Pretty cliche to me.

I have to disagree with the person that said
the insides look empty, to me they look packed,
a little to packed. If every house you put in has that many
people like that, then you either
A: put little effort into what each person says
B: have ALOT of dialog, which isn't a bad thing so long
as it pertains to the game or things in the game
C: Put in alot of things like "this person is
sleeping, best not inturept them" or "I'm in the
middle of something, bother me later", etc...
or D: They say the same thing over and over and over with
no change during the game. Ex: If someone where to hint to
you where you could find an objective, they would still give you
the same hint even after you do what needs to be done
at the place they hint you too.

Other then that, the game looks decent, graphics in maps look
nice (mind that I'm talking about the graphics, not the maps in general), and your face sets look awsome to me.

Edit- Just realized that the person said all the maps look empty, not the insides. My mistake, and I now AGREE greatly with him.
It looks as though you made these maps within a minute of each
other, or focused to much on events. If your maps arn't filled with
color and landforms, houses and rivers, people will get:

A: depressed
B: lost without landmarks
and C: generally not care about the game because the feeling of advencherer isn't there. I mean to say, that if your maps have nothing to do in them, then all people will be doing is looking for the next teleport and that's it. They won't look around for items,
hidden passages and all that stuff that the normal RPG has.
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Offline wildguy3922

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« Reply #6 on: August 17, 2005, 09:46:15 PM »
Quote
Originally posted by Meiscool
Ok, the game doesn't sound to cliche, but the
characters do.
Ex:

An assassin that saved character's life then joined him....
uses a claw.....

Pretty cliche to me.


Again, I am not giving out A LOT of information because most of it needs to be mysterious. That is only the basic idea you get from her, but there is a lot more to it than that, you can trust me on that.

Warxe: I have shown three of my local friends the tutorial so far, and I'm working on it, seeing what I can do to make it better than it is so that no one will get the wrong idea. But...I will announce when I need people to test out the battle system so I know it is good to stay with, and it is 100% original.

blackskull: When I make games, I fill in only what gives me the basic idea. When I am completely finished with the game. I am going to edit the dialouge, fill in the empty space, and do all of the stuff people would most worry about in these screenshots.

But everyone, you need not worry about that.

Any Pythis: Thank you for the offer. I'll let you know ;)
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Offline Meiscool-2

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« Reply #7 on: August 17, 2005, 09:49:41 PM »
If you want people to believe that it's not cliche, just
mindlessly saying IT'S NOT CLICHE! won't help any. You
have to give us something other then, I can't tell you
right now....
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Offline wildguy3922

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« Reply #8 on: August 17, 2005, 09:50:58 PM »
Then, what do you suggest?

Quote
A: depressed
B: lost without landmarks
and C: generally not care about the game because the feeling of advencherer isn't there. I mean to say, that if your maps have nothing to do in them, then all people will be doing is looking for the next teleport and that's it. They won't look around for items,
hidden passages and all that stuff that the normal RPG has.


Again, I'll just repeat this so that everybody sees it. The maps are empty because I'm going to go through the entire game again and fill in people, objects and misc. But, it will not be like that in the full version. That is just my way in making in games.
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Offline Meiscool-2

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« Reply #9 on: August 17, 2005, 10:02:22 PM »
The game's progress is currently listed:

Story: 83%
Characters: 91%
Side Quests: 23%
Battle System: 10%
Main Quest: 75%
Music: 95%
---------------------------------------
Total Progress: 55%

So you're saying that thus far your main quests invovle
25% dialog? What i mean to say, i'm basing this on time.

For example, it takes me just as much time to make the dialog for
things as it does the actual things. Maps, events, creating the characters and animations, etc, all add up to equal about the same about of time I put into dialog. But that's just me, and I usually put in alot more then normal people do. I put in about 1 paragraph, have a choice between three things, talk more 1 talk more 2, and end conversation, then for each of the talk mores i add 1-2 paragraphs and another choice of three, then one paragraph and auto end

Most people don't do that, so i guess all that I've said so far has been pointless >_<
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Offline wildguy3922

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« Reply #10 on: August 17, 2005, 10:07:22 PM »
Dialouge? I was asking about how I can prove my game isn't cliche because you said my word isn't good enough.
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Offline Meiscool-2

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« Reply #11 on: August 17, 2005, 10:14:01 PM »
It's very hard to prove something with words these days, and
pictures arn't relialbe either. Thus the only thing that would work  I guess would be a demo i guess.

Till then, I think your game is nither cliche nore not cliche, because I have proof backing nither one of them
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Offline wildguy3922

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« Reply #12 on: August 17, 2005, 10:17:15 PM »
I did release a demo, and it was a complete disaster because I did not have a battle system at the time, but I had a temporary one that nobody liked, but other than that, I got good feedback.
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Offline wildguy3922

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« Reply #13 on: August 18, 2005, 02:03:12 AM »
All right, I'm going to need volunteers to test out my battle system. I am not going to give out the link. If you want to do it, just say so and I'll pm you the link. I'll give you instructions with the PM, and give me the feedback after you try it out.
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Offline wildguy3922

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« Reply #14 on: August 18, 2005, 02:56:25 AM »
what?
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