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Author Topic: Spire  (Read 5204 times)

Offline Dominicy

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Spire
« on: March 18, 2007, 05:36:36 AM »
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No, my other games aren't dead, but this is just a miniature game.  Its basically an arcade game.  Think pacman extreme.  There's life, lives, magic, and score, well, and ofcourse attack damage.
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http://i13.photobucket.com/albums/a291/dominicbuchholz/screenshot1.jpg

First Stage

http://i13.photobucket.com/albums/a291/dominicbuchholz/screenshot2.jpg

Camp

http://i13.photobucket.com/albums/a291/dominicbuchholz/screenshot3.jpg

The Spire

http://i13.photobucket.com/albums/a291/dominicbuchholz/screenshot4.jpg

Conversation
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Tech Demo coming hopefully this weekend or sooner
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Story:  The basic story of the game is that your a mercenary in service to a small kingdom.  one day on the horizon a tower is spotted.  your among the three sent to investigate.  as the story progresses its discovered the tower is called Spire, and is actually a powerful catalyst for a spell.  Its now to attempt to stop the spell from firing off and destroying the country.  There are multiple endings, including, but not limited to the tower is destroyed, the castle is destroyed, your destroyed, and you backfire the spell and destroy the creator country.
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Graphics: The game is 2k3, and the chipsets are common used ones, as are the animations (flare is a particularly popular one)
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System: There are three basic systems aswell as the game mechanics.  your basic mission in every stage is to go through the level killing all the 'ghosts' and then progressing through the dungeon.

HP - the whole game through you have 10 HP, and most all attacks will deal 1 damage.  This system is functional.

MP - the mechanics of MP is similar to musao in dynasty warriors combine with pac man.  you take damage to gain energy, and pick up 'pellets' to gain energy.   you gain energy from being hit equal to the damage you take.  you need five MP to use a symphony, which is a special technique of sword fighting that launches a magical beam from the sword from where your facing.  this will deal 1 base damage and extra based on your current sword.  Magic is semi-functional.

Score - Score is based on how well you do.  you lose score when hit (equal to damage) and lose 20 when you die.  the max score is 9999.  score shows how well you do aswell as give extra options in the story.  some endings may be based on your current score.  Score is functional.
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As I said, the game play is very arcade style, similar to a clash of pac-man and shadows over mystria (or was it shadows of mystra?)
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The game was started today and the basic functions are mostly done so expect the full game (atleast, the first volume, if the game is popular I'll make more) by mid to late April.
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This game is pretty much a break from Midnight rain and Ayoshi (My main projects)
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Offline Dominicy

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« Reply #1 on: March 19, 2007, 05:08:05 PM »
Ba, progress has slowed on this.  Its alittle thing I call addiction to videogames.  I see Grandia and can't help but start playing and I've been glued to it since. xD
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Offline Moosetroop11

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« Reply #2 on: March 19, 2007, 08:26:05 PM »
This looks simple and fairly easy to finish making, and thus it has the potential to be incredibly successful. Try and keep working on it :)
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Offline Dominicy

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« Reply #3 on: March 19, 2007, 10:30:04 PM »
well the tech demo would've been released today if it's map wasn't 75 by 75 and had 250 ANIMATED magic sparkles plus had about 20 monsters (all needed X and Y coordinants).  Tech demo will be released whenever I feel like making one.
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Offline Dominicy

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« Reply #4 on: March 21, 2007, 02:55:56 AM »
Alright Doodz, the demo is almost ready to be released.  it'll only be three stages so, your warned, its short, but its mainly to get people interested in the game.

Also, if your observant, you'll notice the game is set in Etrecia, the same world as Ayoshi: Mystic Knight.
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Offline Dominicy

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« Reply #5 on: March 21, 2007, 04:30:55 PM »
Its practically finished other than the monster X and Y and I need to check and make sure the attack works right, well, and link up all the scenes together with the teleport function. :/  I got a semi-busy day ahead but I missed alot in The Way, so hope for the demo late tonight or late tomorrow..
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Offline Ben

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« Reply #6 on: March 21, 2007, 04:39:57 PM »
Dear sir:

I would very much like to play this short demo.

Also, I enjoy you more now.
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Offline Dominicy

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« Reply #7 on: March 22, 2007, 04:32:12 AM »
Quote
Originally posted by gemini
Dear sir:

I would very much like to play this short demo.

Also, I enjoy you more now.


Frikkin Shweet.  I'm popular.
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Offline Dragonium

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« Reply #8 on: March 23, 2007, 03:44:04 PM »
Finish this, and you'll have completed more games than most people on Charas.

It also looks great. Keep up the good work.
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Offline Dominicy

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« Reply #9 on: March 23, 2007, 04:45:37 PM »
Quote
Originally posted by lucas_irineu
xD hey, if you need any help, just ask, i am pretty good at coding and such. I can help you with poses too. But I really want to help :D


Meh, I have myself covered.  I'm pretty good with making poses.  I mean, I never made anything like a character swimming animation or anything like that, but I'm good with poses.  Also, one way you can help is to tell me how to display a variable that can go up to 9999 in the corner. X_X

The demo WILL be released by the end of the month.  I just need to finish coding the X and Y and all the conditional branches for when you shoot the laser that it hurts the enemy.  The demo is short and possibly disappointing, but trust me, it won't be that easy.  there's most likely going to be around 25 stages, 4 environments, 10 or so monsters,  7 or 8 boss stages (not included in the other stages) and if its popular I'll continue the game :D
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Offline Dominicy

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« Reply #10 on: March 25, 2007, 04:15:21 PM »
ugh, fixing together the system blows. >_>  I'm just glad that after the demo I'll get to work on a boss battle.  that should be fun. :D  probably a dragon. . . . or a wolf. . . . aww well, either way, I'll draw the graphic myself, poses and all.
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Offline Dominicy

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« Reply #11 on: March 25, 2007, 08:58:13 PM »
sorry for the double post, but the first concept art for the first boss has been drawn.  I double post because I can't put the attachment into the above post for some reason.
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Offline Dominicy

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« Reply #12 on: March 27, 2007, 01:53:28 AM »
ok, I know, triple post, but I'm kicking because I need help.  I'm getting major lag in this, and for some reason you can't hurt the ghosts in the second stage.  If you have any Ideas then just ask for a ZIP of the game and I'll send it to you, you can check it out, and send possible solutions to me, thanks everybody,
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Offline Dominicy

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« Reply #13 on: March 27, 2007, 05:02:34 PM »
no, since its one of the early monsters, the ghosts die in one shot, and it dies in one shot as such.

I have it set up so that pressing shift shoots the beam your facing, and if they're right in the middle of your sight it damages/kills the enemy, but on the second stage it doesn't work.

it works perfectly for the first stage, but on the second stage, it both lags and you either can't hurt them (I tried going from stage 1 to 2 normally and it goes like that.) or they all die regardless of your facing when you attack.

I'll host the zip in a moment.

If you don't want some of the story spoiled.  if your willing to check out the glitch and try and fix it, be my guest, but, DO NOT DOWNLOAD THIS DEMO, WAIT FOR THE FIXED VERSION.
http://rapidshare.com/files/23061680/Spire_Demo__level_2_glitch_.zip.html
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Offline Dominicy

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« Reply #14 on: March 27, 2007, 06:32:02 PM »
the attacking is a giant huge beam, so it can be either.  you can use it to smack them in the head, or blow their molecules across the forest.  that's not to say that you'll only use ranged attacks.  theres going to be several different kinds of symphonies (attacks) you can use throughout the game, but for now, I don't need a custom menu system.  I'll tell you if I ever do though.
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