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Asharonapaul

Elohan Chronicles

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Abstract:

[spoiler = "Abstract"]

The game is about clicking and winning with good luck chuck. Im no good at abstracts.

[/spoiler]

 

Genre:

[spoiler = "Genre"]

It's a Homebrew DND clone. Definitely not Roguelike

[/spoiler]

 

Game Progression:

[spoiler = "Game Progression"]

So it's nearly a third finished for the demo release in spring. Other than that, I have no idea how to calculate the overall stuff. Like, It's not finished? :P

[/spoiler]

 

Story:  

 

[spoiler = "Story"]

The player finds themselves in the Khimra territories, seeking to empower their people with the vast resources available to the chimera folk. The end goal being the claiming/reclaiming of Kowan territories, to which the Khimra have remained neutral over. The first task of gaining support from the Khimra is important to the rest of the story.

 

From there the player is free to continue the major storyline, or do side quests, or anything common to DND.

 

The player must learn the secrets of the Elvish folk in pairing with a Drac-folk. The end result being a clash of powers and a new world.

[/spoiler]

 

Setting:

[spoiler = "Setting"]

The universe is set on a fictional planet called Elohan . The game takes place on a continental region called M’rak. There are many races and factions in the region. Many different modes of magic are also available to all races some races granting bonuses. Many gods are also present in the world.

[/spoiler]

 

Character:

So there will be two race options, and 4 class options.

 

Kowan: Vowtuh

[spoiler = "Vowtuh"]

kowapositions.GIF.63e75021e451f550a0ba8521c51df0ff.GIFstatus_bar.png.cdad857f73fe7e53869dab9fa095206b.pngHud-Shield.png.bca9d4fff2591847ec1e20bd32e134d9.pngVowtuh.png.a59be4e78e7bbcc00151c1005b1dfc9e.png

[/spoiler]

 

Nijo: Bahtu

[spoiler = "bahtu"]

Nijostand1.png.04ed20444f0050987f578778635596f6.pngnijo.png.4a06f93dc7f2fcaea7cea63974b1d444.png

[/spoiler]

 

Screenshots:

[spoiler = "Screenshots"]

menu.PNG.cd02726e0da4c027b032d35d078ce45c.PNG

from the development of the radial menu system for interactions.

idk.PNG.06c0f5424ccde6c605bf44ba71f2b58f.PNG

from the development of a fort and interiors of buildings.

awesomesauce.PNG.8ab7dc87d33d58817e70d78bcb471473.PNG

the first 6 races I drew and their realistic representations in the game.

[/spoiler]

Features:
Mouse only controls.
Rolls and checks on hopefully everything.

Character customization.

Somewhat advanced AI mechanics for what will feel like a real world.

DND style combat.

The ability to alter the world, within the confines of the game's rules.

Edited by Asharonapaul

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so I have switched to gms 2.
 

 the game will feature transitionless regional maps. meaning to enter a building you will be on the same map, same for underground explorations. There will be a map stitching between regions or territories.
this will also include new characters and a deeper developed backstory.

my goal is to have a demo for this iteration around spring (hopefully march).

there will be a character sheet of several tabbed pages for character creation and keeping track of player information.

 

 

for all interactions there will be a stat/skill/whatever roll check system.
 



There will be a choice of two playable human races and 4 playable classes. The Kowa kowastand1.png.0e59fe793469eeac67574c9f2f117b30.png and the Nijo (nee yo) Nijostand1.png.c9511f118c64b9a79a4e691280af8951.png. With Champion (a slaved class), Paladin, Wizard and Ranger. The end release will have sprites that reflect all these choices.

The player will start off in the Khimrasta territory of the Khimra on a diplomatic mission from their homelands. Depending on the race chosen, the story will bridge from there. The player will have a seamingly open world to explore, with rewards for questing and role playing.

I have a somewhat large dev checklist to work towards. But Im hoping to show off in the spring demo release, the dialogue system, certain rolls/checks, combat system, and character creation, as well as some friendly lore immersion to showcase the complex world I have been developing for a long while.

I do intend on having a portable save system, meaning each release the save files from the previous versions can be utilized so that you don't have to start all over every new update. I am working with a few Dungeon Masters experienced in Homebrew (unofficial DND) and two mentors for problem solving the various bugs that arise with each installment.

I have yet to compile a credits page, however it's not that large, as I am doing most of the work, with some creative assistance and balancing guidance.

My promise for the project, is that you will be able to destroy a building should you desire, or fight a baby for its candy, or even speak with the trees to learn what life is like for a tree.

Since this iteration is only 2 or 3 weeks old, I'm going to hold off on revealing the story for now, until I have enough content to show in a demo the foundation for the story, at which time I will gladly divulge the information.

Controls will be purely mouse left and mouse right buttons appropriately. Right clicking to bring up the radial and interact with things, and left clicking to set a way point.

For character information and saving there will be some hud buttons. I've just been putting it off for now, as the character sheet pages take a long time to implement. I'm looking at about 3 to 4 days to get the inventory system sorted, as it will need some database to get things moving proper.

The hud will reflect your race and class, meaning the one for kowa will be different from nijo, and so on.

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Midweek Devlog - 

worked on getting the inventory to work. added tabbed pages for character sheet.

will be helpful when it comes time to make party system.

might work on the slots themselves later, for scrolling and such. Will make integration of the database much easier later.

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So this is the earliest final version of a test project for Elohan Chronicles. Basically worked through some algorithms for behavioral AI of npcs. To make it look less scripted and more intelligent to a point.

Bare bones its just a sort algorithm, pathing algorithm, conditional branches, finite state machine, and finite location memories for a s imple decision tree.

The player can observe the behaviors by right clicking an object such as a bird or flower. Middle wheel to scroll through items for placement on map such as tree or bird or flower. Left button to place objects, timer restricted once per 5 seconds.

Mouse only controls, recommended external three button mouse.

Known issues: The birds are stupid :P

biomeday4.zip

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