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I've had ideas about this game for years now. Ever since I started tinkering with RPG Maker 95 long ago, I've wanted to make my own game. Not knowing a lot about events and scripting I never really finished a game, just bits and pieces.

 

However, now that I’m older, have a job working with basic scripts I have a better understanding of how they work, and how events work.

 

I set out to create a game, with a unique story line with more than just one linear path. A story that as the player progresses through the game, a deeper story helps pull everything together and answers all the missing pieces. In my synopsis I will give part of the story to the game, explaining pretty much the base overview of what is going on without giving away too much. If anyone would like a little more insight on it, simply send me a PM.

 

Note: This game is for non-commercial use.

 

 

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Age: 22

Background:



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Age: 20

Background:


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Age: 24

Background:

 

 

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Age: 24

Background:

 


 

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World Map:

 

----NEW----

Darune, v1.3

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Tandari Mountains

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Tandari Cave

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Example of a house in game the player visits

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Example of a forest in development

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----NEW----

Local market

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----NEW----

"Frozen Time" Dungeon Tease

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----NEW----

"Darkshade Woods" Tease

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4 playable characters

A strategic and balanced battle system

Unique challenging boss battle scripts

Challenging dungeons that will test even the most skilled players

Several open field maps filled with side quests that will help reward the player

Secrets are spread about the game, don’t be afraid to look around

 

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Lead Designer

Greg D. "aka. HellKiteChaoS"

 

Music:
Danny M. "aka. D-pad Danny (http://d-paddanny.bandcamp.com)"

Mapping:

Story Development:
Ashley D.

Jason T.

Danny M.

Josh B.

Tim G.

Joey L.

Khary P.

David B.

 

Scripting:
Yanfly
Yami
Victor Sant

Nicke

V.M

Galv

Moghunter

Mr. Bubble

Casper Gaming

Ocedic, KMS

Tsukihime

Leongon

KilloZapit

Zerbu

 

Graphics:
Thalzon (Battlers)
Rekx's Graphical Cartel (Title Screen, Logo)
Timmah's Treasure Trove (Spell Graphics)

 

Dialog:

BossBerry

 

Special Thanks
Enterbrain

 

Chaos Studio Productions Members

Greg D. "aka. HellKiteChaoS"

Ashley D.

Jason T.

Danny M.

Josh B.

 

 

 

 

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Again this game is in its early state. Anything on this page is subject to change. PLEASE, if you have any opinions on anything on this post feel free to give me your thoughts, both good and bad. This is my first project and I know its a massive one to take on from what I have so far, but I feel if I can knock this one out of the park the others I make will be that much easier. Any suggestions you may have is welcome too. I will be checking this post daily to answer any questions anyone might have.

And finally, thanks to everyone who helps and supports my game.

Edited by HellKiteChaoS
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Wow....Your're really taking this seriously....I've never really planned stuff the way you do and the way you're doing it is pretty good and smart.

 

•I'm a average mapper and eventer(I love eventing though,I can send you some of my work)

•I like writing stories and am pretty creative in sidequests

 

PM me if you are interested..I can also get some people to make banner that could come in our signatures!

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What a nice presentation. It is nice to see, how much thought and planning you put in this project. When trying to create a very long game, it is always helpful to think ahead and plan everything.

The story is a good basis to work from, war between gods is not really something totally new, but as long as it is well presented in game, I'm totally fine with it. Try to avoid confronting the player too soon with too many foreign names. I already had some trouble following your short synopsis because of that :D

The characters are also fine and the world map looks amazing. I wonder how much work it'll be to fill it with life, since it is so huge.

The interior screen has a lot of empty space, if you ask me. Maybe try making the rooms smaller or fill them with more stuff.

 

I'm looking forward to hear & see more of this project and hope you can keep up your motivation since this seems to be a project that will take a while until it's finished.

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Wow....Your're really taking this seriously....I've never really planned stuff the way you do and the way you're doing it is pretty good and smart.

 

•I'm a average mapper and eventer(I love eventing though,I can send you some of my work)

•I like writing stories and am pretty creative in sidequests

 

PM me if you are interested..I can also get some people to make banner that could come in our signatures!

 

What a nice presentation. It is nice to see, how much thought and planning you put in this project. When trying to create a very long game, it is always helpful to think ahead and plan everything.

The story is a good basis to work from, war between gods is not really something totally new, but as long as it is well presented in game, I'm totally fine with it. Try to avoid confronting the player too soon with too many foreign names. I already had some trouble following your short synopsis because of that :D

The characters are also fine and the world map looks amazing. I wonder how much work it'll be to fill it with life, since it is so huge.

The interior screen has a lot of empty space, if you ask me. Maybe try making the rooms smaller or fill them with more stuff.

 

I'm looking forward to hear & see more of this project and hope you can keep up your motivation since this seems to be a project that will take a while until it's finished.

 

Yeah the idea for my project has always been kinda in parts over the last year. I've always wanted to actually make and "finish" a game for once. I've had the urge to do so for I believe the past 7 or 8 years now, just didn't have the knowledge or support to do so. It was always ideas just floating around in my head. Now that VX Ace is out, and its amazing to work with, I can bring the ideas out and now that I'm older with a better understanding of what needs to be done, its a lot easier.

 

As far as the organization, that's just how I am. I didn't want to start the game with just a bunch of stuff, then have to spend a ton of time going back and re-balancing and tweaking to get right. At first my idea was to make the max level 50, and right now I'm still kinda around in that area. I felt that making level 99 or 100 would make it feel that I would have to make the game so massive just to fill in that much content without it feeling that you level after every 2 or 3 battles. Although with some of the interest that has been coming up with my friends and work, and now some viewers here, if I can get the help I'll push this game to a full level 99 or 100 and do some more tweaking to my numbers.

 

As far as the story line goes, yeah I agree what I have presented doesn't seem that creative, but what's shown is really the tip of the iceberg. I can't really give too much more without giving away some key moments in the game that I wan't the player to experience without knowing whats going to happen. The game kinda has two story lines that end up running along with each other and eventually pans out together mid game. This will pull both stories together and I feel will make the game even more interesting for the second half.

 

The detail work so far in the castle, yeah its not that amazing. Mapping is something that has never been my strong point, and I'm always working on some different ideas to make it look better. What is presented so far is what I have up to this point. I've been spending most of my time this week on the database work (weapons armors spells etc) and getting a lot of that balanced and placed into the game itself. This section is going to take the most time I feel as I'm almost done with the 150+ unique weapons in the game, but I'm about to start the process of creating over 200+ unique armor pieces plus rings and trinkets for the game. Keep in mind each item in my game will have a unique name and icon picture on top of having to set stats and such, so that's extra work that I try to provide in my game.

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I could make a title for you, I'm ok. But no super great like some of the other folks here that showcase and offer to maker titles for everyone. there stuff is pretty fantastic.

 

PM me some of your rough ideas on what you want the title to come close to looking like.

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Combat Armor Update!

 

Finished updating the new Armor system today. Had to come up with a calculation that would reduce damage players would take by a % instead of a flat rate. This is going to help balance out damage late game and make the player feel that armor is actually useful.

 

Typical calculations would be like:

 

(a.atk * 4) - (b.def * 2)

 

Where if an attack were to hit for 3000, its always reduced by a static number because of the players defense. With my new calculations, players will take % reduced damage based on which armor class they fall in.

 

This is my player armor formula:

 

(Damage formula) * (((b.def/((9.5*b.level)+b.def))-1)*(-1))

 

**Note: This formula is only for monsters damaging players. Yes the formula uses "b.def" and "b.level" because the monsters damage the player, based on the players armor and level. The players spells and abilities use a different calculation for damage to monsters.

 

I have created 3 armor types: Cloth, Chain Mail, and Plate. The calculation allows the player, as long as they keep gear somewhat up to date with there level, see a noticeable damage reduction. I'm attempting to keep the armors roughly in this range:

 

Plate = 45%

Chain Mail = 35%

Cloth = 25%

 

These numbers may change closer to release once the beta is released and some balance issues is handled. But for now this is how it looks and how it works...

 

At max level (50), a plate armor class with the best gear possible in the game, will have roughly 600 armor. This will equate to roughly a 45% physical damage reduction on attacks. So if a monster's damage calculation would hit for 5000 before armor, the new formula reduces that damage by 45%, so the player only takes roughly 2200 damage.

 

Lets say the player is still max level (50) but doesn't have the "best" gear, say they skipped some side quests and such. Now they have 500 armor, not 600. The same monster hits for 5000 before armor. With only 500 armor now the player is hit for roughly 2430 damage. So as you can see, having lower armor causes the player to be hit for higher damage.

 

Now lets say you are a cloth class, at max level (50). With best gear in the game you will have roughly 330 armor. The same monster hitting you for 5000 before armor, will now hit you for roughly 2950 damage. So between cloth and plate, with best gear in the game there is only a difference of roughly 700 damage.

 

The good part about this formula, is it allows the armor formula to scale with the player's level, so the player always know they have the correct reduction. I use the plate class as a baseline for this calculation. At level 1, the player should have 12 armor with the starting gear. Every level the plate class gains, he/she will need 12 more armor to keep the base ~45% reduction constant. If the player does not keep the gear up to date, you will notice the characters taking more damage. This is why its key in this game to keep an eye on your gear.

 

Anyone may use this formula in there game. I do not demand credit for it, though it will be appreciated. ^.^

Edited by HellKiteChaoS
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Update today:

 

Added a few screenshots to the screenshot spoiler showing another map I've started to work on.

 

Added a screenshot to display the font being used in the game.

 

Still working on the game's item database. I'm finally almost finished adding all the items to the database. I'm sitting at roughly 330 unique items created. I estimated that I will have 400 armor's in the game, and I believe that is still an under estimate. First I thought I would have roughly 250 armors, then I set my sights at 400, but now I think I'm going to have closer to 500, but that's still to come.

 

I'm still looking for dedicated people that would be interested in helping out in this project. My recruitment section is kinda empty right now =\. I will have a support link available today for those who wish to place my logo showing the support for my game.

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Wow! The level of planning here makes me drool, seriously. I am excited to see you get something out for the public, this is really interesting looking stuff. Fantastic mapping, too! Nice and simple, and gamey, while still looking like it makes some sense in a semi-realistic context. I like it a lot.

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I apologize for the double posting in one day, big update started today.

 

Wow! The level of planning here makes me drool, seriously. I am excited to see you get something out for the public, this is really interesting looking stuff. Fantastic mapping, too! Nice and simple, and gamey, while still looking like it makes some sense in a semi-realistic context. I like it a lot.

 

Thanks for the interest! Some major plot idea's came down the pipeline today and I feel it's going to really spice up the game.

 

On another note...

 

Class system overhaul!

 

I decided to give the class system a nice polishing and a good overhaul today. The notes of it are posted under the main characters section. Check that area out for further information and updates.

Edited by HellKiteChaoS

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Hey everyone,

 

ChaoS here, just wanted to post an update to you guys. I've been grinding data into this game for the past week and have had a few updates and changes in some areas.

 

Later this week I will be posting a HUGE update.

-The classes will be finished (finally lol) explaining everything about them.

- I'll have some more screenshots on map progression.

- Spell and Armor calculations will be polished and finished.

- First look at some "Alpha" screenshots of the game's progression.

- "POSSIBLY" a short video example of the battle system in action.

- "POSSIBLY" a short video explaining how the gear will work in the game.

 

So keep a close eye out for the biggest update to come!

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Hey everyone!

First off sorry to double post within a day, but my first update is finished today.

 

ALL Characters are finally updated and finished!

 

ALL the class descriptions finally finished and descriptions about them are finished!

 

Keep an eye out this week for further updates as they come!

 

Thanks,

ChaoS

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Greetings everyone!

 

Hello again, time to post another update! I apologize for not having most of this done by last week, as I had a really busy weekend. But enough about that, lets get to the updated content!

 

First off, the Hylore Outer Castle (aka. Hylore Village) is almost finished! A screenshot update has been posted under the screenshot thread.

 

The weapons, spells, and armor's sheet in my excel, which will be available soon after the release of my game as a guide ;) is almost finished, and updated screenshots are also posted under the screenshot area.

 

This is the running count so far of how many items I have created so far. This is not a finished count, and does not include quest items and consumables such as potions.

 

Weapons: 119

Armors: 347

Rings: 27

Trinkets: 10

 

So yeah, I've been very busy today getting this out for you guys. Also, a demo might be available within the next few weeks DUN DUN DUUUUUN! So keep an eye out, as I will be looking for people to help beta test my demo.

 

Also, some other news, my thread will be getting a nice polish over in the next few days thanks to Rekx and his graphical skillz! (No seriously, the guys awesome, you should check his thread out, its in my signature =D )

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Whoa seriously, the level of preparation that you've done is unlike any I've come across in this community. It's something that I myself was never able to sit down and do because I'm always too eager to start. I wish I had the kind of mindset you have.

I'm also very impressed by your custom formulas. I'll be keeping an eye on this.

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Greetings everyone!

 

Update #3 rolling off today for everyone's pleasure. Some BIG additions to the game this patch that really adds to everything and makes it more dynamic. Before we begin I'd like to announce that I have found a font I like for the game, so you'll be able to see it in the new screenshots.

 

First off, SOCKETS!

Yes, sockets for your gear. Being a combat heavy driven game, why not be able to customize your gear to your liking! Most armor and weapons in the game will have sockets to plug in gems that can increase your Health, Mana, Strength, Intelligence, Haste, and Power (These stats will be described in greater detail on the next update as these are the final stats being used on all the gear). A screenshot is provided in the features section.

 

Secondly, ARENA CHALLENGE MODE!

What to test yourself? Think you got what it takes to be the strongest? Do you think to yourself "Oh man, that boss was way easy!". Then come check out the Arena Challenge! Here you will face harder versions of monsters and bosses from the game, with different abilities, stronger attacks, and a next level requirement in skill required. You think that boss in that temple was too easy? Why not fight 5 of them at the same time? The Arena Challenge will reward you with better gear, and tons of money for those who can survive. Screenshot provided in the features section is a very new look at the Arena Challenge, an updated picture will come in the next few updates. Think you got what it takes?

 

Thirdly and finally, ACHIEVEMENTS!

What game wouldn't have achievements. These range from anything funny you can find in the game, to some of the more serious challenges and puzzles. Have you spent 4,000,000 Ri in potions? Well there might be an achievement for that. Slain 4,000 monsters? I think that might deserve some attention. These achievements bring more than just bragging rights, they bring rewards as well! Again anything from money, to items, to joke items that you can show off to your friends and brag about. Do you own Oprah's Credit Card yet? Screenshot is provided in the features section.

 

Been a busy week and I believe I have a lot of content out for you guys thus far. I'll keep steam rolling the rest of the week to get the starting maps finished and the rest of the events and quests set up so I can roll out a starting beta demo for anyone interested.

 

Thanks again for all the support, and I'll have a banner made soon for those who wish to show there support off to everyone.

 

 

Edit:

10-24-2012

I didn't want to create a new post only after 24 hours, but I have updated the story synopsis, I'll make a more formal announcement about it on my next major content update in the next few days.

 

ChaoS

Edited by HellKiteChaoS

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Greetings everyone yet again!

 

Update #5 rolling off for everyone fresh out of the oven!

 

Let's get things started.

First off, ALL the characters have had there image, sprite, and pictures updated! I have been doing a lot of searching around for some editable material and have found some sources to help me with this. Should check those out, I'd love the input from you guys on the new pictures. ;)

 

Next...

Darune is getting another make over. Yes this planet is finding another continent rising out of the ocean, expanding the land even more. While the work on this new land is still in the making, a screenshot provided will show you just how vast this area is. I hope you all have your adventure boots on and ready to scout this new undiscovered land!

 

Which brings me to my next update, 3-D Airship View!

Yes you heard me right, while using the airship in the game, the world map will adjust its view giving you a better view of the land, and giving you the real adventuring feel to the game, showing you the actual vast size of Darune. I'll have a video of this posted as well when I get all of the updates complete. Again I'd love to hear some feedback on this one.

 

Hylore Castle has been overhauled and updated as well! Nearly complete!

Now just one map instead of several smaller maps, the castle is even bigger and full of detail now. While it's not finished, some NPC and detail work still needs to be done, I can safely say this map will be ready to ship within the next few days.

 

Hylore village is now finished! All that's left to do is put the events and NPC's for quests in the maps. Also placed in the screenshot's section is a picture of one of the shops in the area also finished.

 

This was posted on the previous update, but was edited in after it was posted, but the story synopsis has been updated as well! This should shine a little bit more on the story and help clear up some confusion.

 

Some undocumented updates...

-All the weapons and armors have been updated with socket amounts.

-I've started working on spell effects now that majority of the spells are created in the games database. The video I will post will have examples of these as well.

-i've started creating the quests that go along with the main story line in preparation of the demo to be released.

 

 

I'm looking for some strong feedback from this update guys/gals, because at this stage It's almost to the point of no return for a lot of these features and such as the game will be built around them. PLEASE be honest, think of this as if it was your game. What changes would you make, what suggestions and opinions do you have?

 

As always, thanks to everyone who's shown interest and support. (If you would like to show off your support for my project, I have a signature picture link at the bottom of my post and in my signature ;) )

 

 

Edit: 11/7/2012

Added a section for music samples that's being created by a friend of mine. Give us some opinions on the samples. Do you like them? Do they sound awesome? Do we need to step up our game? Don't feel scared to let us know how you feel.

Edited by HellKiteChaoS

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Honesty = good: If you arent completely satisfied with the samples stated above, I would definitely like to know so any changes/alterations can be implimented. We want to make as good of an overall project as we can, and I know that the music can be a big part of the overall playing experience. (A great game can be fail due to the music not fitting the them)

Edited by D-pad Danny

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Honesty = good

 

This is spam, as it offers no value to the thread at all.

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Greetings everyone!

 

ChaoS here to deliver to you all another update! A lot has been going on with scripts and some long nights of designing and thinking to bring you these new ideas!

 

First, Darune has been given a face lift yet again. The new piece of land is finally finished and the world map is a little more condensed now that the planet is finally coming together. Check out the latest screenshot to see in the world map area.

 

Secondly, A new area has started to come in design. The "Tandari Mountains". Not a lot of details will be released about this area just yet, but you can see the first screenshot of it in the screenshots area. This area is still in heavy development so don't expect a lot just yet.

 

And last but not lease... Everyone will FINALLY get a first glance at the challenges Darune's boss fights will bring. Under the features section you will see a spoiler revealing the first challenging boss fight you will come across. All the details are there. PLEASE read up on it and let me know your thoughts on it. Do you think it will be too hard? Do you like the concept of the fight? Good or Bad I want to know!

 

From me and all the friends helping me with this project, we hoped everyone had a nice Thanksgiving and had a safe return if you ventured out.

Thanks for all the support so far,

ChaoS

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Alright, first of all, this game looks amazing.

The amount of detailed planning that's been put into this is astonishing. Honestly, I can't believe you haven't gotten more attention yet.

 

The idea of the weapon and armor sockets to add extra, optional customization for the players is great. Personally I always prefer as many customization options as possible so that one can tweak the characters to their liking :)

 

All the maps look awesome so far too. Especially the world map (though we can't see it in detail, obviously). But the continents have very natural shapes, it just looks realistic. The separate areas too (forest, snow, etc). It all looks very plausible :)

May I ask how you got it that way? Is it just a lot of trial and error, or did you use real life examples? Because it just looks so natural, I'm rather jealous of it :P

 

The boss fight sounds epic. The amount of thought put into it is something we should all take our example from. That being said, he also sounds VERY difficult. It just goes against every instinct every player has to let one of their characters die on purpose.

So perhaps it could be an idea that after the player suffers their first defeat (I don't think many will succeed during the first attempt) to display some sort of 'hint screen' saying that Dementia provides a good opportunity to refresh the shackle, or something like that?

Still, it's an amazing example of how to make an interesting boss battle :)

 

The songs have very nice melodies to them. I quickly found myself humming along, which is good. Though I personally didn't much care for the very 'synthesized' sound. Though that is simply my personal taste, I think (I prefer more orchestra-ish sounds.)

 

All in all, I'm really looking forward to seeing more of this game. Can't wait for a demo to come out :) Also, a lot of people (myself included) could take a lot of pointers from following your development. So please keep updating as regularly as you are! :D

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Alright, first of all, this game looks amazing.

The amount of detailed planning that's been put into this is astonishing. Honestly, I can't believe you haven't gotten more attention yet.

 

The idea of the weapon and armor sockets to add extra, optional customization for the players is great. Personally I always prefer as many customization options as possible so that one can tweak the characters to their liking :)

 

All the maps look awesome so far too. Especially the world map (though we can't see it in detail, obviously). But the continents have very natural shapes, it just looks realistic. The separate areas too (forest, snow, etc). It all looks very plausible :)

May I ask how you got it that way? Is it just a lot of trial and error, or did you use real life examples? Because it just looks so natural, I'm rather jealous of it :P

 

The boss fight sounds epic. The amount of thought put into it is something we should all take our example from. That being said, he also sounds VERY difficult. It just goes against every instinct every player has to let one of their characters die on purpose.

So perhaps it could be an idea that after the player suffers their first defeat (I don't think many will succeed during the first attempt) to display some sort of 'hint screen' saying that Dementia provides a good opportunity to refresh the shackle, or something like that?

Still, it's an amazing example of how to make an interesting boss battle :)

 

The songs have very nice melodies to them. I quickly found myself humming along, which is good. Though I personally didn't much care for the very 'synthesized' sound. Though that is simply my personal taste, I think (I prefer more orchestra-ish sounds.)

 

All in all, I'm really looking forward to seeing more of this game. Can't wait for a demo to come out :) Also, a lot of people (myself included) could take a lot of pointers from following your development. So please keep updating as regularly as you are! :D

 

Hey Chantal, sorry for the late response I've been on vacation the past week. I'm glad to hear you're interested in the game and yes I am working on getting a demo out for everyone as soon as I can. I had planned to have it out by the end of November, but there is still a lot of leg work that needs to be done, so hang in there.

 

My world map, aside from the rough drafts building the outlines of the planet, the detail work was all done by hand in my head, no pictures or examples to go by. It did however take me a very long time to work on it. I think up to date, with the new continent added, I've spent probably 30 hours on it alone, and it's not even finished lol. I tend to take a long time on my maps, which is why I think this games going to take a good while to complete. I do have some help with maps though from some friends on this site so I don't feel so alone anymore.

 

The boss fight is indeed an epic fight. In my game I want a boss to actually feel LIKE A BOSS. During the game you will receive hints as to the strategy on how to defeat and survive the boss, and some you will just have trial and error to figure it out. I'm not a huge fan of bosses that are just huge piles of meat with more HP and hits a little harder than the monsters you fought leading up to that point. I mean... that's the point of a boss... to be challenging. Otherwise I feel the game would just get really boring, people would save up all there best items and abilities, and just push the boss over in a few huge spells. Having to actually think about how to defeat a boss, and actually losing a few times, gets the player to sit up, wake up, drink that soda and get their head in the game. I want the player to see they have x amount of turns till the boss will make its next move... do you have enough time to heal? Do you have enough time to risk using a lot of damage spells and still recover? Do you know his next move and if you will survive it? These are the thoughts I want the player to have while fighting the boss.

 

Again, the one you see here, is just the beginning of idea's I have. The ONLY thing that will give me, the designer, an issue is finding ways to push the limitations of this game and my skills and ideas, find others who are willing to assist with some of the challenging ideas and concepts, and get them scripted for you guys.

 

Something I've been thinking of doing is actually creating a very detailed walk through of the game. Giving you every detail of every item, monster, skill, armor, weapon etc. in the game. Give you all the boss's stats and abilities, strategy and such needed to progress. This however will be OPTIONAL. If you want to play my game legit, then you don't have to download it. If you find yourself just stuck and need help, then it'll be there. This however will not be out with the games release, I wan't players to actually try first lol.

 

For my team so far, I only have a few people that are helping out, mostly with mapping and some events. I'd love for some others who are interested in helping to contact me via PM and we can get everything set up. My recruiting section is listed on my main post. The more helpers I can get, the faster this game will be finished obviously.

 

Thanks again everyone for the support, and I hope to have some more updates for you all in the near future. =D

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The songs have very nice melodies to them. I quickly found myself humming along, which is good. Though I personally didn't much care for the very 'synthesized' sound. Though that is simply my personal taste, I think (I prefer more orchestra-ish sounds.)

 

Thank you for your feedback Chantal. I know some of the songs (particularly the ones HellKiteChaos put up on soundcloud) do have a synthisized sound. However, I believe when the demo is ready, you will be pleased with the variety. There are some songs for Darune that do have a heavy orchestrated sound, as well as some heavy on the synthesized side. I didn't want the songs to all have the same basic effects and sound too similar from lack of sound channel variation. Rest assured when you get your hands on it, there will be a wide gambit, from dismal ambiant overtones, to fast-paced battle themes (both synthesized and orchestated), to whimsical town themes. I thank you for your honest opinion, and assure you that it will be taken into concideration. Thank you for your support and interest.

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Greetings everyone! ChaoS here to give everyone another major update in the world of Darune. A lot has been going on through the holidays and after a lengthy vacation and some free time a lot has been accomplished. My team is slowly growing, now with 2 supporting members pitching in and helping, but I'd like to keep growing and bring in a few others, but we can talk about that later, let's get on to the updates!

 

First, I have cleaned up my form post. I have removed a lot of older screenshots to make room for new ones and help clean up the space on my page. If anyone would like to see some of the older development pictures just send me a PM and I'll gladly send you links to them.

 

Next, I have updated the character models with new graphics. This wasn't done because I didn't like the first ones, but some of them didn't have expressions that I could use, and some didn't have any expressions at all. So now all the characters have different expressions to help portray situations during the game. If you guys approve of the new ones let me know, if not I have several others I can change them to.

 

Next, I have actually posted screenshots of the "Tandari Mountains" this time. I had forgot to on the previous post, but I have worked on it since then and now have a few screenshots to show what I have done thus far. A lot of time has been put into these maps, and much more has to be done before it is finished, but let me know how it looks so far. This will not be released in the demo.

 

Next, Hylore Castle has been re-designed with a new tile set and rebuilt with the help of my team. Not a lot has changed in the actual structure of the castle, but now it's more detailed and more robust. Give me that input and let me know your thoughts.

 

Next, I have placed the games crafting system and new upgrade system into the game. Right now you can gather materials from the world, monsters, and shops to craft better potions, craft stronger armor, and create weapon kits that's used to upgrade your weapon. Right now I only have it where you can upgrade weapons. As far as armor goes, I haven't decided if I want that as well since you can already place gems in your armor for extra stats. More on this to come, so keep an eye out.

 

For some more general announcements, the demo's production is coming along very well. Most of the game's opening cut scenes are being hammered out and the NPC's are slowly starting to fill the maps. I hope to have a demo out for everyone by the end of December, but no promises. Right now I'm waiting on a few scripts that I'm using to have bug's and issues solved before I can release the demo. More on this to come as well.

 

Also, Darune is still looking to grow in size. I'm still seeking other's to join my team with me and continue development of this game. Don't let the size of this project scare you off. My PM box is always open for suggestions and opinions if you choose not to post on this form. Also if you are interested in helping, simply PM me what you can bring to the table and we'll work out the details from there.

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Serious project spotted.

 

I will be delighted to help with the sub-quest's stories, backrounds, writing tips and any other form of storyline, big or small. I'm looking to build up some experience in a game project and to be part of a team. I hope I can help !

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