Relic

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priest865
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Relic

Postby priest865 » Fri Jul 18, 2008 6:54 pm

Release date for demo: 31st March 2013

2013-02-28
I replaced most of the placeholder graphics with the graphics I want to include in the final game. Unfortunatly thats also the reason why the release date for the demo changes from 1st march to 31st March. As an extra I will include an intro and trading is going to be also possible.

2013-02-18
I made relic from scratch. This means there won't be any fancy graphics for the next few releases. Placeholder graphics are going to replaced with better ones (don't worry I know my way around programs like blender). However at the moment the main focus is the scripting of the game.

Features:
Journal (Questlog)
New Item System
Dialogue System
Full Mouse Support
Drag and Drop Inventory
RPG – Character System
Save Manager
Day/Night Cycle
Supports multiple language files

Description:
Relic is an attempt to combine a complex character system with the combat system of action-RPGs. The dialogue system of Relic allows NPCs react to various conditions of the main character which in turn affects his dialogue options. The new Item- and Inventory system allows your character to dual wield weapons. The custom inventory system doesn't stop there. Every weapon you can find in Relic is unique. Statistics like quality, material and item type define the weapons speed, damage, durability, weight and value.

Controls Game:
C – Character menu
I – Inventory
Q - Questlog
ESC – Main Menu/Cancel current Interface
Left Click – Interact/Attack/Move (depends on what you click)
Select nothing + hold left mouse Button – Character follows the mouse
shift+Left click – Attack from current position

Controls Inventory:
Right click – Fast transfer of items to the opposite interface
Left click – Select, drag or drop inventory item
ESC – Cancels interface

Known issues:
  • The current version is created and tested with a resolution of 1024 x 768 (windowed).
  • Nothing in this Version is balanced
  • Magic, special attacks, ranged weapons, enchantments, runes, potions weapon schematics, crafting, armors, shields, helmets and perks are not implemented yet.
  • Save games of this version won't probably be compatible with the next release.
  • Control combinations require some fine tuning but are a bit rough around the edges.
  • The Interface is just a placeholder until I have time for a complexer UI. The same goes for the whole graphics of the game.
  • Don't change or delete the txt-files in My Documents- 001/Games/Relic folder. They are required for the game.
  • When right clicking on an item in the inventory, you get an error message with no actual error.

Screenshots:
20130228_mainmenu.jpg

Intro.jpg

The save manager:
201302026_SaveManager.jpg


randomly generatd items:
201302026_inventory.jpg


The dialogue System:
201302026_Dialogue.jpg

20130228_Logo3.jpg
Last edited by priest865 on Thu Feb 28, 2013 11:37 am, edited 48 times in total.
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evergreen
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Re: [WIP] Relic

Postby evergreen » Fri Jul 18, 2008 6:58 pm

awsome!
i love the libary and camp, nice tents
Game Coming Soon. Click Here to read about it.
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Deedasmi
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Re: [WIP] Relic

Postby Deedasmi » Fri Jul 18, 2008 7:25 pm

if i could just get the resources in the last 2 pictures i could make 001 duengeons lol

though, i is speak english, not whatever NACH-OBEN is :p

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Gamerdude
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Re: [WIP] Relic

Postby Gamerdude » Fri Jul 18, 2008 8:25 pm

Maybe its German?

This game sound quite interesting (zombies and castles!) The Magic System sounds cool too.
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miroki123
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Re: [WIP] Relic

Postby miroki123 » Fri Jul 18, 2008 8:35 pm

Very nice screenies. But maybe you should make your HUD look more farmer-like?
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

For those about to rock, we salute you.
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priest865
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Re: [WIP] Relic

Postby priest865 » Fri Jul 18, 2008 9:22 pm

gamer_dude001 wrote:Maybe its German?

The game is completely in english, but you are right. I am working on a computer with german windows.

miroki123 wrote:Very nice screenies. But maybe you should make your HUD look more farmer-like?

Of course there will be a different HUD but I dont think it will be farm like. The HUD is currently my least priority but as i currently working on the magic system it now also has a mana-graph.
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Conker001
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Re: Relic

Postby Conker001 » Fri Jul 18, 2008 11:40 pm

Great Game, this look Good, where did you get That resources from the Library?, I have great Resources, if you want, i can give you The Resources
Image Conker001 Was Here Don´t Hack

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Neto
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Re: Relic

Postby Neto » Sun Jul 20, 2008 12:06 am

A+ dude!
great!!
now my main advice: improve HUD!

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hellblade
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Re: Relic

Postby hellblade » Sun Jul 20, 2008 4:14 am

Sounds and looks good :)

priest865 wrote:I am working on a computer with german windows

haha
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Conker001
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Re: Relic

Postby Conker001 » Sun Jul 20, 2008 11:38 am

i am doing Age of wars with this resources.


los-bluecastemassive[1].png
los-bluecastemassive[1].png (19.65 KiB) Viewed 6533 times









Copia (4) de los-bluecastemassive[1].png
Copia (4) de los-bluecastemassive[1].png (36.28 KiB) Viewed 6530 times








Copia (3) de los-bluecastemassive[1].png
Copia (3) de los-bluecastemassive[1].png (19.58 KiB) Viewed 6525 times








This is only a bit of my resources, i ca upload more, but the file is more of 256Kb
Image Conker001 Was Here Don´t Hack

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priest865
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Re: Relic

Postby priest865 » Sun Jul 20, 2008 1:12 pm

Conker001 wrote:Great Game, this look Good, where did you get That resources from the Library?, I have great Resources, if you want, i can give you The Resources

Thanks but as you can see at my new screenshots i got some good resources already - well most of the terrain (gras and earth) I made myself but I kinda like it. if you want some of the tiles i used i could send you the link of the pages where i got them.

Neto wrote:now my main advice: improve HUD!

Already done Hud is finished after a lot of work. Made already a screenshot.
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Neto
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Re: Relic

Postby Neto » Sun Jul 20, 2008 2:13 pm

Creative!!
that was very neat of you to put the items on the hand of that.. skull (?), but anyways that was very original :D
how about a little demo for us?

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miroki123
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Re: Relic

Postby miroki123 » Sun Jul 20, 2008 5:00 pm

Indeed, very interesting HUD. Very castley.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

For those about to rock, we salute you.
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adib2008
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Re: Relic

Postby adib2008 » Mon Jul 21, 2008 2:39 am

Did you get that resource from RPG Maker XP? I've seen all that resource before because I already used RPG Maker XP before... But that not important, right? you free to use it ;)
Adib2010

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evergreen
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Re: Relic

Postby evergreen » Mon Jul 21, 2008 3:57 am

i am very excited about this game, cant wait to play it
Game Coming Soon. Click Here to read about it.
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hellblade
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Re: Relic

Postby hellblade » Mon Jul 21, 2008 5:47 am

looks awesome ;)

*gets print screen button ready*

wait, just one thing, the terrain doesn't fit in all that much with the characters
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priest865
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Re: Relic

Postby priest865 » Mon Jul 21, 2008 8:11 am

Neto wrote:how about a little demo for us?

Dont know if i will there will be demo. I am not a fan of demos because they exactly end then when the game is at the best point. However if I will make demo it will take 5 days I think. Because maps, levels and magic still need a lot of work. At the moment.
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Conker001
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Re: Relic

Postby Conker001 » Mon Jul 21, 2008 9:36 am

i want some of your resources, Please
Image Conker001 Was Here Don´t Hack

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Neto
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Re: Relic

Postby Neto » Mon Jul 21, 2008 12:35 pm

that Monster impressed me, i'm really enjoying the progress of this one seriously
if you are really going to release a demo (i see your point, if you are not in mood you could choose what to be in demo or not) you may like to wait 'til next version which will have some nice features that will improve things on your game, most of the technichal features make possible to have incredible HUGE maps without lagging, i dont know if thats ur case, but besides that you may enjoy some other things that are coming ;)

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miroki123
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Re: Relic

Postby miroki123 » Mon Jul 21, 2008 2:16 pm

That is one fancy monster. :) I believe there's a sprite for a sorcerer mounted on this dragon...
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

For those about to rock, we salute you.
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Deedasmi
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Re: Relic

Postby Deedasmi » Mon Jul 21, 2008 3:10 pm

:p you got great resoures, but i would suggest more detailed maps, their kinda plain, and with some awsome scripting this game will be unbelievable :)

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Neto
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Re: Relic

Postby Neto » Mon Jul 21, 2008 4:31 pm

Nah deeeds, I ithink he has done a great job on terrain, by alterning the roads tiles.. if he decorate it too much it will become too full and confusing, but yeah, a little bit more of trees and little stones over here and there, some signs on crossroads.. those would fit very well :)

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Deedasmi
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Re: Relic

Postby Deedasmi » Mon Jul 21, 2008 4:33 pm

what i ment by detailed :p

mabey a few random plants as well

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Neto
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Re: Relic

Postby Neto » Mon Jul 21, 2008 4:39 pm

lol yea ok :lol:

i was reading the story again buddy, thats kind of cruel to send the "weakest" to fight against whole army of undead, i would love to play that game just to kill all zombies and return to slay that fu***ng leader and bring peace to the rest of "stronger" survivors..

(by the way i wish to kill all of the rest of those damn survivors, while i was giving hard to destroy the undeads they were just hanging out with girls survivors in the camp, they all deserve death. the best ending probably is becoming the king of a new and peaceful empire, oh yeas that would feel so amazing.. respect is everything!!)

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miroki123
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Re: Relic

Postby miroki123 » Mon Jul 21, 2008 5:24 pm

I wonder if the whole game will be played in naked breasts.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

For those about to rock, we salute you.
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Neto
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Re: Relic

Postby Neto » Mon Jul 21, 2008 5:34 pm

It would look more macho if the player's naked breast was hairy..

wait that sounds too gay

just put an armor on!

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evergreen
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Re: Relic

Postby evergreen » Mon Jul 21, 2008 10:07 pm

Neto wrote:It would look more macho if the player's naked breast was hairy..

wait that sounds too gay

just put an armor on!


ROFL!!

hows your progress going atm?
Game Coming Soon. Click Here to read about it.
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priest865
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Re: Relic

Postby priest865 » Tue Jul 22, 2008 12:12 am

There will be a Demo. If there wont be any problem I will upload it in 5 or 6 Days. But dont expect a long gameplay. it will contain the Library-Tower (5 Levels), The Camp, a quest and the Intro.

I resized all my levels because they were to small. Therefore I have to work on all the Levels I finished before again. However they maybe look a bit empty now but there have to be enough space for fighting.

deedasmi wrote::p you got great resoures, but i would suggest more detailed maps, their kinda plain, and with some awsome scripting this game will be unbelievable

Yes thats true, I still have to work on some detials.

There will be 2 different endings. One where you destroy the camp an one where you leave the castle with all of the survivors.
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Neto
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Re: Relic

Postby Neto » Tue Jul 22, 2008 5:00 pm

i will SURE take the first ending :P
how about more screenshots?

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Re: Relic

Postby gamez » Tue Jul 22, 2008 8:55 pm

looks pretty good,can't wait to play it
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Conker001
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Re: Relic

Postby Conker001 » Wed Jul 23, 2008 10:34 am

Thank Priest865, now with that Great resources, my game will be fabulous
Image Conker001 Was Here Don´t Hack

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Age Of Wars The Golden Buda: 67%
Resident Evil 2 To the City:47%
The Great Stafe:25%


Image Engine001 Best game maker Ever
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Neto
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Re: Relic

Postby Neto » Wed Jul 23, 2008 12:22 pm

ay dude! so you are drawing new chracters? have you checked the Blog news? you should do the whole 8 directions frames, (you would be he first one to do that maybe) also there will be tons of new poses, so you should stay tuned to check whats coming soon and maybe you feel interested on drawing some more things to make your game even more interesting ;)

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priest865
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Re: Relic

Postby priest865 » Thu Jul 24, 2008 5:06 am

To create the other directions i need the standard characters for all 8 directions because all the characters in the size of a human can wear the standard items, which also allows me to make zombie knights or skeleton soldiers. At the moment for example the zombie can wear all the standard items,weapons and i can change their color. Of course i will also improve the look of the items and weapons.

Neto wrote:how about more screenshots?

Well about the screenshots. As i have to work on the sprites first, the levels have to wait. Therefore there will be just some screenshots ofthe new sprites. Further more not every one has a fast internet connection so the maximum screenshots i upload are 5 at one time. But if you want i will make a picture gallery on my webspace however there will be only the old screenshots (12). New ones will come as there is something new like the 8 directions of sprites or completely new maps or weapons.

Now I made a Todo for the Demo.
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miroki123
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Re: Relic

Postby miroki123 » Fri Jul 25, 2008 11:17 am

Pretty scary zombie. Clothes will have to look more realistic so that the zombies to wear them, or it will look odd (cartoon X realistic sprite).
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

For those about to rock, we salute you.
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evergreen
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Re: Relic

Postby evergreen » Fri Jul 25, 2008 8:44 pm

nice zombies :o
can you explain the health bar to us?
is it two cirles behind each other?
Game Coming Soon. Click Here to read about it.
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miroki123
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Re: Relic

Postby miroki123 » Fri Jul 25, 2008 9:23 pm

I believe it's a half-circle for HP and MP.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

For those about to rock, we salute you.
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evergreen
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Re: Relic

Postby evergreen » Sat Jul 26, 2008 12:33 am

thats a good idea, i might do the same thing for elements in my game, only with four semi cirles....
do you mind if i steal your idea :) ?

if the new magic feaure comes out soon you will need to redo it all over again
thats got to suck
Game Coming Soon. Click Here to read about it.
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hellblade
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Re: Relic

Postby hellblade » Sat Jul 26, 2008 4:34 am

Zombies look good.

BTW, did you make all the resources or did you get them from a site or ripped them?
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priest865
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Re: Relic

Postby priest865 » Tue Jul 29, 2008 1:44 pm

Demo will be released before 13th August. It will just contain The first Tower, the intro and a cut scene, maybe a spell and some weapons.

I wont work on the game from 14th August - 13. September

hellblade wrote:BTW, did you make all the resources or did you get them from a site or ripped them?

tilesets are from various sites. However they are modified. So you wont find the exact same resources on the net.

evergreenterrence481 wrote:f the new magic feaure comes out soon you will need to redo it all over again
thats got to suck

Will wait for the new version and then i will decide if I will continue working on my system or if I use the new system.

miroki123 wrote:I believe it's a half-circle for HP and MP.

yep, they are two half circles. MP and HP - already working.

miroki123 wrote:Pretty scary zombie. Clothes will have to look more realistic so that the zombies to wear them, or it will look odd (cartoon X realistic sprite).

Of course but for the Demo there wont be Items with realistic look.
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Neto
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Re: Relic

Postby Neto » Mon Sep 01, 2008 6:17 pm

bump!

we are in september now, are you still alive?

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Lord Cohliani
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Re: Relic

Postby Lord Cohliani » Mon Sep 01, 2008 8:43 pm

Looks AWESOME! The Engine001 review team will DEFINETLY review it when it comes out!
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Blood Raven
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Re: Relic

Postby Blood Raven » Mon Sep 01, 2008 8:56 pm

The Game Looks -Censored- Awesome!
Can't wait to play it.
...I wanna be the very best, like no one ever was

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metomunc
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Re: Relic

Postby metomunc » Mon Sep 01, 2008 9:21 pm

Nice! Looks very realismish! Pretty good story too even though it is zombies.
Who should I really listen to?

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evergreen
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Re: Relic

Postby evergreen » Tue Sep 02, 2008 3:25 am

yeh how is this game going?
Game Coming Soon. Click Here to read about it.
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Neto
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Re: Relic

Postby Neto » Tue Sep 02, 2008 12:15 pm

Neto wrote:are you still alive?

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Scaveleon
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Re: Relic

Postby Scaveleon » Tue Sep 02, 2008 3:21 pm

I would like to ask one question for the devolper:

How many percent of the resources are Pierre's? If editted, they count.
MIV wrote:It's definitely not The Epic Game of Loladin as the screenshot said.
Nor is it The Epic Game of Loladin Happy Face.

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metomunc
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Re: Relic

Postby metomunc » Mon Sep 08, 2008 7:40 pm

Last post by Priest: Tue Jul 29, 2008 1:44 pm.

That is the sign of a good game maker. He's working on his game rather than hanging around the message board all the time.
Who should I really listen to?

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miroki123
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Re: Relic

Postby miroki123 » Mon Sep 08, 2008 7:56 pm

That could be true, but you must have an evidence to prove that. ;)
I mean, he could as well be busy with his life and got no time to work on the game or get on the forums.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

For those about to rock, we salute you.
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Mike
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Re: Relic

Postby Mike » Mon Sep 08, 2008 9:41 pm

He last visited 2 days ago :P.

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metomunc
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Re: Relic

Postby metomunc » Mon Sep 08, 2008 9:53 pm

Well thanks, now you made me not make him look as good. (Does that make sense?) :lol:
Who should I really listen to?

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priest865
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Re: Relic

Postby priest865 » Thu Sep 11, 2008 1:31 am

Currently I am on a Roadtrip at the Westcoast so I dont have the possibility to work on the game. But thanks to Internet-cafes I am sometimes online but only for answering some E-Mails. However I had some time left so I also visited the engine001 forums. I just wanted to answer to all the questions after the hollidays. But I dont want to look that bad so I am answering. On Tuesday I am back and will work on the game again.

I wasnt able to release the Demo before the roadtrip because I changed the story but belive me it will rock.

Mike wrote:He last visited 2 days ago :P.

Traitor :P

Neto wrote:are you still alive?

yes.

Myden Blat wrote:How many percent of the resources are Pierre's? If editted, they count.

as less as possible

metomunc wrote:That is the sign of a good game maker. He's working on his game rather than hanging around the message board all the time.

oops :oops:
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Neto
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Re: Relic

Postby Neto » Tue Dec 02, 2008 4:44 pm

so, will you give us the demo you promised?
looking forward it :D

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miroki123
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Re: Relic

Postby miroki123 » Tue Dec 02, 2008 5:18 pm

It's the curse of 001. Most awesome-looking games tend to never be completed/released. :(
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

For those about to rock, we salute you.
Image
Image

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MIV
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Re: Relic

Postby MIV » Tue Dec 02, 2008 11:23 pm

miroki123 wrote:It's the curse of 001. Most awesome-looking games tend to never be completed/released. :(

I don't consider mine awesome, but it's epic.
Maybe his may take awhile because it's epic too.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: Relic

Postby priest865 » Wed Dec 03, 2008 3:08 am

I am going to release the Demo before 24th December

I don't know if the story will be epic. However the Demo wont be that big. You will only be able to fight ina a cave (underground), 5 level of a tower and there will be also one treasure-dungeon.

the 3 Classes in the Demo will be: Assassin, Bloodmage and Dark Knight.

The maps are finished except for the treasure-dungeon and the 5th level of the tower. Classes need a lot of work. espescially the Bloodmage because he can't use a lot of weapons.

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Re: Relic

Postby Neto » Wed Dec 03, 2008 8:34 am

haha, santa hats!

pretty good looking, as already stated
still waiting for it :)

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Re: Relic

Postby priest865 » Wed Dec 03, 2008 12:24 pm

I try to finish and upload the Demo unti Sunday. However it still needs a lot of work but as it is a Demo there will be some things not finished like the missing attack Animation of Zombies. And one of the other problem will be the balance between the classes. I am currently working on the Bloodmage. If I have time I will also work on the other classes. also the Levels are too small. Therefore I have to work again on some of them.
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Re: Relic

Postby MIV » Thu Dec 04, 2008 12:10 am

Nice HUD and background, although your weapon looks a little... weird. Like a big white stick.
Try editing it to give it that realistic effect the rest of the game has.
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Re: Relic

Postby priest865 » Thu Dec 04, 2008 3:31 am

Thats true. I changed it a bit. Now the Bonespear looks more realistic.

By the way I have some problems with learn/unlearn magic. could it be that there is a bug?

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Re: Relic

Postby C0c1 » Thu Dec 04, 2008 9:21 am

unlikely but maby just make sure your using it right. I'm also glad you havn't left 001 I thought your game was as good as done but your still here :D
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Re: Relic

Postby priest865 » Thu Dec 04, 2008 10:21 am

C0c1 wrote:unlikely but maby just make sure your using it right. I'm also glad you havn't left 001 I thought your game was as good as done but your still here

Magic doesn't work. Wont leave until Relic is finished and besides I have plenty of Ideas for other 001 Games.

Still have problems with magic. Made a topic in the beginner-scripting section. If someone knows a solution for my magic-Problem just post it there.
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Re: Relic

Postby Fireleaf » Thu Dec 04, 2008 7:43 pm

I WANT TO PLAY THIS! Your screenshots look totally awesome!
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
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Re: Relic

Postby Lord Cohliani » Thu Dec 04, 2008 8:22 pm

Yea... Sadly, most good 001 games don't get completed...(Like mine lol)

Scaveleon wrote:I would like to ask one question for the devolper:

How many percent of the resources are Pierre's? If editted, they count.


Actually, if you use one of Pierre's drawings as a BASE for yours and them make it look COMPLETELY different, it's not technically Pierres, just the general shape...
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Re: Relic

Postby priest865 » Fri Dec 05, 2008 6:40 am

Fireleaf wrote:I WANT TO PLAY THIS! Your screenshots look totally awesome!

Demo coming soon.

Magic finally works

Currently working on the intro.

Things that need to be done:
Bonespear lv 2, 3
end-cutscene of the demo
placing zombies
make some weapons to have something to loot however the only playable class is going to be the Blood Wizard for the Demo and he can't really use any powerful weapons. However you can give the Demon which he is able to summon the weapons.
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Re: Relic

Postby Neto » Sat Dec 06, 2008 11:22 am

playing right now!

i'll feedback it as soon as i finish the demo :D

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Re: Relic

Postby priest865 » Sat Dec 06, 2008 12:30 pm

At the moment I think the game is to difficult not enough items and powers.

I wasn't able to reach the last level but tried it really often and also adjusted the enemies a bit.

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Re: Relic

Postby Lord Cohliani » Sat Dec 06, 2008 1:18 pm

The magic system is messed up. I don't really get how to use it... And you should make it a little easier. Other than that, it's good.
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Re: Relic

Postby miroki123 » Sat Dec 06, 2008 3:37 pm

Finished it, killed the bishop. It wasn't too hard, since he would deal 0 damage to me. Is there any cutscene after you kill the bishop?

Very good resources, music and SFX (although sfx only worked for the first time I played). The magic system was hard to understand, but I figured it out. Maybe you can take advantage of the input triggers when the new version is out, that way you can hit a key to go to Character Sheet, one for quick healing potion, etc.

Comments:
-The old man that lost his hat gives you XP everytime you talk to him once you have finished the quest.
-Both the dagger and the bonespear add to statistic "attack". Whenever having bonespear AND dagger equiped, you can use the dagger to deal damage equal to bonespear + dagger.
-Items placed on the floor respawn everytime, making the game easier than it was supposed to (not sure if this was intentional).
-Both cave and dungeon don't have background music, it would be nice to have one for them.
-Book of Demons got me killed as I was using it. Maybe you could make it add +5 at once? :?
-Can you enable video options? I have problems playing 001 games on fullscreen.

Great game, keep it up. ;)
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Re: Relic

Postby Lord Cohliani » Sat Dec 06, 2008 4:59 pm

miroki123 wrote:-Can you enable video options? I have problems playing 001 games on fullscreen.


Ditto...
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Re: Relic

Postby MIV » Sun Dec 07, 2008 4:19 am

Lord Cohliani wrote:
miroki123 wrote:-Can you enable video options? I have problems playing 001 games on fullscreen.


Ditto...

Most people do.
And try playing the bishop boss fight at the level you're expected to be by then. Maybe a little damage adjustment can make it harder.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: Relic

Postby priest865 » Sun Dec 07, 2008 6:23 am

Thank you all for playing my game

After killing the bishop there should a demon appear. well yes - so there is no cutscene?

miroki123 wrote:-The old man that lost his hat gives you XP everytime you talk to him once you have finished the quest.
-Both the dagger and the bonespear add to statistic "attack". Whenever having bonespear AND dagger equiped, you can use the dagger to deal damage equal to bonespear + dagger.
-Items placed on the floor respawn everytime, making the game easier than it was supposed to (not sure if this was intentional).
-Both cave and dungeon don't have background music, it would be nice to have one for them.
-Book of Demons got me killed as I was using it. Maybe you could make it add +5 at once? :?
-Can you enable video options? I have problems playing 001 games on fullscreen.


You even found some bugs - working on them.

I will of course improve the magic system. Video options will be enabeled for the next Demo.

The Items on the floor should make the game easier, because I thought that it otherwise would be too difficult.

Next time there will be also music in every map.

m4nd1ble wrote:And try playing the bishop boss fight at the level you're expected to be by then. Maybe a little damage adjustment can make it harder.


True, the boss fight was not really hard. But as there aren't a lot of armors and you can't increase your defense with points I thought that the bishop would be at least a bit stronger than the other enemies.

Did anyone have problems with the summoned Demon or is it just me who had problems with it?

I will soon upload a bugfree version of the demo
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Re: Relic

Postby C0c1 » Sun Dec 07, 2008 9:49 am

where do you get a wepon I had to sell one of my healling potions to get money to buy one
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Re: Relic

Postby priest865 » Sun Dec 07, 2008 10:10 am

If you play Bloodmage your starting weapon should be a dagger.

You can't play other classes as they currently can level up but no attributes like attack or defense are changing. In the next Demo will be also the Dark knight playable.
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Re: Relic

Postby miroki123 » Sun Dec 07, 2008 4:04 pm

The demon gets stuck with other zombies for me. It's a engine001 problem, not your fault.
Also, the merchant is teamed bad, so the demon killed him. :lol:
You should check your holding positions for the male character, the melee weapons look odd (see screenshot).
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Knife looking odd.
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Re: Relic

Postby metomunc » Sun Dec 07, 2008 9:03 pm

Personally, I used the dagger to try to fight and was killed immediately in three hits no matter what I was fighting. I think you should start with more HP in the beginning and maybe have a better weapon.

I liked the weired red suited guy, but while I was talking to him there would be zombies that would come up and kill me. You could either script a timer in that room that freezes all the zombies while you are talking by using a switch that is turned on and off while you are talking to the red suit guy, or you could just put him in another room.
Who should I really listen to?

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Re: Relic

Postby priest865 » Sun Dec 07, 2008 9:10 pm

miroki123 wrote:The demon gets stuck with other zombies for me. It's a engine001 problem, not your fault.
Also, the merchant is teamed bad, so the demon killed him. :lol:
You should check your holding positions for the male character, the melee weapons look odd (see screenshot).

:D Ok thank you in the next demo the merchant will be neutral and the holding position will be the standard 001 holding position for the weapons.

metomunc wrote:I liked the weired red suited guy, but while I was talking to him there would be zombies that would come up and kill me. You could either script a timer in that room that freezes all the zombies while you are talking by using a switch that is turned on and off while you are talking to the red suit guy, or you could just put him in another room.


Will do to that. As mentioned before the only class you can play at the moment is the bloodmage, who can level up. He has 50 hp and after every level up he gains 5 HP. Any other class wont benefit from a level up.
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Re: Relic

Postby Mike » Mon Dec 08, 2008 2:43 am

Nifty demo! Ironically, it was fun using it to find some sound bugs within 001 (now fixed), with such a good selection of sfx and music.

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Re: Relic

Postby hellblade » Mon Dec 08, 2008 3:50 am

I played it, quite good :)

Nothing happened after I killed the Bishop though.Also, when I gave the old man his hat back, when ever I talk to him again it says something like "Do you have the hat?"
When using the charater sheet thing to upgrade your magic, you can be killed (I was smart and ran down stairs ;) )

miroki123 wrote:The demon gets stuck with other zombies for me
lol, but it can be useful if there are alot coming at you so there's one you don't have to worry about ;)
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Re: Relic

Postby priest865 » Mon Dec 08, 2008 5:22 am

Already working on the new version with the bugfixes (green aleready done, red to do)

fixes:
weird-old-man-quest fixed
last cutscene fixed
merchant is now on your side
better resolution: 800 x 600
improved character screen
dagger is now faster
holding position of meelee weapons fixed
New Character System

New Content
Stronger Zombies now with a new sprite
New opponent Zombiedog
New Class Dark Knight
New Class Shapeshifter
New Class Assassin

New Spell Bastion (DK)
for every type of weapon are 3 versions crude, normal and superior
Katana
items have requirements(strength, agility, class)

Improved Character Screen
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Last edited by priest865 on Mon Dec 08, 2008 12:15 pm, edited 2 times in total.
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Re: Relic

Postby MIV » Mon Dec 08, 2008 5:53 am

Sounds great.
Here's an idea for your game development.
Try playing the game from the beginning, all over by yourself.
You'll notice a few common bugs if you spend some time around in the game...
By the way, here's a phrase I often say to myself: Always expect the Unexpected
Simply put, try to visualize yourself as the gamer, and occasionally try to do something stupid e.g. after finishing the quest, talk to the NPC again.
This is one of the best ways to spot bugs that are rather noticeable and annoying.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Relic

Postby priest865 » Mon Dec 08, 2008 3:51 pm

True for this demo i was too much focused on the visual content than about balancing and bugfixing wont happen again
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Re: Relic

Postby miroki123 » Mon Dec 08, 2008 6:24 pm

I had a feeling of Diablo when this topic was started. Now I'm sure it was one of your inspirations for this game. ;) I love Diablo btw.

Not sure if you have noticed, but your bonespear level 3 has no display image on the HUD (it shows a big white block for the left hand weapon).
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Re: Relic

Postby Gamerdude » Mon Dec 08, 2008 8:28 pm

I also see some Diablo elements in it, but not too many. Just like the crude-superior weapons and stuff.

By the way, its nice to see a game with a class selection.
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Re: Relic

Postby miroki123 » Mon Dec 08, 2008 8:44 pm

Noo.. I see more elements than that.. Maybe it's just me and my diablo freakness. :)
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Re: Relic

Postby Gamerdude » Mon Dec 08, 2008 8:51 pm

Like what?
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Re: Relic

Postby miroki123 » Mon Dec 08, 2008 9:34 pm

The town's song is similar in a certain way, you can upgrade spells, you get to choose different classes, each of them very unique, HUD elements are alike, the medieval environment, amongst other things.
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Re: Relic

Postby Gamerdude » Mon Dec 08, 2008 9:35 pm

Hmm... does too... but then again, alot of RPG games have some of those elements.

Downloading now, btw.
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Re: Relic

Postby metomunc » Mon Dec 08, 2008 10:22 pm

I REALLY like the visaul layout in this game. Especially the corn. I thought about making something like that at one point, and now I'm inspired to do so again. :D
Who should I really listen to?

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Re: Relic

Postby MIV » Tue Dec 09, 2008 7:17 am

Yup. It's just you and incredible Diablo-like graphics.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: Relic

Postby priest865 » Tue Dec 09, 2008 9:02 am

Thats true, my inspiration was Diablo.

However Diablo has a weakness: its story.I don't know if my story will be better but in Diablo it is all the time like kill Andariel, kill Duriel, kill Mephisto, kill Diablo, kill Ball, you are the hero. Of course in my story there is a boss-enemy you can kill, but you will also find out something about your character- he also will have a story(even when he has your name :) ) which will explain why you can only choose between very dark powers and classes.

The choices you can make in the dialoges will be later influence some of your actions. And of course the end of the game will also depend on your choices.

another difference to Diablo will be that there will be humor and a lot of... lets say confused espescially in the next chapter. But belive me they will add a lot to the dark atmosphere.

A lot of aspects will be similar to diablo. For expamle weapons, spells. However the classes will be a lot more different to play. For example if you like to use spells your class will be the Bloodmage. He wont be able to use a lot of weapons or Armors but his magic will rule. If you like to be in the middle of the fights the Dark knight will be your choice, he alse has boosts like bastion to increase your defence. The shapeshifter will have a lot of different Demonforms to transform.

Bone spear is also an ability of the Nocromancer in Diablo 2

The BGM of the first map is also similar to the BGM of Diablo when you are in Tristram.

By the way none of the grafics are from Diablo (I think otherwise I would have some problems with Blizzard although it is not very difficult do get all the gamegrafics of the game with a tool)

I get my sprites from some sprite-sites and the tiles are from some RPG-maker chipsets.
Last edited by priest865 on Tue Dec 09, 2008 12:27 pm, edited 2 times in total.
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Re: Relic

Postby MIV » Tue Dec 09, 2008 9:58 am

Same way my inspiration was Fallout and Hellgate London.
But anyhow, great job.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Relic

Postby miroki123 » Tue Dec 09, 2008 11:34 am

Diablo's story is very confusing, it's true. I didn't mean to compare this game and Diablo, though - sorry if you got me wrong. But still, Diablo is limited to find items, kill monsters and level up; the 001 engine can go way further when it comes to RPG elements, like having choises to make and puzzles to beat - Diablo has none of that.

I'm excited to see the next version working, I wanna try out the dark knight. :) Never liked mages anyway...
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Re: Relic

Postby priest865 » Tue Dec 09, 2008 12:40 pm

miroki123 wrote:Diablo's story is very confusing, it's true. I didn't mean to compare this game and Diablo, though - sorry if you got me wrong. But still, Diablo is limited to find items, kill monsters and level up; the 001 engine can go way further when it comes to RPG elements, like having choises to make and puzzles to beat - Diablo has none of that.


Because I left out a word the whole sentence became a different meaning(or non at all). I meant, that the story is very simple. not confusing. Of course there are also some little stories about the horadrim and so on, but in the end Diablo is all about killing some boss-monster. The good thing is, that the player always knows what to do.

Of course 001 offers a lot more possibilities. However I don't want anyone to expect that Relic will be all about freedom. There are enough 001 games with total freedom.

By the way the HUD is also similar to Diablo, true
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Re: Relic

Postby MIV » Tue Dec 09, 2008 9:03 pm

So it's pretty much a linear progression, not a free-roam?
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Re: Relic

Postby priest865 » Tue Dec 09, 2008 9:35 pm

Yes, as this is my first 001 project I thought that I should begin with little steps in 001 so I decided to make a linear game.
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Re: Relic

Postby metomunc » Tue Dec 09, 2008 9:47 pm

That's a wise idea. If you start with a linear game you can always go back and make alternate endings and side quests and such later.
I think sound and music is what this game needs most. Sounds especially.
Who should I really listen to?

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Re: Relic

Postby priest865 » Tue Dec 09, 2008 9:54 pm

Yes, true

music is no issue anymore. Every level has already music. I did not incllude sound because somehow I have some problems with sounds somtimes I can hear them sometimes there is no sound at all except for the music. Music always works :shock: .
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Re: Relic

Postby miroki123 » Tue Dec 09, 2008 10:43 pm

Don't worry. Me and Mike used used your project as a guinea pig to fix this specific sound issue. :) That evil bug has been banished from 001. For next version, of course. ;)

Linear is good. Makes story clear and prevents a lot of bugs that might arise from a free-roaming style.
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Re: Relic

Postby priest865 » Wed Dec 10, 2008 12:10 am

miroki123 wrote:Don't worry. Me and Mike used used your project as a guinea pig to fix this specific sound issue. :) That evil bug has been banished from 001. For next version, of course. ;)

Linear is good. Makes story clear and prevents a lot of bugs that might arise from a free-roaming style.


Thats good to hear so sounds have to wait until the next version of 001.

Even if it es only a linear story it only seems that easy.

Here are some actual screenshots:

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Re: Relic

Postby metomunc » Wed Dec 10, 2008 12:17 am

That red hound is the shape-shifter I presume?
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Re: Relic

Postby priest865 » Wed Dec 10, 2008 5:22 am

Unfortunately not. The Shapeshifter will be able to transform in human-like demons. This is only another summoning. I had to create for the Bloodmage another monster to summon because the bonespear doesn't work how I want it to work (you currently don't get xp from the spell).

The dog is a hellhound, he spits fire. The shapeshifter will be able to transform into more humanoid demons.
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Re: Relic

Postby miroki123 » Wed Dec 10, 2008 10:30 am

The bonespear should give experience. That might be a bug. What settings did you put for it?
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Re: Relic

Postby priest865 » Wed Dec 10, 2008 10:40 am

NO it is not really a bug. But in order to deal damage he has to increase the attack which is also used for melee attacks. However I used a script on impact which decreases the HP, which would not give XP. I already found a solution for the problem in the damage script, but therefore I would need 3 different statistics for weapons: melee damage, ranged damage and magic damage.
However I already have in the new version fo the game agility, defense, strength, attack, energy, mana, vitality and health. The mor I add the more you would lose the overview of the characterscreen in the esc menu. I also wrote about it in the beginer scripting section.

http://www.engine001.com/forum/viewtopic.php?f=9&t=8750&start=20
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Re: Relic

Postby metomunc » Wed Dec 10, 2008 8:57 pm

So what does the title have to do with the story?
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Re: Relic

Postby Neto » Thu Dec 11, 2008 11:07 am

what's the purpose of the mana potion :P

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Re: Relic

Postby priest865 » Thu Dec 11, 2008 12:55 pm

Neto wrote:what's the purpose of the mana potion :P

At the moment you don't need potions and for the Bloodmage this wont change but every other class has to rely on mana to cast spells. Maybe I will later also add some kind of Battlemage, some kind of pure spellcaster class relying on mana.

metomunc wrote:So what does the title have to do with the story?

As you maybe know Zombies are the dumbest monsters possible. And how big is the possibility that all the zombies of the world suddenly appear on an island? Not very high. After the Intro following is clear: We already know who could be after the attack at the castle. But why would he attack a castle in the middle of nowhere additionaly on an island?
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Re: Relic

Postby metomunc » Thu Dec 11, 2008 5:32 pm

Maybe because he (the bad guy) wants a relic of some sort?
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Re: Relic

Postby priest865 » Thu Dec 11, 2008 6:07 pm

Yes, he is after a Relic.

However I wont tell the whole story otherwise there would be no point in playing this game.
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Re: Relic

Postby Joshua8128 » Thu Dec 11, 2008 6:43 pm

How did you make a custom main menu
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Re: Relic

Postby priest865 » Thu Dec 11, 2008 6:55 pm

It is not really a custom menu

It is just a map and a dialogue box. Thats all.
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Re: Relic

Postby metomunc » Thu Dec 11, 2008 9:51 pm

I finished the demo and it was really anticlimactic. I killed the guy in the top of the tower (who couldn't even hurt me) and then climbed back down. Is there any place that says "end of demo"?
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Re: Relic

Postby priest865 » Fri Dec 12, 2008 4:35 am

Yes should be and yes he also should damage you. Already working on the new improved and bugfree demo. Even if you already played this demo the new demo will be a lot better not only because of 2 new classes. You will also recognize the end of the demo. Wont tell more its to good. :D
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Re: Relic

Postby Neto » Fri Dec 12, 2008 12:14 pm

for boss battles i suggest you to improve drastically the enemy AI so the player may build a strategy against enemy's behaviour

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Re: Relic

Postby MIV » Sat Dec 13, 2008 3:18 am

Alternatively, script the enemy's behavior and weapons separately.
I suggest for the enemy's weapons, script the damage to subtract the health directly without a formula. A fixed damage regardless of the player's defence.
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Re: Relic

Postby priest865 » Sat Dec 13, 2008 6:33 pm

True, the boss fight should be improved and new boss fights will also be more difficult.


New tileset for the well:
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new tileset for the castle:
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Re: Relic

Postby C0c1 » Sat Dec 13, 2008 7:53 pm

Looks awsome :D
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Re: Relic

Postby MIV » Sat Dec 13, 2008 11:51 pm

Real killer walls. ;)
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Re: Relic

Postby hellblade » Sun Dec 14, 2008 3:33 am

Looks good :D

(this might have been said) The male character doesn't really 'fit in' with the other resources, neither does the blood.
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Re: Relic

Postby MIV » Sun Dec 14, 2008 5:48 am

You can modify them a bit on your own.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Relic

Postby Gokulio » Sun Dec 14, 2008 7:25 am

This story sounds good! :)

The survivors are a bit harsh sending a weakling out to die, don't you think? I hope you get to kill the other survivors at the end for being evil. XD
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Re: Relic

Postby metomunc » Sun Dec 14, 2008 4:12 pm

You might want to give the zombies an attack animation too. ;)
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Re: Relic

Postby miroki123 » Sun Dec 14, 2008 4:17 pm

Well, I think the default male and female sprites are OK for this game.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

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Re: Relic

Postby MIV » Mon Dec 15, 2008 7:25 am

Although slightly more realistic-looking zombies can't hurt.
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Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
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Re: Relic

Postby priest865 » Mon Dec 15, 2008 7:30 am

the new Zombies already have an attack animation but it looks a bit odd on the screenshot.

miroki123 wrote:Well, I think the default male and female sprites are OK for this game.

Thats also my opinion. Maybe it is possible to improve them and as soon as I have an Idea I will do it but the male and female characters wont spoil the gameplay or the atmsophere. However the blood realy doesn't fit and will be replaced.

m4nd1ble wrote:Although slightly more realistic-looking zombies can't hurt.

Can't do that. The Zombie would look better than the default male

New and old Zombie not realy a big difference but i think it has a better animation
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Re: Relic

Postby MIV » Mon Dec 15, 2008 8:02 am

Slightly doesn't necessarily mean that one in the screenie. You could add some gory details to the default male and female ones, or you could tone down on the realistic effect on those zombie sprites.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Relic

Postby miroki123 » Mon Dec 15, 2008 10:46 am

Well, it's a game not real life. ;) Gosh, the zombies in my game are modified versions of the default sprites, his zombies are very fine.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

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Re: Relic

Postby priest865 » Mon Dec 15, 2008 3:20 pm

already made better default male months ago but now I am not really motivated to us the spirte as for example the demon is a modified default female and would also need similar changes. Changes which took me a lot of time. By the way under the armor you wont see any skin so modifiing the default male would be an unnecessary work.

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Re: Relic

Postby Neto » Mon Dec 15, 2008 3:22 pm

hey! that man you made looks awesome!

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Re: Relic

Postby miroki123 » Mon Dec 15, 2008 4:18 pm

Indeed.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

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Re: Relic

Postby Gamerdude » Mon Dec 15, 2008 10:08 pm

Reminds me of the zombie things in Ocarina of Time. *shudder* Good job :)
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Re: Relic

Postby Neto » Mon Dec 15, 2008 10:20 pm

na, it's very humanly :D
actually it looks 3D and fits very well in your scenario

will you make diagonal positions?

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Re: Relic

Postby MIV » Tue Dec 16, 2008 6:48 am

Won't be needing it.
But well done.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Relic

Postby priest865 » Tue Dec 16, 2008 12:22 pm

I keep this sprite for Relic 2 ;)

I know, that the current demo is a mess so I am trying to upload the new demo before 20th december.
New Features for the new demo:

new items
2 completely new interior-Tilesets
3 new skills
1 new class
2 new enemies (you also will fight the old zombies but now they also have an attack animation)
complete new character-system
complete new level-up system
every character has regeneration except the bloodmage he can even improve his regeneration to 1 hp per second
new blood effect
easier christmas-level
destructible barrels (with items in them)

and this time as bugfree as possible ;)
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Re: Relic

Postby Neto » Tue Dec 16, 2008 12:37 pm

yey, im waiting for it :)

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Re: Relic

Postby miroki123 » Tue Dec 16, 2008 7:10 pm

Will you make items with life/mana steal property eventually? :)
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Re: Relic

Postby MIV » Wed Dec 17, 2008 3:58 am

Highly possible, and being a Diablo-like game, why not?
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Re: Relic

Postby priest865 » Wed Dec 17, 2008 9:07 am

Life and mana stealing weapons are planned but not for the next demo. This demo is more about gameplay changes, bugfixes and better tilesets, which are easier to handle. There will be also an ending where you actually now that the demo ends...

No map is untouched even if you already played the demo there will be a lot of new things.

However the Dark knight will be playable but as I prefer magic chracters I was not really creative with his skills and at the moment it seems that he will only have a Skill in the demo.
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Re: Relic

Postby Joshua8128 » Wed Dec 17, 2008 8:33 pm

how did u do custom main beging menu?
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Re: Relic

Postby metomunc » Thu Dec 18, 2008 1:26 am

Joshua8128 wrote:how did u do custom main beging menu?

It's just a map and a hud combined.
Who should I really listen to?

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Re: Relic

Postby priest865 » Fri Dec 19, 2008 2:16 pm

Finishing the demo takes me longer than expected. I will therefore upload the game in 1 or 2 days. There were some nasty bugs sorry.
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Re: Relic

Postby whitemoth » Fri Dec 19, 2008 2:18 pm

A project taking longer than expected? That's something new and different!
(Don't ya love irony? Seriously though, looking forward to the demo)
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Re: Relic

Postby miroki123 » Fri Dec 19, 2008 4:47 pm

Engine001 and deadlines just don't work.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

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Re: Relic

Postby MIV » Sat Dec 20, 2008 12:09 am

Especially when there's so many good things to add to your game.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Relic

Postby Fireleaf » Sat Dec 20, 2008 12:33 am

I haven't had much trouble meeting deadlines. :D Although I've only released one game.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
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Re: Relic

Postby priest865 » Sat Dec 27, 2008 8:31 pm

For news about the game go back to the first page of the topic.
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Re: Relic

Postby maniaconfloor » Tue Dec 08, 2009 1:48 pm

Short demo, but cool. Maybe could a bit more initial background, in-game. The maps look a bit too squared and symmetrical, but on the screenshots in the first page that improves a lot. The fighting lacks emotion, just smash the hit button and heal when low on hp - especially the priest boss. Could use more strategy - and sounds! I like the idea and the overall atmosphere. Think the finished version could be awesome. Carry on!

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Re: Relic

Postby priest865 » Wed Dec 09, 2009 4:03 pm

Thanks for your input - I think some tactical choices will be possible with the new damage system where the monster have different resistances - there is also a physical resistance... so only using normal weapon will be no more an option. I will also add companions. Every companion will have unique talents. I can't think of other tacical choices but if you have ideas to improve tactics pleas post them.

The next demo will be even shorter as the last because I made everything from scratch to improve the quality. Furthermore all the graphics are compeletely fresh. No other game has these resources.

Next demo will be more or less just a proof of concept demo - just to show that playing the game and just looking at screenshots are two pair of shoes.

An actual screenshot of a test map (trees have the shadow on the wrong side and the character needs some work - will be fixed)
Engine001 2009-12-09 20-34-24-25.jpg
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Re: Relic

Postby RPGking » Wed Dec 09, 2009 11:09 pm

i am downloading right now, and another fellow world creator user, hello. Also, are you using all the isometric sprites from the site?

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Re: Relic

Postby priest865 » Fri Dec 11, 2009 4:58 pm

Well world creator is a really awesome programm. it gives you really a lot of possbilities for ISO games.

I don't us the sprites of their siite. I make the sprites with a program which a bought for a complete different purpose: IClone - originally for making some kind of machinima movie software. After some time I found out that it is very easy to create all kinds of humanoid sprites and armor for them. It still is a lot of work but I think the effort is worth it.

Finally began with some Interior/Dungeon resources
Engine001 2009-12-11 13-01-40-84.jpg
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Re: Relic

Postby RPGking » Fri Dec 11, 2009 5:53 pm

nice!

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Re: Relic

Postby C0c1 » Sat Dec 12, 2009 10:42 am

That looks awsome! :D
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Re: Relic

Postby priest865 » Sun Dec 13, 2009 8:14 am

Added a Backgroundstory of the world to the first post - only for those who are interested in lore. If you find any spelling mistakes or if something doesn't make sense please post them or pm. As first language is not English this is a high probability.

This is a map which is going to be in the finished game. Difference from the other Lava screens: more details, improved rocks.

Engine001 2009-12-13 10-36-48-79.jpg


Testmap - Interior of a house

Engine001 2009-12-13 13-16-09-78.jpg
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Re: Relic

Postby RPGking » Sun Dec 13, 2009 12:53 pm

Nice.

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Re: Relic

Postby priest865 » Sat Dec 19, 2009 10:46 am

Had not really time lately but there is the worldmap the north needs some cities with different style, need to add some snowy mountains. Will soon add some more details. You will be able to travel quite similar to Dragon Age on this map (dont know if i am able to creat an similar travel-effect). In the west there is the City Alliance, in the North the northern Kingdom and in the east the Eastern Kingdom which was once part of the city Alliance.

The Northern Kingdom has the best Armor smiths. And uses secret Arts for Armor smithy. Their elite soldiers are the Inquisitors which have sworn to purge the evil from the world. It is told that they are also able to create golems out of stone.

The City Alliance have the Demon Knights. People possessed by demons. Demon and human acting like one being which gives them a strength beyond imagination. If a demon and a human are not compatible both of them can suffer severe physical and mental damage by a posession.

worldmap3.jpg
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Re: Relic

Postby Stephen Chapman » Sat Dec 19, 2009 5:31 pm

Looks like you have been progressing well. At what percentage is this game complete?

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Re: Relic

Postby priest865 » Tue Dec 22, 2009 5:48 am

Difficult to say. At the moment the biggest obstacle is the creation of all the NPCs. every animation has 8 directions - idle, run, attack. The same goes for the Armors of the PC. The "to do list" is still long. If I would post it you would ask yourself when I am finished with the game... But I am optimistic 1 or 2 months and I think the story and a play through as melee fighter is possible.

However I will try to release a gameplay demo as soon as possible. The demo will include Act 1 of the game. Other than the old demo it will have more story and include a lot of interaction with NPCs. I want to make a game quite similar to the Bioware games.

The new world map: North added. Maybe the North will get a different style.
worldmap6.jpg


Tutorial Level:
Engine001 2009-12-14 09-53-20-14.jpg

Engine001 2009-12-13 21-34-19-82.jpg
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Re: Relic

Postby Stephen Chapman » Tue Dec 22, 2009 6:15 am

I say you take your time mate. Don't rush it :P I would like to see how it works. It's very different from other 001 games.

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Re: Relic

Postby Gamerdude » Tue Dec 22, 2009 6:25 am

Wow, looks great! :)
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Re: Relic

Postby priest865 » Wed Dec 23, 2009 12:51 pm

Companions
4 Companions are planned here are two:

Worked a bit on the companions:

Name: Nightmare
Race: Unknown
Age: Unknown
Description: His enemies call him the undead. No matter how hard he gets hit he recovers extremely fast from every wound. His regeneration supasses even the regeneration of the demon lords. He is also a hell of a swordsman. One other strange habit of him is his refusal to wear Armor as he recovers fast armors are unnecessary.
nightmare01.png
nightmare01.png (18.44 KiB) Viewed 1871 times
nightmare02.png
nightmare02.png (6.43 KiB) Viewed 1871 times


Name:Amarah
Race: Possessed Human
Age: 26
Description: As the northern kingdom underestimated the threat from the east they decided to create demon knights with the help of the alliance. 4 elite soldiers were sent to become demon knights. One of them was Cuya. As soon as this threat is over they would be hunted down by their own homeland. For the Inquisition of the northern kingdom demon knights are unnatural and should be destroyed but desperate times call for desperate measures.
Amarah01.png
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Amrah02.png
Amrah02.png (5.59 KiB) Viewed 1871 times
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Re: Relic

Postby RPGking » Wed Dec 23, 2009 1:05 pm

Very nice!

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Re: Relic

Postby priest865 » Fri Jan 01, 2010 10:16 am

2nd part of the compnanions. I am still working on Erial.
Next step: more diversity for enemies (have only 2 different at the moment)

Name: Erial
Race: Demon
Age: 21
Weapon: Axe
Description: A demon not really aware of her own power constantly chasing the main hero in his dreams. Erial can only materialize herself for a short time but in this short time she can cause serious damage. As her power increases she can even materialize without any help.
dface.png
dface.png (11.87 KiB) Viewed 1798 times


Name: Nari
Race: Half Dragon
Age: 130
Weapon:Claws
Description: Her whole life she spent in wilderness always running from the inquisition. As a half dragon she has features which make her look like a crazed demon knight. To avoid the Inquisition she crossed the border to the Alliance and found peace near the village of Alalen. Her dragon heritage has also good sides like extremly sharp dragon claws and nearly impenetrable skin.
hdface.png
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half dragon ingame.png (6.4 KiB) Viewed 1798 times

pose03.png
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Re: Relic

Postby RPGking » Fri Jan 01, 2010 3:49 pm

woah, this is looking amazing, you have some serious skillz dude.

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Re: Relic

Postby manomomma » Tue Jan 05, 2010 2:29 pm

You got some sort of- mmmm... animator don't you?
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Re: Relic

Postby haraldx » Sat Jan 09, 2010 11:41 am

Nice, did you model it all yourself?
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Re: Relic

Postby priest865 » Mon Jan 11, 2010 5:05 am

sorry for the late reply - I am quite busy lately. Which means releasing a demo will take longer as anticipated but don't worry I am still working on the game.

The demon companion, Eriel has a new look now: Image

haraldx wrote:Nice, did you model it all yourself?

No, I used a programm wich came already with the model. They are morphmodell which are easily edited.

manomomma wrote:You got some sort of- mmmm... animator don't you?


Yes, I use IClone. It is sa machinima prgram. Bought it some time ago cause I wanted to make a film with it... well it didn't turn out that well :D However for creating animations and characters for Relic it is an awesome tool.
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Re: Relic

Postby haraldx » Mon Jan 18, 2010 5:38 pm

Well Erial now looks something like High Detail or something like that. I think the skin color is too bright for a demon... Also the horns look like being just glued to the head :lol:

And I played the latest demo you released, and it was un-playable :lol: . It seems there is a script error when you select your character and it says something about health multiplying. It seems that all my stats at the game start are set on 1.


updates? downdates?
Last edited by haraldx on Sat Jan 16, 2010 12:17 pm, edited 1 time in total.
Reason: Automatically merged double post.

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Re: Relic

Postby priest865 » Wed Feb 10, 2010 8:06 am

Sorry for not updating but I am very busy since the beginning of the year. However I still work on the game. Currently I am working on a new HUD, the old doesn't really look good. I am also trying to create tintable characters and parts of the character. Meaning you can choose the hair of the character and tint them and also choose a skin color.


haraldx wrote:And I played the latest demo you released, and it was un-playable :lol: . It seems there is a script error when you select your character and it says something about health multiplying. It seems that all my stats at the game start are set on 1.



Well with the demo there is one big porblem. I don't have the files for the old one anymore which also the reason why I changed the whole graphics into ISO. A demo of the current version will be released soon. However I want everything as bugfree as possible and I want also as many unique features to Relic included as possible.

Imporved the environment.
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Re: Relic

Postby C0c1 » Wed Feb 10, 2010 8:24 am

Nice :D
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Re: Relic

Postby serrafina » Wed Feb 10, 2010 10:54 am

The story sounds good so far, it's a nice background that I'm sure the players would need to know, so make sure you add the past events to trigger the present, like you went to an old town that was destoryed and spirits came out, or a working bridge was destoryed so you need to find a new way to cross, stuff like that.

Graphics appear to be awesome, just don't do graphic clashes. For now, I don't see any. Anyways, keep up the good work! :]

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Re: Relic

Postby RPGking » Thu Feb 11, 2010 2:30 am

Thos etall grasses are epic.

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Re: Relic

Postby moonkill » Thu Feb 11, 2010 3:18 am

that grass looks awesome :)

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Re: Relic

Postby metomunc » Thu Feb 11, 2010 4:39 am

You can make character parts "tintable" by saving the image files as grayscale in something like Paint.Net or Photoshop. Then changing the colors based on variables.
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Re: Relic

Postby haraldx » Thu Feb 11, 2010 8:45 am

Nice, the grass really looks nice. can't wait to actually get my hands on this :lol:

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Re: Relic

Postby MIV » Fri Feb 12, 2010 8:37 am

metomunc wrote:You can make character parts "tintable" by saving the image files as grayscale in something like Paint.Net or Photoshop. Then changing the colors based on variables.

That means you can't have too many gray stuff on the character, though. Including white; so try to tint them a bit if you're worried.
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Re: Relic

Postby priest865 » Sat Feb 20, 2010 9:15 pm

Just a little update to the game:

changed the Main Menu hud to a more standard looking HUD - the old one just didn't look right

Relic now has a journal - still needs some work

increased also the resoultion of the game to 1024 x 768. However it will be possible to choose your own resolution. Still minimum is 1024 x 768.



Character creation

You will be able to choose a portrait - won't make any difference in the game but I think it is a nice difference

Background story
Your character has a backgroundstory.

At the moment there are 2:

Crazy
Too many demons already tried to possess you. You always resisted. You have an immense willpower at the cost of your mental sanity.
+ 2 Willpower

Soldier
You served in the military of the city alliance until a tragic accident happened. You never recoverd from the accident.
+ decent sword
+ 2 strength
- 2 constitution
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Re: Relic

Postby 5econds » Sun Feb 21, 2010 2:34 am

The recent shots really look great man. The characters are interesting I think. The background story idea sounds intriguing too. Details/features like that are neat things to add to a game I think.

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Re: Relic

Postby priest865 » Mon Feb 22, 2010 7:29 am

The reason for the delay of the release of the first demo is because of the additional features I want finished and as bugfree as possible. I am planning on writing updates about the game to avoid long posts as today :D.

5econds wrote:The recent shots really look great man. The characters are interesting I think. The background story idea sounds intriguing too. Details/features like that are neat things to add to a game I think.

The background stories will also allow new quests and sometimes also allow different dialogue options. I wish I had the time to include more customizations but my main focus is more on the game itself.

haraldx wrote:Nice, the grass really looks nice. can't wait to actually get my hands on this :lol:

Yep, the grass took really its time. Don't know anymore how many versions of grass I had until I finally was satisfied :D.

The Magic System
I think I already spoke about the spell system but now as I am working on it I am finalizing some ideas.

Willpower affects damage and the regeneration of mana
Intelligence increases the amount of mana and the mana spent for each spell when you cast them.

It will be also possible to learn additional spells which are not available through distributing points. Of course they will be well hidden... maybe in a dark corner of a street where a suspcious guy is selling them. Still it wont be possible to get everything on a playthrough don't expect it of the game. The character system is supposed to allow a lot of different character builds.

Effects:
Poison (works perfect already)
Burning (still on it - thinking about the possiblity of NPCs running away from the PC while under the effect)
Stunning
Freezing with a chance to kill the enemy with a second, physical hit.


Dialogue System

I also thought about a dialogue system. At the beginning I was very fond of the Arcanum dialogue system. However it was just too difficult to us it in 001 so I decided to search for a simpler system. The simpler system is the Mass Effect dialogue system. Depending how the player respond you will earn good or evil points which will allow you different dialogue options.

Quest log
100% finished just needs some visual improvments as you can see on the screenshots of my last post
I think it is self explaining

FAQ
Works similar to the Journal.


Achievments

Depending on how you solve certain quests you can get certain acchievments. Some of them will even give you a Bonus. At the moment there are no achievments as the first version of the game wont be that big.

Character customization

At first I wanted to make the PC tintable which allowed a lot of customization options. I also considered different types of hair. However I plan to make a lot of cutscenes with animations. Animating different parts of a character would be a pain. So the solution were portraits and background storyies to allow at least minor customizations.
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Re: Relic

Postby Fireleaf » Mon Feb 22, 2010 7:45 am

Wow! Looks alot like Lucifiend's stuff. Nice work.
Hey, I compose custom music for games (for free). PM me about it.

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Re: Relic

Postby tuliron » Mon Feb 22, 2010 6:43 pm

Insane work :shock: (Looking at grass and drooling) ...........

Can't wait for the new demo. ;)

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Re: Relic

Postby priest865 » Thu Feb 25, 2010 7:24 pm

Currently having a lot of problems with 001 messing up images which are added to the hud in fields. If someone knows a solution please let me know.

The Dialogue System
I know, already mentioned of a dialogue system and I think everything is already clear about it. However some may not belive it being a real system. Basically it is kinda copy of the Mass Effect Dialogue System. With the possiblity to choose between "good" and "bad" answers.

Journal
The Journal/Quest does not only contian information about your quest there are also other subcategories containing information about people, artifacts and important places. If you want you can call it encyclpedia of Relic. ;)

Worldmap
Other than in most RPG maker RPGs you don't "walk" on the worldmap. You choose a place/city from the menu and then you travel there. If I find out how I will add an animation like a icon or line representing the party traveling to the chosen place. In later versions there will be also random events, unique/fun events and of course story related events during your travels. Maybe there will be also the possiblity to be hired as merchant guard. It will be also possible to buy treasure maps which will unlock new areas where you can travel.

Camp
Don't know if I already mentioned it but you gonna have your own camp where you can speak with your teammates and choose which one will accompany you.

Alchemy System
In many games there are different alchemy systems. You need for example a skill and the ingredients to brew a potion. In other games you just need the recipe. Relic works different. It combines those two concepts. Even without skill you will be able to brew potion but with a lower quality you still need your recipe and ingredients. The higher the skills the better the potion. Of course there are also recipes only available to skilled alchemists basic potions like heal and mana are available to everyone. For some potions even your spell skill will influence the result.
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Engine001 2010-02-25 21-18-25-91.jpg
needs some mist to look really good.
Engine001 2010-02-25 22-00-16-89.jpg
Engine001 2010-02-25 23-58-21-23.jpg
why does 001 mess up my images?
Engine001 2010-02-25 22-43-41-57.jpg
dialogue system still needs some images
dialogue system.jpg
The dialogue system
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Re: Relic

Postby Mike » Thu Feb 25, 2010 10:02 pm

Nice custom event :D.

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Re: Relic

Postby metomunc » Thu Feb 25, 2010 10:24 pm

Wow. Is this 3D or did you make three seperate maps for different perspectives of your house? This looks amazing. Definitely utilizing the engine. Keep it up.
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Re: Relic

Postby Zhuge » Fri Feb 26, 2010 12:54 am

Wow, I'm impressed.

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Re: Relic

Postby haraldx » Fri Feb 26, 2010 6:31 am

Looks nice but I don't see what are you really trying to make :lol:

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Re: Relic

Postby C0c1 » Fri Feb 26, 2010 10:48 am

Looks a lot better than the first demo (Which I thought was pretty good.) Can't wait to play. Your graphics really make me think this is a big budget game.
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Re: Relic

Postby priest865 » Sat Feb 27, 2010 12:22 pm

Mike wrote:Nice custom event :D.

Yes custom events are extremely helpful but unfortunately after a lot of testing the dialog system won't work. Theoretically it should have worked but I overlooked a problem.

metomunc wrote:Wow. Is this 3D or did you make three seperate maps for different perspectives of your house? This looks amazing. Definitely utilizing the engine. Keep it up.

Has nothing to do with 3D. It is just a world map. after choosing your location you will be teleported to the map. The Worldmap also uses "pan camera" when the field is highlighted to move to the place you just highlighted. On activating you get details with a hud and messagebox combined then you can choose to enter the place or go back to the Worldmap to choose an other place.

Looks good and works perfect. :D

haraldx wrote:Looks nice but I don't see what are you really trying to make :lol:

Well I think you mean my dialogue system and currently it doesn't work. So I have to stick with message boxes for the choices until i find a workaround.

C0c1 wrote:Looks a lot better than the first demo (Which I thought was pretty good.) Can't wait to play. Your graphics really make me think this is a big budget game.

My only fear is the size of the finished game. In the end it could have the size of a budget game - in mb. Well at least its still a freegame :D
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Re: Relic

Postby haraldx » Sat Feb 27, 2010 2:15 pm

Well there are games that are about 100mb but already are sold on stores. I don't see why your one couldn't. *cough* Ofcourse I want it for free *cough*

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Re: Relic

Postby MIV » Sun Feb 28, 2010 1:25 am

haraldx wrote:Well there are games that are about 100mb but already are sold on stores. I don't see why your one couldn't. *cough* Ofcourse I want it for free *cough*

He's not a subscriber, that's why.
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Re: Relic

Postby priest865 » Sun Feb 28, 2010 3:17 am

Found a solution for my problem with the dialogue however it would take too much time to work on them so I'll stick with the message boxes :|


haraldx wrote:Well there are games that are about 100mb but already are sold on stores. I don't see why your one couldn't. *cough* Ofcourse I want it for free *cough*

MIV wrote:He's not a subscriber, that's why.

I won't sell the game but if you ask for a reason I don't know. You are not the first one mentioning this. Friends who saw the game also asked me the same: "Why don't you charge money for it?" I think people who consider selling their game will subscribe. I never thought about making money with it. Not being a subscriber has nothing to do with it. Just Consider Relic my contribution to 001, one of the most awesome game making engines. :D
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Re: Relic

Postby TheRunner » Sun Feb 28, 2010 4:56 am

This game is top quality.

Looks like it was made with the engine used to make Diablo 2!
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Re: Relic

Postby haraldx » Sun Feb 28, 2010 7:13 am

TheRunner wrote:This game is top quality.

Looks like it was made with the engine used to make Diablo 2!


This game looks like Diablo 2 egnine with the expansion pack! I hope it not only looks good but also plays good.

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Re: Relic

Postby Predator King » Sun Feb 28, 2010 7:22 am

Wow, this game really looks different from that old demo you made ages back.
I am bacon.

Fry me in grease and put me on a plate covered in paper towels when you're ready to serve.

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Re: Relic

Postby haraldx » Sun Feb 28, 2010 3:21 pm

Predator King wrote:Wow, this game really looks different from that old demo you made ages back.


I think it has been said about 10 times :lol:

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Re: Relic

Postby tuliron » Sun Feb 28, 2010 9:56 pm

ya this game got re - amped so much! :lol:
Does it play like diablo? (besides the point click movement)

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Re: Relic

Postby priest865 » Mon Mar 01, 2010 8:38 am

tuliron wrote:ya this game got re - amped so much! :lol:
Does it play like diablo? (besides the point click movement)


Fights will be similar to diablo of course there are going to be bossfights, enemies with immunities... enemies gonna be similar to diablo 2. However other than in diablo 2 I want to tell a story with ingame cutscenes. And there won't be always the same pace. For example planned for the main story is an Asylum which is going to be more like a horror level then there will be a quest to free a castle by fighting through enemy forces. There will be also non fighting missions and in some missions fighting is even avoidable if you want it.

The character system is completely different from the one of diablo. You can learn any spell/attribute/talent you want, there is no class restriction anymore. You just get 1 point per level to distribute. You health won't increase on a level up you will have to spend your points when you want a healthier character. Distributing points for spells and attributes works but they are not balanced. There are also talents planned for non magicans but they are mostly passive and i stil have to think them through.

Companions other than in Diablo 2 there are no companions for hire. At the moment there are 4 very different companions which you also gonna get to know better. So basically everyone will have a background story. Maybe I will also add some Loyalty missions to unlock some special abilities for them.

The hero won't be some nameless guy who just happens to fight without any reason. He has a backgroundstory and you will get to know him better if you want it or not.

haraldx wrote: Predator King wrote:Wow, this game really looks different from that old demo you made ages back.



I think it has been said about 10 times :lol:

Stil don't get tired of hearing it 8)


btw a little update:
I am currently working on the sprites for human. The characters in the screenshots will be a head shorter.
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Thanks to RPGKings effects i even have a beautiful mist in the maps.
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Re: Relic

Postby Fireleaf » Mon Mar 01, 2010 8:47 am

Very nice! It looks like the person doesn't know what to do with their hands.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Relic

Postby MIV » Mon Mar 01, 2010 8:51 am

Either way it looks good; and natural if you're talking about trudging through thick grass (you know, sometimes to keep your balance, people swing their hands out a bit more)... just a bit awkward on tiled floors, though.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: Relic

Postby C0c1 » Mon Mar 01, 2010 10:56 am

Very nice :D
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Re: Relic

Postby haraldx » Mon Mar 01, 2010 11:50 am

Looks good

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Re: Relic

Postby Fireleaf » Fri Mar 19, 2010 9:23 pm

So when's the big demo release?
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
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Sunbreak City:
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Re: Relic

Postby TheRunner » Fri Mar 19, 2010 9:36 pm

I think maybe you should have the HP up by atleast 2 everytime someone levels.

Just in case they want a strong character, and a healthy one also.

Because a level 40 with 100 str, and 10 hp.

Isnt very usefull.

But yeah, just my opinion.
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Re: Relic

Postby haraldx » Sat Mar 20, 2010 4:35 pm

Ummm... a char with 100 str but 10 hp? wow thats the lamest char I might have ever heard. I agree The Runner.

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Re: Relic

Postby MIV » Sat Mar 20, 2010 11:21 pm

Unless, of course, your emphasis in the game is that you die very easily.
Which isn't really much of fun considering that Relic is an RPG where you have to kill hordes of stuff...
But that's another problem. Some of your enemies (well, most actually) lack proper strategies to kill. Perhaps script them such that they can only take damage from certain things etc.
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Re: Relic

Postby haraldx » Sun Mar 21, 2010 3:09 am

Yes like in Diablo, there were monsters with imunity against magic. The worst part was that I was a wizard and I couldn't do any damage. Wizards will really have problems against such monsters, but attacking with its staff will be verry useless unless it has 100 strength.

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Re: Relic

Postby MIV » Sun Mar 21, 2010 9:09 am

haraldx wrote:Yes like in Diablo, there were monsters with imunity against magic. The worst part was that I was a wizard and I couldn't do any damage. Wizards will really have problems against such monsters, but attacking with its staff will be verry useless unless it has 100 strength.

But that's the point; because you'll need to rely on a helper or a summon. And then you'd have those which were strong against physical attacks.
'Course, it would be nice if this game's battles were more than hack-and-slash combat.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: Relic

Postby priest865 » Fri Mar 26, 2010 10:39 am

Hate to say it but until today I had a lot to do in university (lots of homeworksheets) and training (physical training - not for university ^^). Fortunately today also began the easter holidays so I can work on Relic again... at least for 2 weeks.

Currently I am working on a plugin/script for photoshop which allows me to resize and merge pictures of the rendered characters and armors. When finished creating new characters will be a lot faster.

haraldx wrote:Yes like in Diablo, there were monsters with imunity against magic. The worst part was that I was a wizard and I couldn't do any damage. Wizards will really have problems against such monsters, but attacking with its staff will be verry useless unless it has 100 strength.


I am myself a player who prefers magic. My fears are of the meelee fighter being underpowered. Additionally there are three stats responsible for health. Willpower, Strength and Constitution will affect your HP. Of course constitution itslef will have the biggest impact on hp while strenth and willpower won't add as much hps.

I still consider the option of adding hp per level but first I want to try the my variant. If it proves not that good I can still change the level ups.
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Re: Relic

Postby haraldx » Sat Apr 17, 2010 2:57 pm

Yay, you are back!!! Have some rest and keep doing all other stuff like making the game.


EDIT: Anything new?

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Re: Relic

Postby priest865 » Sun May 09, 2010 9:13 am

I am still working on the game, but at the moment things are taking their time. Just wanted to show the screenshots in motion. Features I wanted to show with this vid: idle animation, Inventory System, the ISO graphics and the worldmap

[youtube]<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/pPLQR8NS328&hl=de_DE&fs=1&color1=0x3a3a3a&color2=0x999999"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/pPLQR8NS328&hl=de_DE&fs=1&color1=0x3a3a3a&color2=0x999999" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>[/youtube]
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Mike
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Re: Relic

Postby Mike » Sun May 09, 2010 2:05 pm

Yummy. I can't wait.

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Re: Relic

Postby Zhuge » Sun May 09, 2010 6:27 pm

Cool! Reminds me of Dink Smallwood a bit. :)

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Re: Relic

Postby moonkill » Mon May 10, 2010 3:57 am

looks good i like the style that you are using ;) it remind's me of the game kult heretic kingdoms

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Re: Relic

Postby Stephen Chapman » Mon May 10, 2010 5:43 am

Magnificant. Please release something soon.

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Re: Relic

Postby Lucifiend » Mon May 10, 2010 11:25 am

I thought we were to have abandoned all hope on this project. Good to see you're still toiling away.

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Mike
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Re: Relic

Postby Mike » Mon May 10, 2010 11:35 am

Lucifiend wrote:I thought we were to have abandoned all hope on this project. Good to see you're still toiling away.

Was worried too :).

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Re: Relic

Postby haraldx » Mon May 10, 2010 4:36 pm

Mike wrote:
Lucifiend wrote:I thought we were to have abandoned all hope on this project. Good to see you're still toiling away.

Was worried too :).

You guys weren't the only ones! Really can't wait, lets hope Relic will be something very unique, Way to go priest!

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Re: Relic

Postby priest865 » Tue May 11, 2010 5:32 am

I will never abandon this game. I already invested too much time in this game to just give up. And I also like working with 001. There may be some repetitive tasks espescially with resources which can be very boring but I even enjoy doing them. Only because I am a bit inactive doesn't mean abandoning my game. So don't worry about Relic.


little update:
Lately my focus was on the worldmap script which at the moment only works for the City Alliance (which should be enough for the demo). At the moment I am again working the resources for characters.


future plans for the worldmap-script:
random encounters
a camp for the party(simlar to the camp in dragon age)
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Re: Relic

Postby Zarthan » Tue May 11, 2010 8:48 pm

WOOOOOW I saw this project now, and its just awsome it must be taking a lot of work!
Good luck with your project, I'm sure going to be playing!

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Re: Relic

Postby haraldx » Thu May 13, 2010 2:26 pm

Good to hear Priest. Take your time and keep up the good work.

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Re: Relic

Postby metomunc » Fri May 14, 2010 1:30 am

Wooooh! I love the interface usage. I wish I knew how to do that stuff. Looks good visually too.
Where are you getting the music from? It sounds great.
Who should I really listen to?

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Re: Relic

Postby hellblade » Fri May 14, 2010 5:40 am

Excellent work :D
Great graphics, great music, great design, looking forward for a release - if it works for me xD
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Re: Relic

Postby Zhuge » Fri May 14, 2010 5:09 pm

So, that thing you did in the video... What was that? Fast travel? If so, bitchin'.

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Re: Relic

Postby priest865 » Tue May 18, 2010 3:45 am

metomunc wrote:Wooooh! I love the interface usage. I wish I knew how to do that stuff. Looks good visually too.
Where are you getting the music from? It sounds great.

newgrounds

Zhuge wrote:So, that thing you did in the video... What was that? Fast travel? If so, bitchin'.

Yes, it is fast travel. When I made the video i only had it for 3 places but it already improved it and works for all the city in the city Alliance. Will upload soon a better video of the fast travel feature.

Here is one of the newer screenshots the characters, pants and hairs are completely tintable - it is just a testmap for the walls

wall3.jpg
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Re: Relic

Postby haraldx » Tue May 18, 2010 3:16 pm

That looks amazing! Hard to believe it's actually made on this engine.

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Re: Relic

Postby Zhuge » Tue May 18, 2010 3:18 pm

haraldx wrote:That looks amazing! Hard to believe it's actually made on this engine.


Agreed.

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Re: Relic

Postby Mike » Tue May 18, 2010 3:28 pm

That's mildly offensive :|.

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Re: Relic

Postby Zhuge » Tue May 18, 2010 3:53 pm

Er, sorry. Didn't mean it like that. Came out quite a bit wrong. :P

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Re: Relic

Postby moonkill » Tue May 18, 2010 3:54 pm

i never tought a wall could look so good in 001, simply stunning :evil:

and i don't think it's offensive at all this just shows what you actually already can achieve in 001, if you put enough effort in your game ;) just like priest.

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Re: Relic

Postby Tydome » Tue May 18, 2010 5:04 pm

That looks like a Commercial game, reminds me of those games back in the late 1990's when most games were isometric. Im feeling Nostalgic now. That just looks bloody great.
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Re: Relic

Postby Zarthan » Tue May 18, 2010 5:20 pm

it remembers me a bit of diablo I, it just awsome.
I think it looks this good becouse all the graphics are of hiss own, and isometric, it gives a realistic visual to the game, wich looks allmost 3D, really good work. :D :D :D

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Re: Relic

Postby tuliron » Wed May 19, 2010 12:30 pm

Mike wrote:That's mildly offensive :|.

:lol:
Zarthan wrote:it remembers me a bit of diablo I, it just awsome.
I think it looks this good becouse all the graphics are of hiss own, and isometric, it gives a realistic visual to the game, wich looks allmost 3D, really good work.

I think the graphics were made in a 3D program, right?
Just 2D graphics of 3D models.

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Re: Relic

Postby Stephen Chapman » Thu May 20, 2010 5:41 am

001 can be capable of anything. It's just no one makes their own assets.

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Re: Relic

Postby metomunc » Sat Jun 05, 2010 9:03 pm

Stephen Chapman wrote:001 can be capable of anything. It's just no one makes their own assets.

Add the word "visually" in there and you've got it about right. :)
Who should I really listen to?

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Re: Relic

Postby haraldx » Mon Jun 07, 2010 5:20 am

Actually I miss the gameplay variety for 001 games, I see that visuals are pretty varied but we could make 3 groups that show what 001 games are like:
1. Run and gun/hack and slash (in other words, press very much control button).
2. Some sidecrollers.
3. Has many features but gets boring pretty quick.

I really miss games with bosses which can only be killed with a seperate aproach instead of running in the face of the boss and start pressing Ctrl very much. I want like it was in Quake I (huge lava demon) or Half-life (Huge flying alien and the blue alien with flamers in its hands), where you need some tactics to kill something big.

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Re: Relic

Postby patatoface » Mon Jun 07, 2010 7:22 am

i agree, but once the new battle systems are done...
anyway this game sounds pretty damn good i hope it gets finished soon

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Re: Relic

Postby haraldx » Mon Jun 07, 2010 10:11 am

patatoface wrote:i agree, but once the new battle systems are done...
anyway this game sounds pretty damn good i hope it gets finished soon

I'm pretty sure that can be made even without the battle systems update. people are just too lazy or are too obsessed with visuals (yes I'm talking to you metomunc, as Wolf Hunt gameplay was way too boring comparing it to the great storyline and eye-candy).

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Re: Relic

Postby Scaveleon » Mon Jun 07, 2010 10:29 am

Annnnd, let's get back on topic.
MIV wrote:It's definitely not The Epic Game of Loladin as the screenshot said.
Nor is it The Epic Game of Loladin Happy Face.

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Re: Relic

Postby haraldx » Mon Jun 07, 2010 12:14 pm

tuliron wrote:
Zarthan wrote:it remembers me a bit of diablo I, it just awsome.
I think it looks this good becouse all the graphics are of hiss own, and isometric, it gives a realistic visual to the game, wich looks allmost 3D, really good work.

I think the graphics were made in a 3D program, right?
Just 2D graphics of 3D models.

I know that priest actually uses 3D character sprites, but I'm not sure about world objects like houses and stuff.

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Re: Relic

Postby Gaba » Thu Jun 10, 2010 7:23 pm

The char of this games are amazing!the interfaces ,is also very good! :D
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Re: Relic

Postby metomunc » Thu Jun 10, 2010 9:30 pm

haraldx wrote:I know that priest actually uses 3D character sprites, but I'm not sure about world objects like houses and stuff.

Doesn't really matter as long as they match (and they do). I like the portraits alot, but I feel like this game will be very dark. All demony and possessy and stuff. Not my favorite genre, but the shear graphics quality and gameplay will probably end up convincing me to play it.
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Re: Relic

Postby haraldx » Fri Jun 11, 2010 8:09 am

metomunc wrote:
haraldx wrote:I know that priest actually uses 3D character sprites, but I'm not sure about world objects like houses and stuff.

Doesn't really matter as long as they match (and they do). I like the portraits alot, but I feel like this game will be very dark. All demony and possessy and stuff. Not my favorite genre, but the shear graphics quality and gameplay will probably end up convincing me to play it.

Yes, but in the game it gives really good atmoshpere, would you really like to see a game where are demons all over the world, but it is sunny and everybody is happy? :lol: I'm sure you wouldn't want to see such games.

So, Priest, any updates any soon?

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Re: Relic

Postby priest865 » Thu Jun 17, 2010 11:41 am

Will soon post a real update just wanted to gibe some lifesigns. However I am still posting a screenshot about some changes in the environment.

In this story the Demons are the good guys. At least they are the good guys for the city alliance. The game will be similar to the Bioware games. Which means there is the main story which you gonna have to follow but depending on your decisions you can change certain outcomes. You can play a cruel powerhungriy Demon knight or a symbol of good. Demons themselves are wether evil nor good. The Demons are similar to humans. They want to possess other beings in order to see the world through the eyes of a mortal. Being immortal is just boring. In exchange the mortal gains powers beyond imaginiation.

One thing I don`t want Relic to be is another Diablo clone. Exploring will be very important espescially when you made a mistake while in distributing points. You won`t be able to redistribute points although it wouldn`t be difficult to write a script to redistribute all the points. Exploring will be important as you can find hidden spells or get expirience point even without fighting enemies. I am also planning peaceful quests.

so much for the little update I will soon upload another, better video

Finally there is more diversity in the nature. The dead tree is an resource by Lucifiend, who uploaded it to the resource section. It is supposed to be a path to a city in the mountains. The rocks/mountainparts still need some work to look more convincing.
20100617.jpg
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Re: Relic

Postby metomunc » Thu Jun 17, 2010 9:00 pm

Looks pretty good. That tree fits in really well. You're right about the rocks needing some toutch-up. They look a bit watery.

I don't like the word "demon" much. If you changed it to something else unique I think it would be more origional. Like Beastari or Sprictai or something that sounds latinish, but isn't already a word.
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Re: Relic

Postby Lucifiend » Fri Jun 18, 2010 8:08 am

My graphics tend to not blend well with typical ones on here, but it looks like it works for you. I would have never noticed it was mine.

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Re: Relic

Postby priest865 » Wed Jun 23, 2010 7:04 pm

metomunc wrote:I don't like the word "demon" much. If you changed it to something else unique I think it would be more origional. Like Beastari or Sprictai or something that sounds latinish, but isn't already a word.

However they are still demons. unlike in other games or movies there are different types of demons some are quite peaceful others like Goblins just want to destroy things.

Lucifiend wrote:My graphics tend to not blend well with typical ones on here, but it looks like it works for you. I would have never noticed it was mine.

all three trees are awesome for Relic, thanks for the resources.

Update:
Here some new Screenshots of the females in Relic. These will mostly be used for not important NPCs.

Next on my todo list:
Redo the male body and clothes (still needs some minor improvements)

clothes.jpg
clothes.jpg (22.92 KiB) Viewed 1760 times


Some examples how the clothes look ingame:
screenshot.jpg
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Re: Relic

Postby metomunc » Wed Jun 23, 2010 10:13 pm

Looks awesome! Everything matches really well. Are there going to be suits of armor and stuff too?

How are the collisions working for this? Do you have to staggered blocks for all the walls since it's diagonal?
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Re: Relic

Postby serrafina » Wed Jun 23, 2010 10:44 pm

Looks amazing! :D Keep up that great work! I love your sprites!

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Re: Relic

Postby priest865 » Fri Jun 25, 2010 9:03 am

metomunc wrote:Everything matches really well. Are there going to be suits of armor and stuff too?


Of course there will be armor suits. Equipable are going to be armor, helmet/mask, artifact. I am thinking about adding boots and gloves. Helmets and armors are only visible.

Armor types:
Chainmail
Leather
Breastplate
Demon Knight armor
Robe(magician)
other unique Armors

metomunc wrote:How are the collisions working for this? Do you have to staggered blocks for all the walls since it's diagonal?


After testing itensively there were some problems with iso and engine001 which are only there because of my stupidity... I think cause I am not really too familiar with tilesets and height of tiles but I also found a solution for the Problems:

1. the light doesn't really look right
2. Collision
3. and the height itself

There are only tiles below the character so he can be shown above the tiles and object/environment layer which are at the same level and at a certain height above the character. As for the collision I just use blocks. The walls in the screenshot above are just simple Lower objects and above I added just a block. the black diagonal are objects in order to be above the player and other NPCs. this way I don't have any problems with light or collision and still can add some details to the wall like blood splatter, windows and so on.

here an example by creating a room:

Step 1 creating floor
s01.jpg

Step 2 adding the lower Tile set (same level as the floor to avoid problems with light)
s02.jpg

Step 3 adding the environmentobjects/black (environment to look like above the character)
s03.jpg

step 4 removing the remaining floor
s05.jpg
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Re: Relic

Postby Dunce » Fri Jun 25, 2010 7:48 pm

Ooooo, this is some pretty neat stuffs. First 001 iso game yes?
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Re: Relic

Postby haraldx » Tue Jun 29, 2010 2:55 pm

Looks awesome indeed, good job, can't wait to get a demo or something :roll:

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Re: Relic

Postby ITB » Tue Jun 29, 2010 3:15 pm

Wow. You have skills. If you threw this out on another site they would think it was an mmorpg :)

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Re: Relic

Postby priest865 » Wed Jun 30, 2010 1:45 pm

haraldx wrote:Looks awesome indeed, good job, can't wait to get a demo or something :roll:

Well until now I just made lots of resources which I am going to use in the game... there were just one or two shots which are from the game. The sprites were really a horror to work on at the beginning thats why it took me so long. But now it is a lot easier after being familiar with all the tools.

Dunce wrote:Ooooo, this is some pretty neat stuffs. First 001 iso game yes?

Relic is going to be an iso game but don't know if its the first iso game for 001.

serrafina wrote:Looks amazing! :D Keep up that great work! I love your sprites!

Thanks

Currently working on:

Custom Dialogue System (for choices, similar to Mass Effect or Alpha Protocol)

female
Iron Armor
Leather Armor
Robe

male

Iron Armor
Chainmail
Leather Armor
Demon Armor
Robe

However as soon as I am finished with the resources things will move on a lot faster.

Added to my testmap for variations of clothing armors and some male sprites. (female Chainmail, female Demon Armor)
Engine001 2010-06-30 19-10-50-36.jpg
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Re: Relic

Postby haraldx » Wed Jun 30, 2010 2:19 pm

all I can say is - BADASS!

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Re: Relic

Postby Mike » Wed Jun 30, 2010 2:25 pm

Does everything use the character clothing and coloring system?

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Re: Relic

Postby metomunc » Wed Jun 30, 2010 6:26 pm

Very nice! You should add things like shoulder guards as accessories or something. Or maybe just make heavy armor that has shoulder guards/guantlets.
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Re: Relic

Postby priest865 » Thu Jul 01, 2010 5:03 pm

metomunc wrote:Very nice! You should add things like shoulder guards as accessories or something. Or maybe just make heavy armor that has shoulder guards/guantlets.


shoulder guards added however I only plan to add the leather armor and then go on with other aspects of the game. There are thounds of things which I could add but I think for the moment it is enough.

Mike wrote:Does everything use the character clothing and coloring system?

Armors themselves can't be coloured or at least the would look weird. However under the armor the clothes are fully using the clothing and colorsystem. Thanks to this there are endless posibilites.

Finished 3 more armors: male Chainmail, male Robe, female Robe - for details I also made shoulderpads for armors.

Engine001 2010-07-01 22-52-33-16.jpg
it's getting crowded


the dialog system- at the moment empty will explain it the next time... maybe with a video.
Map001 2010-07-01 23-22-22-98.jpg


Currently working on:

Custom Dialogue System (for choices, similar to Mass Effect or Alpha Protocol)
improving Rocks
Village Tileset/Environment objects
female
Iron Armor
Leather Armor

male

Iron Armor
Leather Armor
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Re: Relic

Postby metomunc » Thu Jul 01, 2010 10:12 pm

I smell alot of multiple choice coming up. :)
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Re: Relic

Postby haraldx » Fri Jul 02, 2010 5:50 am

metomunc wrote:I smell alot of multiple choice coming up. :)

I smell dinner :lol: j/k Indeed, this might come out very badass.

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Re: Relic

Postby priest865 » Mon Jul 05, 2010 1:00 pm

metomunc wrote:I smell alot of multiple choice coming up. :)
haraldx wrote:I smell dinner :lol: j/k Indeed, this might come out very badass.

Well here a screenshot of the dialogue system in action. Nothing special although. The head is not really the player head but at the moment and also the y-position of the head is also not final.I am thinking about having the choice of a portrait and other character customiziations like skin color, hair color and backgroundstory - will make a poll about this. At the moment I am doubting if all the work on the dialogue system was really worhtwhile. I could have done other things in the same time. However would be a shame not using it when it's working and bugfree. :lol:
dia0.jpg

And for people who are interested in the script:
The custom script:
dia1.jpg

The custom script in use:
dia2.jpg

Parameters for some choices you gonna have a certain level of "Human" points or "Demon" points. This doesn't mean that the demon choices are always the bad choice however there are 3 possible ways for the posseion: The human dominates so he can only choose the human choices in the dialogue. Same goes if your willpower is lower than the willpower of the demon who possesses tha player. If the human and demon can cooperate you gonna have all the choices you want.
dia03.jpg


Next on my to do list:
-Companion healthbar and summoned creature healthbar (in the end it should look similar to the one of diablo2 - chaneging position of portrait and hp bar depending on the number of summons/companions)
-Leather Armor hf, hm
-Iron Armor hf, hm
-Houses for the Village
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Re: Relic

Postby Zhuge » Mon Jul 05, 2010 1:10 pm

That's a pretty neat custom event. :)
Reminds me of the conversational dialogue that the professionals use. :)

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Re: Relic

Postby TheRunner » Mon Jul 05, 2010 7:46 pm

Good job
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Re: Relic

Postby Tabula Rasa » Mon Jul 05, 2010 8:03 pm

I played the demo. Overall, a very well-made game, but the difficulty spike at the very beginning is a bit much.
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Re: Relic

Postby Stephen Chapman » Mon Jul 05, 2010 8:05 pm

There's a DEMO!? *Runs to the games section*

EDIT: Wait, nevermind, thought you meant the updated graphics. ;)

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Re: Relic

Postby haraldx » Tue Jul 06, 2010 3:38 am

The demo is old as my grandma :P The custom script looks extremely hard script but I hope it will make the process much more faster and easier. Good Job and keep it up!

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Re: Relic

Postby priest865 » Tue Jul 06, 2010 1:22 pm

haraldx wrote:The demo is old as my grandma :P The custom script looks extremely hard script but I hope it will make the process much more faster and easier. Good Job and keep it up!

And how old would make that me? Lets just say your grandmother is extremly young :lol:

Stephen Chapman wrote:There's a DEMO!? *Runs to the games section*

EDIT: Wait, nevermind, thought you meant the updated graphics. ;)

omg somebody must have been very very disappointed :lol:

Tabula Rasa wrote:I played the demo. Overall, a very well-made game, but the difficulty spike at the very beginning is a bit much.

It is a bity that I just halfheartly made the first version of Relic - too buggy. Unfortunately I can't find the old files anymore to at least make a bufree version. However the new version will rock ... at least it's my impression.

And here is the companion hud. Nothing fancy. Only with a little script which changes the position of the portraits and hpbars of the companions when you remove one. However I don't think you will ever have more than two with you. Later when I finish the spells it will of course also work with the summons the same way.
Engine001 2010-07-06 19-00-21-61.jpg

Eriel left the group
Engine001 2010-07-06 19-00-34-45.jpg

Nari left the group
Engine001 2010-07-06 19-00-43-60.jpg
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Re: Relic

Postby haraldx » Tue Jul 06, 2010 5:21 pm

AWESOME!

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Re: Relic

Postby patatoface » Tue Jul 06, 2010 7:57 pm

definatly reminds me diablo

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Re: Relic

Postby Tabula Rasa » Tue Jul 06, 2010 8:19 pm

.. did Diablo have zombies?
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Re: Relic

Postby Scaveleon » Tue Jul 06, 2010 8:45 pm

Tabula Rasa wrote:.. did Diablo have zombies?

Diablo II had zombies, if you ever went outside the camp. :)

priest865 wrote:
haraldx wrote:The demo is old as my grandma :P The custom script looks extremely hard script but I hope it will make the process much more faster and easier. Good Job and keep it up!

And how old would make that me? Lets just say your grandmother is extremly young :lol:


9 and pregnant with beard?

Anyways, the pictures looks really good. Everything's neat and tidy, though you might want to spice up the health bars. And maybe show who we are controlling by highlighting their picture or something? Perhaps a border.
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Re: Relic

Postby RPGking » Wed Jul 07, 2010 2:32 pm

He could try a glowing illumination coming from behind each portrait.

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Re: Relic

Postby haraldx » Wed Jul 07, 2010 3:38 pm

Scaveleon wrote:
Tabula Rasa wrote:.. did Diablo have zombies?

Diablo II had zombies, if you ever went outside the camp.


Diablo I also had them, some of them where immune to magic and some where glowing in yellow

Scaveleon wrote:
priest865 wrote:
haraldx wrote:The demo is old as my grandma :P The custom script looks extremely hard script but I hope it will make the process much more faster and easier. Good Job and keep it up!

And how old would make that me? Lets just say your grandmother is extremly young :lol:


9 and pregnant with beard?


ENOUGH MAKING JOKES ABOUT MY GRANDMA! :evil: <--- Serious face. You guys totally misunderstood what I wanted to say, especially you Scav... You will see, you will see... :evil: <--- more serious face.

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Re: Relic

Postby metomunc » Thu Jul 08, 2010 4:58 pm

I don't think the pics need a glow behind them. You only control the main character throughout the game correct? The others are support.
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Re: Relic

Postby priest865 » Wed Jul 14, 2010 3:02 pm

metomunc wrote:I don't think the pics need a glow behind them. You only control the main character throughout the game correct? The others are support.

true. But I also think he didn't meant the glowing illunmination for active characters.

Scaveleon wrote:Anyways, the pictures looks really good. Everything's neat and tidy, though you might want to spice up the health bars. And maybe show who we are controlling by highlighting their picture or something? Perhaps a border.

Of course I will work on the HUD, however at the moment I just can't come up with a good idea.

Here some screenshots of the first Village:
Engine001 2010-07-14 20-45-51-70.jpg

Engine001 2010-07-14 20-45-38-06.jpg
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Re: Relic

Postby Chowow » Wed Jul 14, 2010 4:29 pm

Wow this game looks like real 3D.
Thanks for reading this post. :)
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Re: Relic

Postby serrafina » Wed Jul 14, 2010 5:11 pm

Perhaps, he meant like a circular pad underneath the active players on the team, so they can stand out from the others when they're in some sort of a grounded street?

Still loving the game so far! :D

Just remember that when you make your hud, don't scatter them around your whole screen. ;)

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Re: Relic

Postby metomunc » Wed Jul 14, 2010 7:31 pm

Looking stellar as always. For some reason the people's clothing reminds me of the 60s. Not sure why.
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Re: Relic

Postby haraldx » Thu Jul 15, 2010 10:14 am

metomunc wrote:Looking stellar as always. For some reason the people's clothing reminds me of the 60s. Not sure why.

Actually for me too. They look too smooth and not like made before 800 years ago.

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Re: Relic

Postby priest865 » Wed Jul 21, 2010 2:09 am

haraldx wrote:Actually for me too. They look too smooth and not like made before 800 years ago.

True, the other clothes won't be like that anymore... did not look at the details however I will only make 4 or less clothing/armor sprites for the demo as it is the one thing which takes most of the time.

There will be less updates for the next 3 weeks as I am at the moment very busy. However then I finally have holliday and can work on the game.
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Re: Relic

Postby haraldx » Wed Jul 21, 2010 3:38 am

Take your time, we are not saying that you must release it now. ;)

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Re: Relic

Postby RPGking » Wed Jul 21, 2010 4:07 pm

It loosk great but more variation with vegetation,adn an emphasis on the darker setting would be nice. ;)
Other than that its fine.

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Re: Relic

Postby haraldx » Sat Sep 04, 2010 1:43 pm

Just want to know, any updates?

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Re: Relic

Postby SBG » Sat Sep 04, 2010 5:37 pm

haraldx wrote:Just want to know, any updates?

Agreed I am really craving some new info or new screens for this

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Re: Relic

Postby priest865 » Sat Sep 04, 2010 7:52 pm

Currently working on HUD improvments. Inventory, Main Menu and quest log are fully functional - just need some improvements. Character screen (it is already possible to distribute points and they make a difference)

Your companions are now completly equipable (originally I did not want them to be equipable)

Instead of a main menu there are now shortcuts for entering the menus:
I,E - Inventory, Equipment
ESC - Main Menu
C - Character Screen
Q - Quest Log
F1 - Help
Engine001 2010-09-05 00-28-51-42.png

Engine001 2010-09-05 00-37-52-81.png

Will post some map screenshots when I have 1.8 as I did not set any of the environment objects because of the different handling of environment objects in the new version.

I already posted this screenshot in the Resources forum but here it is again, the effects of Relic:
Engine001 2010-09-03 23-51-48-72.png
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Re: Relic

Postby haraldx » Sun Sep 05, 2010 7:40 am

:shock: the screens! So beautiful!

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Re: Relic

Postby Adam » Sun Sep 05, 2010 11:08 am

The screenshots are fantastic. I'm speechless. Great Job, priest!
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Re: Relic

Postby Wolfmaster » Sun Sep 05, 2010 12:42 pm

Yeah.. I loved this game. mwaha
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Re: Relic

Postby tuliron » Sun Sep 05, 2010 3:12 pm

Wow.... i'm starting to wonder if this game will even run well on my dinosaur computer :P

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Re: Relic

Postby haraldx » Sun Sep 05, 2010 4:20 pm

tuliron wrote:Wow.... i'm starting to wonder if this game will even run well on my dinosaur computer :P

You can test it! make a grass tile which goes over chars, then make some particles, houses, some NPCs, and you are done! If it runs, it should also run Relic!

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Re: Relic

Postby Wolfmaster » Sun Sep 05, 2010 9:11 pm

tuliron wrote:Wow.... i'm starting to wonder if this game will even run well on my dinosaur computer :P


lol.... I HAVE NO ANSWER!
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Re: Relic

Postby TheRunner » Sun Sep 05, 2010 9:28 pm

Isaac wrote:lol.... I HAVE NO ANSWER!


Nice contribution to this thread man.
priest865 wrote:
Engine001 2010-09-05 00-28-51-42.png

Engine001 2010-09-05 00-37-52-81.png

Will post some map screenshots when I have 1.8 as I did not set any of the environment objects because of the different handling of environment objects in the new version.

I already posted this screenshot in the Resources forum but here it is again, the effects of Relic:
Engine001 2010-09-03 23-51-48-72.png


These screen shots are amazing, I can't wait to play this.

This is def top notch engine stuff.
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Re: Relic

Postby priest865 » Mon Sep 06, 2010 7:37 am

Here is a screenshot of a testmap where I tested the Water.
Engine001 2010-09-06 13-23-29-36.png


On my Hardware the it runs smoothly in the testmode:
2.3 ghz
4000 Ram Memory
Geforce 8 Series 1024 Ram

The game has a resolution of 1024 x 786 Windowed mode possible, has some problems with full screen
processing radius 1024

I will test it also on some older computer. However some of the resources are at the moment to big and need to be cleaned.
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Re: Relic

Postby TheRunner » Mon Sep 06, 2010 7:59 am

Damn dude, this game looks better then most isometric games made in the 90's.
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Re: Relic

Postby SBG » Mon Sep 06, 2010 8:01 am

Man that looks so freakin good. For those wondering if your computer can handle it, if you can run any other game just fine then you will have no problems with this. It's not like there's any actual 3d rendering going on, it's pre-rendered and works just like it would if it were 8-bit standard resources.

And if you're worried about character animations, those don't make a difference either. I've tested over 20 very large(128x128) characters with 30 frame animation sequences walking on screen at once and it didn't affect anything, and my computer sucks.

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Re: Relic

Postby haraldx » Mon Sep 06, 2010 9:07 am

TheRunner wrote:Damn dude, this game looks better then most isometric games made in the 90's.


Because this game is not 90's? :lol:

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Re: Relic

Postby TheRunner » Mon Sep 06, 2010 10:17 am

Well I mean, games in the 90's were still made by professional companies, Teams ect.

This being made by 1 guy on a low budget engine.
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Re: Relic

Postby serrafina » Mon Sep 06, 2010 11:06 am

Your status HuD: The Fonts is nice and easy to read, good spacing, and is diffinately easy to memorize where to look. The drawbacks are the texts are too tiny to read, unless you going to place a small text expaining what they are, but those texts would probably be impossible to read, I suggest moving weapon and spell below the attribute of physical, shock, etc, (btw-on that note, I haven't got a clue what they're for, are they attributes? Resistence, make sure you explain that later on.) Don't use different colors to suggest a difference in the status attributes, it's very difficult to read, so keep them all black, just place a special picture to symbolize what the right text mean, keep the words, and you can change the colors of the symbols to match those on the right, but place a heavy border around the picture so it won't effect people's eyes. Too gray you can't even read that sucker, the ones highlighted, you don't want to choose red, try a different color. Those who are color blind can't read well.

Short Cut HuD: Like I said above about the too gray and the red. On your shortcut to the right on the map, it'll be cool if you made a different font for the text for the places you are going, making it bigger and bolder, but I don't know what the big empty space in the bottom is for, unless it is to describe the place, and to make the Enter or Back stand out if you did add describition, place a border over enter and back.

Still, those HuDs are pretty badass, so keep up the good work. 8)

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Re: Relic

Postby priest865 » Tue Sep 14, 2010 4:26 am

Thank you for your reply, Serrafina. I was myself unsure about the font. Now the font is a bit larger. However I don't think changing it to bold won't fit the style.

serrafina wrote:Don't use different colors to suggest a difference in the status attributes, it's very difficult to read

You are also right about this. Also using too much colors looks a bit cartoony and thats for sure not my intention.

serrafina wrote:but I don't know what the big empty space in the bottom is for

Yes it is for description.

serrafina wrote:Too gray you can't even read that sucker, the ones highlighted, you don't want to choose red, try a different color. Those who are color blind can't read well.

Now there is no grey anymore more than three colors for the font was too much.

Engine001 2010-09-14 10-06-14-55.png


Whats taking me so long?
Well basically I already covered all the possible Terrains I could come up with. I now have Snow, Desert/Beach, Hell and Graslands and the matching cliffs for each of the Tilesets.

Currently I am still working on the first Village, you gonna visit, Alalen. I did not like the color of the buildings, they were somehow too bright - will release therefore the Housetiles on the Resource site.

I already mentioned it but this time Relic will be all different: I don't want to release a game with bugs... so I am taking my time.

Dialogues: I want them to be quite athentic (as authantic as possible in a Fantasygame ;) ) They take a lot of time as espescially in the beginning too much information in dialogues at the beginning is tiresome.

Originally I intended Relic to be only about humanoids as I am/was lazy to make some animals in Blender on the one hand and it could also give the whole game a different atmosphere on the other hand. Relic is supposed to be dark.
However at the moment I am Halfway on creating already an Wasp enemy as I thought entering a Wasp hive and maybe even fighting against a Wasp queeen could add some diversity.

Here a list of possible enemies:
Wasps
Scorpions
Ants (maybe)
Slime
Beetles (simar to the Morrwind Beetles with fire attacks)
Wolfs

Will take me some time to make them but having them in the game could add some variety.

I am completely against skeletons... somehow they don't feel right in the world of Relic. Statues which come to live again, Golems, Treants or zombies are no problem but skeletons...no not anymore.

Desert tile Set with a goblin.
Engine001 2010-09-14 09-20-51-22.png
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Re: Relic

Postby SBG » Tue Sep 14, 2010 7:56 am

I can totally help you with animals. Right off the bat I can make you wolves, foxes, deer/doe, turkeys, dogs, cats, horses, fantasy creatures like dragons and a lot more that I can't think of right now. Just let me know what you need, the sprite sizes and the number of frames for each and I can definitely make them for you. The only problem is my internet is probably getting cut off any day now so the faster you let me know, the more chance you have of me getting them to you.

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Re: Relic

Postby serrafina » Tue Sep 14, 2010 3:37 pm

*Thumbs up*

It looks so much better now! :D I'm refering back on the HuD screen shot you just made!
BTW- Not sure if you meant to put it there, but there's a word called 'effectest' or something like that.

The goblin and road tilesets look great together, I don't see any graphic clashes, but I recommend for map layouts for your game to have some puzzles for you to explore. :D But you probably have that in mind; you're very smart!

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Re: Relic

Postby haraldx » Wed Sep 15, 2010 4:19 am

Is it me or the sword in hand of the man is too bright? :/

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Re: Relic

Postby Zhuge » Wed Sep 15, 2010 4:23 am

That comes from the lighting, items aren't effected by lighting.
In 1.8 (or now, I think), you can turn that off.

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Re: Relic

Postby priest865 » Wed Sep 15, 2010 7:36 am

Zhuge wrote:That comes from the lighting, items aren't effected by lighting.
In 1.8 (or now, I think), you can turn that off.


Holding Frames are already affected by lightning in 1.7
haraldx wrote:Is it me or the sword in hand of the man is too bright? :/

it is just a resource gone wrong

serrafina wrote:BTW- Not sure if you meant to put it there, but there's a word called 'effectest' or something like that.

Yes, I made this spell to test the effects I am working on, won't show up in the final version :D

SBG wrote:I can totally help you with animals. Right off the bat I can make you wolves, foxes, deer/doe, turkeys, dogs, cats, horses, fantasy creatures like dragons and a lot more that I can't think of right now. Just let me know what you need, the sprite sizes and the number of frames for each and I can definitely make them for you. The only problem is my internet is probably getting cut off any day now so the faster you let me know, the more chance you have of me getting them to you.

Already writing a PM.

Update -Skills and Spells:

While the attirbutes already work perfektly, the skills and spells still exist on paper. However I rethought the magic system a bit. To avoid having a weak character by randomly increasing different schools but not specializing in one i came up with the idea to introduce a magic school which is pure magic. Meaning if you increase the fire school by one you are in the other school at level one. If you increase earth and fire each by one, you have level two in the other school. It is also possible to add points directly. To avoid being the strongest school, most of the mystical creatures and demons are going to have resistances against this school. The school itself will also passivly increase the magic damage of your spells. At the moment I don't have a real name for it... just calling it magic sounds lame.
You need a certain level to learn magic spells of the school. You can allways learn these spells from people being able to cast spells you get them as reward for a quest or you can simply pay for teaching you the spell.

The Water in this cave is not final
Map001 2010-09-15 08-48-39-83.png


The new, improved player house (shadows of the trees are wrong - made them with darken light :lol: )
Engine001 2010-09-15 09-12-31-69.png


Old buildings in the Background and in the front the improved one (has a minor clipping issue).
Engine001 2010-09-15 08-59-14-20.png
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Indiana 266
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Re: Relic

Postby Indiana 266 » Wed Sep 15, 2010 10:44 am

:shock: Wow..
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Re: Relic

Postby tuliron » Wed Sep 15, 2010 12:39 pm

I like how the water gives off a blue glowing effect

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Re: Relic

Postby Zarthan » Wed Sep 15, 2010 7:43 pm

wow, guess thats what you get when you mix a great tileset maker with a great mapper.

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Re: Relic

Postby metomunc » Wed Sep 15, 2010 8:06 pm

Zarthan wrote:wow, guess thats what you get when you mix a great tileset maker with a great mapper.
Who should I really listen to?

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serrafina
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Re: Relic

Postby serrafina » Fri Sep 17, 2010 11:39 pm

If you don't mind, can I see a preview of a dialouge you were recently referring to, that you don't mind sharing! :D

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Re: Relic

Postby Wolfmaster » Sat Sep 18, 2010 6:29 pm

Okay last time I played this was the version where the game ends after the first boss who was very boring. Ima download this now!
PLEASE do not call me Leon, Leon Oar, LeonOar, Oar, ETC.. Just call me ISAAC. Do not call me anything other than ISAAC. Or else you will die.
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Re: Relic

Postby metomunc » Wed Sep 29, 2010 1:54 am

This can be downloaded?
Who should I really listen to?

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Re: Relic

Postby Stephen Chapman » Wed Sep 29, 2010 2:16 am

I don't think Leon knows that this is a separate game from the one uploaded onto the forums.

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Re: Relic

Postby Scaveleon » Wed Sep 29, 2010 5:48 am

A whole lot of people don't know that this game have recieved a huge makeover since it's first announcement.

That's something worth notifying in the first post, don't you think?
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Nor is it The Epic Game of Loladin Happy Face.

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Re: Relic

Postby haraldx » Thu Sep 30, 2010 2:27 pm

re-read the character bios - OMG! I want Nigthmare in my team please!

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Re: Relic

Postby priest865 » Sat Oct 09, 2010 2:21 am

Sorry for not being that active lately. Had some problems with internet and also had a lot to do lately.

Campaigns:
In Relic are going to contain at least 2 Campaigns which one you play you can choose at the beginning.

Campaign 1
The first one plays 30 years before the main campaign on an island near the coast of the City Alliance during the war. The first one will be just simple hack and slay. At the Moment I don't have a name for the campaign. You are also playing a demon knight. It is basically the story of the Relic demo. In the screenshot bleow are the old Sprites.
Engine001 2010-09-20 11-45-16-29.png


Main campaign
Plays 30 years after the war between City Alliance and the northern kingdom.
+ Worldmap
+ Companions

Storage Chest
To avoid chaos in the inventory you can store items in the storage chest.
Engine001 2010-10-09 08-14-23-51.png



New Art:
Demons got a new look and first spell effects
OCR Demon 02.png
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Indiana 266
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Re: Relic

Postby Indiana 266 » Sat Oct 09, 2010 2:34 am

Holy crap!
You are amazing!
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Re: Relic

Postby SBG » Sat Oct 09, 2010 1:05 pm

:shock:
Incredible!

Definitely very inspirational. This is what I love about 001, something like this game could never be made in RPGMaker. :lol:

Here's some enemies you will face in Relic that I made for priest865: the wasps.

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Re: Relic

Postby haraldx » Sun Oct 10, 2010 4:04 pm

You never cease to amaze me :shock:

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Re: Relic

Postby metomunc » Mon Oct 18, 2010 1:50 am

That armor looks stellar! Especially with the light you've got on it. Also the interfaces look very well-to-do.
You two should team up with Lucifiend and build absolute epicness using 3D stuff in 2D games.
Who should I really listen to?

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Re: Relic

Postby Zhuge » Mon Oct 18, 2010 12:00 pm

Oooh chests, will there be a weight limit?

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Re: Relic

Postby Indiana 266 » Mon Oct 18, 2010 12:06 pm

I think you should just release the demo(when it is done), we all know you arn't rushing to release it, and the anticipation is killing us, it will be the most amazing 001 game released since 1.8!
(had to say that because wolf hunt is also awesome)
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Re: Relic

Postby metomunc » Mon Oct 18, 2010 4:32 pm

Graphics-wise Wolf Hunt doesn't hold a candle to this. At one point Lucifiend had started making it look more like this game visually, but that's another story that's neither here nor there.

I'd like to see a demo of this. Is there a chance you'll have something up by halloween?
Who should I really listen to?

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Re: Relic

Postby ITB » Mon Oct 18, 2010 4:37 pm

I would be surprised if this game made less than a 9. :)

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Re: Relic

Postby Indiana 266 » Mon Oct 18, 2010 6:55 pm

In_the_Bushes wrote:I would be surprised if this game made less than a 9. :)

I would be surprised if it made less than a 10 :D
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Re: Relic

Postby Lucifiend » Tue Oct 19, 2010 4:46 pm

metomunc wrote:At one point Lucifiend had started making it look more like this game visually, but that's another story that's neither here nor there.

Why you gotta bring up old [stuff]?

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Re: Relic

Postby metomunc » Tue Oct 19, 2010 9:11 pm

Indiana 266 wrote:I would be surprised if it made less than a 10 :D

Dido
Lucifiend wrote:
metomunc wrote:At one point Lucifiend had started making it look more like this game visually, but that's another story that's neither here nor there.

Why you gotta bring up old [stuff]?

metomunc wrote:but that's another story that's neither here nor there.
Who should I really listen to?

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Re: Relic

Postby priest865 » Wed Oct 20, 2010 10:50 am

metomunc wrote:I'd like to see a demo of this. Is there a chance you'll have something up by halloween?

I try to get finished with the prologue campaign as soon as possible. Unfortunately the october and november are very busy months for me so I can't promise a certain date. However I am going to upload the first campaign still this year.
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Re: Relic

Postby patatoface » Thu Oct 21, 2010 2:15 am

it'd make a great chirtmas presant for us ;)

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Re: Relic

Postby tuliron » Thu Oct 21, 2010 9:19 pm

How long has this been in the making?
and very nice creatures... and Demon Projectile looks ..... ( :shock: )

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Re: Relic

Postby Mike » Thu Oct 21, 2010 10:17 pm

Since the summer of 2008 - I'm always anxiously waiting to try it out too :D.

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Re: Relic

Postby JakzE » Fri Oct 22, 2010 8:19 pm

How old are those Screenshots? The Resources look really nice, it has a Diablo II type of feel to it.

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Re: Relic

Postby Fireleaf » Sat Oct 23, 2010 12:42 am

I really hope this one doesn't turn out like the oculus games. Those things looked so sweet, but they were never released.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
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Re: Relic

Postby haraldx » Mon Oct 25, 2010 4:38 pm

In_the_Bushes wrote:I would be surprised if this game made less than a 9. :)

It is possible. It's not all about the graphics that matter. It's the gameplay that I found most games of 001 the worst... but it matters the most. Sure, I can give about 4/10 even if the game has nothing else then very fitting and well made graphics.

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Re: Relic

Postby Indiana 266 » Tue Oct 26, 2010 10:13 am

And he also has amazing HUD's and inventory pictures :-P
I'd still give it a 10
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Re: Relic

Postby Fireleaf » Tue Oct 26, 2010 9:34 pm

Indiana 266 wrote:And he also has amazing HUD's and inventory pictures :-P
I'd still give it a 10

He's all about the visuals.
I go for story more than anything else. I can imagine good graphics if there arn't any.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Relic

Postby serrafina » Tue Oct 26, 2010 9:43 pm

I'm worried about the gameplay. Graphics and Story looks top-notch, but that will just make it a picture book. I'm more interested in how he'll make maps, dialouges, events, and etc. We know he has talent, but I'm more interested now in the other attributes that makes a game, a game. What elements in his maps will he use? Zones to Open World exploring? Puzzle Maps to Linear Paths? Random Events and Dialouges, or Repeative Sayings without Random Branches? How will we obtain achievements? Will recieving achievement items from wining a battle to finding the source, be random or specific? What will the save points be like? Or will it be standard?

There are several things a creator must take into consideration, and sometimes it's fun to think about these options, because it makes one want to try something new.

Anyways, good luck.

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Re: Relic

Postby metomunc » Tue Oct 26, 2010 11:54 pm

serrafina wrote:I'm worried about the gameplay.

I'm not worried about anything. It looks like it'll be a grand game. :)
Who should I really listen to?

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Re: Relic

Postby patatoface » Wed Oct 27, 2010 2:39 am

metomunc wrote:
serrafina wrote:I'm worried about the gameplay.

I'm not worried about anything. It looks like it'll be a grand game. :)

yeah, looks :razz: though i'm sure he woulden't waste his game when he put all that work into the graphics

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Re: Relic

Postby Indiana 266 » Wed Oct 27, 2010 9:28 am

Yes I agree with Meto, he is going for it all(all of the cake) he is being patient. He isn't giving into our demands for a demo, he wants it to be perfect.(to the extent possible)
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Re: Relic

Postby serrafina » Wed Oct 27, 2010 5:21 pm

That maybe true, but the only details he has given us so far, is mana effects, characters class, etc. Stuff revolving action, and we only see graphics that he had released. The only one that reallys stands out and I WANT to know more, is the Alchemy. Other then that, we gain zero knowledge of the gameplay field. It's only natural to be curious.

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Re: Relic

Postby Indiana 266 » Wed Oct 27, 2010 5:23 pm

Yes and he probably wants it that way. In other words since he even has Mike in expectation.. He'd better not ruin it.
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Re: Relic

Postby haraldx » Fri Oct 29, 2010 5:31 am

I agree with everything that Serra said. Tho, lets be patient and wait, wait for the demo!

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Re: Relic

Postby priest865 » Fri Nov 05, 2010 9:58 am

tulrion wrote:How long has this been in the making?

True, it already took me a lot of time. Unfortunately I am not your average nerd sitting in a dark room and working on his projects all the time. Although I love working on my game there are so many other things I also like. For me making games is still a hobby among many other hobbies. This year in spring the game was already at a demo-ready state but I was not satisfied with the it. I made a lot of things from scratch again like the sprites which are now okay and also with a lot of tiles got improvements since I made them.

I can't say of the game being bug free on the next release as I don't have any betatesters and it is just me working on it but I am still one person doing everything (except for the wasps and trees) and as mentioned before it is just a matter of time, nothing more.

serrafina wrote:I'm worried about the gameplay. Graphics and Story looks top-notch, but that will just make it a picture book. I'm more interested in how he'll make maps, dialouges, events, and etc. We know he has talent, but I'm more interested now in the other attributes that makes a game, a game. What elements in his maps will he use? Zones to Open World exploring? Puzzle Maps to Linear Paths? Random Events and Dialouges, or Repeative Sayings without Random Branches? How will we obtain achievements? Will recieving achievement items from wining a battle to finding the source, be random or specific? What will the save points be like? Or will it be standard?

There are several things a creator must take into consideration, and sometimes it's fun to think about these options, because it makes one want to try something new.


You are right and for this reason I have 2 Campaigns. The first campaign is stupid hack and slash. I am working on this campaign to "test" the damage system and the Levelups. It still has a story but not as good as the main campaign. It will be quite similar to diablo. This campaign is going to be completly linear excpet for some treasure dungeons.

The main campaign is going to be the one with the full features: world map, dialogue system, companions, multiple endings and of course an in depth story. Only the first chapter will be linear. After that you will have be able to travel freely. At the moment I am thinking about 3 different possibilities of Fast travel and exploring the map. (in the video you saw an early version of the map)

1: You only have the map and travel similar to dragon age from place to place (Random encounters in fast travel)
2: Exploring the world similar to Fallout 3 and Eschalon Book 1 and 2 (Random encounters in fast travel and in wilderness)
3: Similar to Diablo 1 and 2 with the waypoints to teleport. But you can also walk through the wilderness to get to a place which is also necessary to activte the teleports. Similar to Morrowind only instead of silt striders and ships there are only teleporter and maybe ships with which you can travel to every coastal city. (Random encounters only in Wilderness)

At the moment I tend to the third option. With the second and third option I will have a lot more work and maps. The third type could also become confusing for players as they have to walk a lot in the wilderness to find quest related places. it could become tiresome as most of the teleporter are in cities. So basically it is going to be open world exploring but if it turns out to be

Saving: You can save always when you want it - It is just frustrating not to be able to save when you want it.

haraldx wrote:It is possible. It's not all about the graphics that matter. It's the gameplay that I found most games of 001 the worst... but it matters the most. Sure, I can give about 4/10 even if the game has nothing else then very fitting and well made graphics.


I did not play a lot of 001 games. So I do not really have comparision with the gameplay of Relic to other games. I just can avoid things I do not want to see in my game gameplaywise.

Gameplay will be hack and slash I am thinking about possibilities to make the gameplay more interessting. However If you or someone has ideas, I am open for suggestions.
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Re: Relic

Postby haraldx » Fri Nov 05, 2010 10:17 am

Hmm... will this game ever use mouse? With mouse the H&S might be better than using arrow-keys/ctrl button. It's good to have you post some news. Really can't wait!

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Re: Relic

Postby Indiana 266 » Mon Nov 08, 2010 8:50 am

priest865 wrote:I can't say of the game being bug free on the next release as I don't have any betatesters and it is just me working on it but I am still one person doing everything (except for the wasps and trees) and as mentioned before it is just a matter of time, nothing more.

1: You only have the map and travel similar to dragon age from place to place (Random encounters in fast travel)
2: Exploring the world similar to Fallout 3 and Eschalon Book 1 and 2 (Random encounters in fast travel and in wilderness)
3: Similar to Diablo 1 and 2 with the waypoints to teleport. But you can also walk through the wilderness to get to a place which is also necessary to activte the teleports. Similar to Morrowind only instead of silt striders and ships there are only teleporter and maybe ships with which you can travel to every coastal city. (Random encounters only in Wilderness)

At the moment I tend to the third option. With the second and third option I will have a lot more work and maps. The third type could also become confusing for players as they have to walk a lot in the wilderness to find quest related places. it could become tiresome as most of the teleporter are in cities. So basically it is going to be open world exploring but if it turns out to be

Saving: You can save always when you want it - It is just frustrating not to be able to save when you want it.

Gameplay will be hack and slash I am thinking about possibilities to make the gameplay more interessting. However If you or someone has ideas, I am open for suggestions.


Maybe you shouldn't have said that unless you really wanted someone, we've all signed up already :-P

Yes, go with #3 , personally I'm fine with having "safe places" and "wilderness" but some quests are still in the city right?

Yesh! I like saving whereever I am too.

you could make it like TES, having a main storyline that you can do whenever you want. It would have to reflect the world of Relic though.

haraldx wrote:Hmm... will this game ever use mouse? With mouse the H&S might be better than using arrow-keys/ctrl button. It's good to have you post some news. Really can't wait!


Well, ask Mike when he plans mouse support for non-subs, until then we wait with paitience.
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Re: Relic

Postby priest865 » Tue Jul 05, 2011 1:46 pm

It's time for some news... finally. I am reviving my old Relic project, well it was never dead. My main problem was the graphics. I concentrated that much on graphics and lost focus on the rest of the game. I came to the conclusion if I want to get really good graphics I would need to use Blender. However I always tried to avoid Blender as it would take quite a time to get reaquainted with the program again. Thats why I split the one project into two. The first one is 2D Relic. It won't have any fancy graphics or what so ever. Focus with this is going to be the gamplay and story. The Second Relic is still going to have all the features mentioned before, but humanity is not ready for it ;)

2D Relic
Originally I wanted to make Relic a simple Hack and Slash game with a better story than your average Hack and Slash. After playing to much around with the functionality I got a bit lost with all the possiblities 001 offered. That and isometric graphics were my downfall. To avoid further distraction, I won't experiment too much anymore. Basically I gonna pretty much stick with the vanilla graphics of 001 to just develop the game and not the graphics. There won't be also any classes anymore. You gonna have 3 different schools of magic to learn and a Spellbook. You also have your average roleplaying ablities like Strength, Agility, Intelligence and Endurance.

Controls:
Already finished and works the similar to the controls of Diablo including Hotkeys F1, F2, F3, F4 for your favourite weapons, shift key for attacking while standing.

Features:
Mouse Controls
Random Maps
Random Enemy Placement
Questlog
Hotkeys for weapons (Keys: F1, F2, F3, F4)
Belt (Keys: 1, 2, 3, 4)
Levelled Loot Lists

A Town Portal
Engine001 2011-07-05 19-09-03-37.jpg


A Cave Entrance
Engine001 2011-07-05 19-33-24-46.jpg


Questlog
2D Relic choice.jpg


Map of the Island, still needs a better Name
Island Map.png
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Re: Relic

Postby Adam » Wed Jul 06, 2011 2:24 am

The old iso graphics were very appealing :(

Oh, well. It's good to hear that you're still working on this project. :)
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Re: Relic

Postby priest865 » Wed Jul 06, 2011 2:55 pm

Adam wrote:The old iso graphics were very appealing

True, but first I want to complete at least one game before I try better graphics againg. And even without the graphics there still are features which make up for the less appealing graphics. ;)
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Re: Relic

Postby RPGking » Wed Jul 06, 2011 10:08 pm

PM me, I can teach you Blender (the new one) and show you a bunch of great tools outside of 001 to help you create the graphics you need.

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Re: Relic

Postby priest865 » Sun Aug 07, 2011 4:43 am

A little Update:
Another version of the HUD but improved for Drag and Drop. The inventory is already working the other HUD below still needs a lot of work.
Inventory v 3.jpg

Although the random Map generator works fine, i won't use it in 2d Relic as it takes too much time to create maps with it.

The first Chapter of the game plays on an Island near the shores of the City Alliance. On the island itself there is completely freedom. You can go wherever you want. The Island is divided in 14 100x100 exterior maps. Of course it is not necessary to explore every single map to finish the campaign.
Island map - Kopie.png
Image

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Merlin_Kalkinput
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Joined: Mon Jan 06, 2014 5:35 pm
Location: In my tower

Re: Relic

Postby Merlin_Kalkinput » Thu Jul 03, 2014 9:27 am

Sorry for necro-posting, but PLEASE could you PM me on how you made that drag and drop inventory? It would really help my game out.
My Youtube channel for 001 tutorials:
https://www.youtube.com/channel/UC2hlOjF4uoW_WHEdPbs23wg/videos

Game I'm currently focused on getting done
Raise an Epic Crab!

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Fireleaf
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Joined: Thu Sep 25, 2008 4:14 pm
Location: Missouri

Re: Relic

Postby Fireleaf » Sat Jul 05, 2014 7:55 pm

You could call the island "Almria."
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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kerub
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Joined: Fri Jun 01, 2012 8:20 am
Location: Germany

Re: Relic

Postby kerub » Sun Jul 06, 2014 9:29 am

What happened to this game, anyways? It's a very promising project that I'd love to play.

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priest865
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Joined: Tue Jul 15, 2008 2:00 am
Location: Hiding Underground

Re: Relic

Postby priest865 » Tue Jul 08, 2014 5:24 am

kerub wrote:What happened to this game, anyways? It's a very promising project that I'd love to play.


There are many resons for a temporary hold for the game:
  • I was a complete beginner: When I first started creating Relic I wasn't really not that good with 001. I just began to understand how the engine works.
  • 001: When I started creating the game 001 did not support mouse. I wanted mouse support. So I had to wait until 001 matured. Don't get me worng 001 is the best and the easiest to learn engine out there, I really like it.
  • Resources: In my mind Relic was quite dark, so it would require dark/realistic resources. Unfortunately there are not that many free resources which are dark. And creating them myself would simply take too long. Currently I am waiting for the 3D pack for 001 and then I will decide wether the game goes 3D or RPG graphicwise.
  • Original plan changed: Originally I planned the game as hack and slash, but then the game got more RPG influence for dialogue, followers etc. so in the end it would be more like Arcanum than Dialbo... which in my opinion is a good thing. But back then I was not that good in scripting to pull something like that off. So currently I am working on a Turn based system similar to the one in arcanum/Divinity orignial sin... and a template for a drag and drop inventory

As I mentioned in one of my posts before: There is going to be a Relic but it probably won't be as dark as I intended it to be because I will use the standard resource which comes with 001 3D version or RPG standard resources. (at the moment I tend towards standard RPG resources) This way I can concentrate on story, quests and scripting which in my opinion more important - graphics are not that important, i am lazy... ah oldschool in this case :D
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evs
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Joined: Tue May 08, 2012 5:27 pm
Location: Perth, Australia

Re: Relic

Postby evs » Sat Jul 12, 2014 12:39 am

the inventory really brings it a big step up, well done. it does look a bit darker than other projects using the base resources too, I like it


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