The Moon Tear (10/01/11 DEMO LIVE!)

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aldenorai
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The Moon Tear (10/01/11 DEMO LIVE!)

Postby aldenorai » Sat May 28, 2011 12:36 am

FOLLOW "The Moon Tear" on FACEBOOK
Code: Select all
http://www.facebook.com/pages/The-Moon-Tear/205717142800246


At last! The First Demo is LIVE!
http://www.engine001.com/games/The+Moon+Tear_1488.htm
NOTE: If you have a SAVE file included in the installation, DO NOT load it. It was a test SAVE that ended up getting packed in with the other data.




What is "The Moon Tear"?

The Moon Tear is a sci-fi fantasy action-RPG written and produced by George R. Powell (me), and also includes my own original music score and rock album. The game itself is set up to have the atmosphere of a 1980's sci-fi adventure film, which has an influence over the dialogue, some visuals, and the music (especially the separate 80's-style rock album I'm producing alongside the game). We (being my partner and I) are also taking some measures to make the Moon Tear universe more immersive by adding online tidbits for the game's followers/fans.

What does "The Moon Tear" feature?
- While using some visual assets from the built-in engine, most terrain graphics are custom-made
- (In post production) Cutscenes will be fully voice-acted.
- 2 original soundtracks: the original musical score, and an 80's style rock album, both produced by George R. Powell
- Two original character concept arts produced by Mars R. Marshall of Studio Mars
- An almost living, breathing world where most objects can be interacted with, and most people will retaliate should they be attacked at random.
- Small side-tasks (like side-quests) for the player to shoot for in order to gain some exclusive items. Also includes "easter eggs".
- Dynamically-lit maps to establish appropriate atmosphere
- Custom HUD and character menu
and more...

STORY SYNOPSIS
When humanity invents a new technology, Atmos, that allows them to convert unlivable planet atmospheres into something that could sustain human life, the human race set out abroad the stars to find new worlds to colonize. In their journey, they find the Kil'Wrea system. Finding that the Kil'Wrea worlds are already inhabited by pointy-eared natives, the Kil'Wreth, the humans move in with a peace treaty offering the Kil'Wreth a home in various camps spread throughout the new human settlements. While some clans complied in order to keep the peace, others - like young Daraelynn's clan - decided to fight for their homes.

At a young age, Daraelynn is forced from his home losing his family in an assault the humans waged against his village. Having been evacuated from his village by means of a small handful of Peace Corp officers, he grew up on the streets of the Taikow District refugee camp on the Kil'Wreth world Aegis 9. Living on the streets hadn't treated Daraelynn kindly as the human race regards the Kil'Wreth as subservient scum, and his means of survival was found in his ability to talk his way in and out of situations and to infiltrate places. When his street friend Div offers him a job with local underworld figure Siggy, Daraelynn finds himself with a very arduous task: to infiltrate Atlas Technologies (the creators of the Atmos machine) and find out what the company is pouring its time and finances into, hoping that it will be of some value to the Black Market.

When Daraelynn befriends the company's acting CEO, Ridael - a fellow Kil'Wreth whose amassed wealth helped him buy his way into the company, he is sent on a company journey to discover the whereabouts of the universe's last intact magical stone: Lamen'Lunarae (translated as "the moon's lament" or "the moon tear"). On this journey, however, Daraelynn learns more about the Kil'Wreth's ancient connection to Earth and the tragedy that will force him into a building continuation of an age-old conflict that will have him torn between his conscience and his hatred for humankind.

-----
MEDIA
-----


-----
IMAGES

In the bar
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Daraelynn's currently unfinished original character concept art (by Mars R. Marshall)
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FINALIZED Character HUD
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---
DEMO
---
Because the game is still within its earliest stages, there will likely not be a demo for quite a while. However, this is where the download will be when one is released.
Last edited by aldenorai on Sat Oct 01, 2011 3:03 pm, edited 9 times in total.
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (5/27/11)

Postby Dunce » Sat May 28, 2011 12:56 am

Pretty interesting stuff you have here. You have the cinematics and music down. Good luck to you.
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Re: The Moon Tear (5/27/11)

Postby noeneto123 » Sat May 28, 2011 9:30 am

wow, that great game! i'm waiting for this game, it is beautiful! :shock:

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Re: The Moon Tear (5/27/11)

Postby K-Pone » Sat May 28, 2011 3:41 pm

That game looks pretty good so far
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Re: The Moon Tear (5/27/11)

Postby Indiana 266 » Tue May 31, 2011 12:57 am

Wow, nice, you are taking a very profesional approach to this, and it's turning out great.
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Re: The Moon Tear (6/10/11)

Postby aldenorai » Fri Jun 10, 2011 10:23 pm

PROGRESS UPDATE: 6/10/11
---

- At the moment, I've completed the area following the opening. The game, altogether, is only several minutes long if you go through the game and follow its paths. However, there is at least several more minutes off the beaten path if you want to wander the Taikow District (which is 90% complete) and just interact with the people and objects for more immersion or just for fun.

- There is a place for you to grind some Lv1-2 experience if you choose to, but it's completely optional. I'm not going to scale the difficulty that high this early if you didn't do it. My one recommendation, though, is to always talk to people or interact with things more than once. I've utilized Once Branches on many things in order to add more interactivity with them, and in some cases, some people will give you useful items if you've talked to them at least more than once.

- Most of my time, since the last update, has been spent going back and refining how things looked and worked earlier. I've added some voice acting (performed by myself and my partner Stephen), and I have quite a few more voice actors handling the other characters that will only appear in the beginning of the game.

PICTURES

The finalized Character Menu.
Image
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (6/10/11)

Postby noeneto123 » Fri Jun 10, 2011 10:35 pm

I'm waiting for this game! :shock:

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Re: The Moon Tear (6/10/11)

Postby Adam » Sat Jun 11, 2011 2:51 am

I'm sold. Great work.
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It also has no oxygen

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Re: The Moon Tear (6/10/11)

Postby Wonderland » Sat Jun 11, 2011 6:32 pm

This game = Pure Epic Awesomeness!

Great work! Those videos and screenies are amazing!

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Re: The Moon Tear (6/10/11)

Postby Tabula Rasa » Sat Jun 11, 2011 7:35 pm

This looks pretty awesome. Not going to lie.
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Re: The Moon Tear (6/10/11)

Postby Indiana 266 » Sun Jun 12, 2011 3:00 pm

Stephen... Chapman? :-P

Nice job man..
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Re: The Moon Tear (6/28/11)

Postby aldenorai » Tue Jun 28, 2011 10:38 pm

Wondering why there hasn't been an update? On the Moon Tear's Facebook (URL in my signature) I said I wanted to rework the map system to look a bit....well....spiffier. Thanks to the programs that Samulis has referred me to, I've been working with some 3D engines to make the maps for Moon Tear look a little more "Playstation-One"-worthy.

Which Arcania Forest do you like better, or should I even ask?

Image
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (6/28/11)

Postby Wonderland » Wed Jun 29, 2011 5:13 am

I would say the new one. ;)

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Re: The Moon Tear (6/28/11)

Postby noeneto123 » Wed Jun 29, 2011 11:35 am

Nice joob man :D, great mapping, this game will be 3D? :shock:

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Re: The Moon Tear (6/28/11)

Postby aldenorai » Wed Jun 29, 2011 3:11 pm

Yes and no. For the most part, I'm aiming for something that will feel like a Playstation-One Squaresoft RPG (as far as the maps go), but I will only use 001's 3D feature for certain map angles (like if I want to show straight down a path from the character's POV and lock the camera so it doesn't actually scroll down the map).
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (6/28/11)

Postby noeneto123 » Wed Jun 29, 2011 6:01 pm

That great! This system is works equal a "eagle vision" of assassins creed?

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Re: The Moon Tear (6/28/11)

Postby Samulis » Fri Jul 01, 2011 10:25 am

Aldenorai, I have recently done some work with animated trees I rendered out of 3D. If you're interested, I can send you over the tileset (although you will have to put blocks on the bases of the trees, as collision detection was going to take me a hour to do). :)

In addition, if you ever are looking for anything rendered out, just ask... I am sure I can find it or make it.

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Re: The Moon Tear (6/28/11)

Postby aldenorai » Fri Jul 01, 2011 7:09 pm

I'll surely let you know. As a matter of fact, I do have a question for you that I'll PM you.
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (6/28/11)

Postby Adam » Tue Jul 05, 2011 4:46 am

Can't wait for more gameplay footage.
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It also has no oxygen

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Re: The Moon Tear (6/28/11)

Postby aldenorai » Tue Jul 05, 2011 10:22 am

I'll have to do another gameplay video once I've redone the maps for the prologue. I've kept a backup of the game prior to my reworking the maps just in case.

So far I have Daraelynn's House remade. I just have to go into the scripts (specifically talking to Renee to advance out of there) left to do before I move on to remaking the village, the cliff, and then the slums.

Pretty much, it's a combination of using parallax backgrounds/foregrounds for maps and multiple tilesets for a single map if I want a map that's large enough to scroll. As I've learned from experimenting, making parallax background maps scroll with the player is easy, but it throws off the locations of zones and NPCs horribly. I wouldn't recommend making a scrolling parallax map unless you intend the character to walk a straight path and interact with nothing.
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (6/28/11)

Postby Wonderland » Wed Jul 06, 2011 4:23 am

Wow, this game is shaping up to be one of the best!

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Re: The Moon Tear (7/17/11)

Postby aldenorai » Sun Jul 17, 2011 9:57 am

After some long consideration, I've decided to revert back to using the old graphics.

Why, you may wonder? Well, because I was remaking the first few maps with 3D software trying to account for what 001 can do, but it wasn't until I brought those maps into 001 that I realized just how much I'm pushing the engine to do what it wasn't necessarily built to do. Doing all the maps as parallax backgrounds and foregrounds created a nice aesthetic look, but in the end, it limits you to just doing one screen that cannot be scrolled (you CAN tell 001 to scroll the map, and while it may look perfect as the character walks, all of your NPC/block/zone data will actually NOT correspond to the map area you see). Additionally, doing things this way was creating more harddrive-capacity-draining resources and more work while producing these limited results.

Fret not, because I do have a backup of the game before I even began to touch it with the new graphics. I will likely just be picking up where I left off, and use the 3D software to create objects that I don't already have. I will also be rewriting some of the narrative, but it looks like I'm going to continue the way I started.

I apologize if I've gotten anyone's hopes up, but trust me when I say that the game will have better potential the way it started than with the new graphics.
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (6/28/11)

Postby Wonderland » Sun Jul 17, 2011 10:15 am

The work did not go to waste. You proved you are awesome at art, and using 001. ;)

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Re: The Moon Tear (6/28/11)

Postby SBG » Sun Jul 17, 2011 12:01 pm

Oh man don't let those graphics go to waste! Just don't use parallax, use those graphics as if they were regular tile sets. It's easier than you think. We need more people to use awesome graphics like that. Standard resources are a big turn off for a lot of people, and fancy graphics are a big turn on. Hate to sound like a snob but graphics are one of the deciding factors of me actually playing a game.

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Re: The Moon Tear (6/28/11)

Postby Mike » Wed Jul 20, 2011 3:18 pm

Also, there's plans to support streaming backgrounds that span entire maps, as there's a demo game we're trying to pull off to use this tech, which SBG (and you) would then take advantage of. It'll likely be in the form of ground tile-sets.

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Re: The Moon Tear (8/3/11)

Postby aldenorai » Wed Aug 03, 2011 2:30 am

Great news! From all the demand I was receiving for a Moon Tear demo release, I found a good place to cap off a first demo (with approximately 30 minutes of gameplay assuming you're wanting to immerse yourself in the settings and not just rushing through to complete it), and the Game Production side of the first demo is COMPLETE!

Now, the only thing delaying its release is the voice acting, of which auditions are being held until Aug. 12th. See this thread for details:
http://www.engine001.com/forum/viewtopic.php?f=33&t=18763

In other news, Wingspread has cast actress Jenny Krompel (
Code: Select all
http://www.voices.com/people/JKrompel
) as the lead supporting role (of whose character is NOT appearing in the first demo, so the character's name was not included in the Audition list), and we are quite excited to have her on-board with us.

As we wait for the voice auditions to come in up to the 12th, production will continue on the game as usual. Feel free to "LIKE" the Moon Tear Facebook page to stay current with the game's progress...
Code: Select all
https://www.facebook.com/pages/The-Moon-Tear/205717142800246
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (8/3/11 DEMO COMING SOON!)

Postby Wonderland » Wed Aug 03, 2011 5:30 am

This game is turning out to be pretty awesome! :D

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Re: The Moon Tear (8/3/11 DEMO COMING SOON!)

Postby serrafina » Mon Aug 08, 2011 1:57 pm

It looks good; keep up the good work. :]

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Re: The Moon Tear (9/22/11 UPDATE!)

Postby aldenorai » Thu Sep 22, 2011 10:03 pm

The public demo has now been completed and will be released on October 1st.

All the voice acting has been added and from now until the release date, I'll be further refining some of the small details I may have missed.
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (9/22/11 UPDATE!)

Postby Samulis » Thu Sep 22, 2011 10:16 pm

Wahoo! Sounds great, man. It's good to see you get the game together. I think this will be a great game in the end. :D

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Re: The Moon Tear (9/22/11 UPDATE!)

Postby Wonderland » Fri Sep 23, 2011 5:40 am

Cool! This game looks amazing! I can't wait for the demo!

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby aldenorai » Sat Oct 01, 2011 3:02 pm

At last! The First Demo is LIVE!
http://www.engine001.com/games/The+Moon+Tear_1488.htm
NOTE: If you have a SAVE file included in the installation, DO NOT load it. It was a test SAVE that ended up getting packed in with the other data.
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby reaper560 » Sat Oct 01, 2011 3:39 pm

The demo is pretty cool- but I want to point out a bug.
When you want to watch the Kil'Wreth on TV in front of Ritch's shop, it says that an actor is not loaded, and it makes me stuck.
Other than that, the story is awesome and I like what I've seen :D
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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby aldenorai » Sat Oct 01, 2011 3:57 pm

Ah, I bet I know why. The script probably was calling the speakers that I ended up deleting.

Thanks for letting me know.


Okay, it's fixed and re-uploaded.
Last edited by aldenorai on Sat Oct 01, 2011 4:07 pm, edited 1 time in total.
Reason: Automatically merged double post.
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby SBG » Sat Oct 01, 2011 4:43 pm

Great job! Can't wait to see the finished version!

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby Mike » Sat Oct 01, 2011 5:06 pm

I've been waiting for this for a long time now...

I died in the bar quite quickly, and that made me quite sad, especially since it never prompted me to save anywhere.

... Quite impressive on so many levels. You really made me appreciate why I spend countless hours making little to no money from the project. And I thank you for that :).

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby Samulis » Sat Oct 01, 2011 6:23 pm

Fabulous. I absolutely adore the score for it, although it reminds me strangely of the score to the Chronicles of Narnia. I can't wait for the full thing. :)

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby aldenorai » Sat Oct 01, 2011 6:24 pm

Thank you. Actually, I was counting on the player to spam the Left CTRL key. If you do that, you'll win that fight everytime.

Also, search around (outside the bar). There are some useful items. Just don't be wasteful with them.
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby Mike » Sun Oct 02, 2011 2:06 pm

But for someone who's never played 001 games or is new to things, it's probably not a good idea to actually allow the player to die without ever being given the option to save. I mean, I died and wasn't interested in re-playing the entire beginning story just to get past it.

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby Mr.Numbers » Sun Oct 02, 2011 2:23 pm

Maybe do an autosave function? Well of course give it as an option that can be enabled/disabled. Its super easy too add.
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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby SBG » Sat Oct 08, 2011 11:59 am

I've been thinking, this is one of the most well polished games on the site, but the ctrl mashing combat takes away from the experience IMO. You should really brainstorm ideas to make the combat more enjoyable.

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby aldenorai » Sat Oct 08, 2011 4:17 pm

Actually, the demo ends before it gets into actually strategizing combat. I was going to be creative with boss fights in that instead of standing there trying to button mash on them, you have to take multiple targets into account. In some cases, I was going to make some environmental objects aid in the fight. Besides which, you aren't going to be fighting melee through the whole game. In fact, you actually get a gun shortly after this demo ends.
- George R. Powell
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http://www.georgerpowell.com

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby SBG » Sat Oct 08, 2011 4:33 pm

I sound like a broken record at this point, but have you considered using mouse support for combat?

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby Indiana 266 » Thu Oct 13, 2011 10:06 am

:-P You do say that alot SBG.
I'll download the demo either later today or on Friday..
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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby Wonderland » Mon Oct 17, 2011 6:49 am

I wil download it on Saturday. I have been so busy lately...

EDIT: I just played it. I am stunned. That opening surprised me... The narrator had an amazing voice. I love the racial issues as the theme. Just amazing. Amazing. :D

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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby Chowow » Tue Oct 18, 2011 6:23 pm

This game looks so very cool! You've really put alot of work into this. :) I want to play it now.
Thanks for reading this post. :)
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Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby aldenorai » Tue Oct 18, 2011 8:54 pm

Now that the demo's been out a while, here are a couple little things that you may or may not have noticed along the way:

- If you're unsure of what's going to happen when you trigger an event, it might be a good idea to Save first.

- During the prologue on Arcania, check behind the trees on the right-hand side of the map. You'll find something that the man in gray by Daraelynn's tent lost (and you'll have to talk to him twice to give it to him). He gives you a little bit more of a combat edge.

- Much of the game's difficulty could be caused by reckless playing. True, you don't want to grind out a full level fighting slimes because the bandages that you may have found lying in certain places won't last through it.

- Furthermore, during the night-time sneaking sequence, it may be wiser to minimize how much attention you attract to yourself if you don't want to be fodder to the patrols.

- For the sake of the demo, money doesn't have much use to you yet. Why not spend it on the gumballs in Ratch's shop? They refill 1HP a piece and you can get 4 of them for $1.

- Assuming you didn't find the Bandana in the dumpster, you can get one from Div at the south wall if you talk to him twice.

- Have fun with the bouncer at night when you're trying to get into the Space Bar. Both options give you a way in, and depending on which option you choose affects a little of the dialogue when the thug leader calls him inside.

- When fighting the bouncer, if you didn't understand the hint given to you, try to get the bouncer to accidentally hit one of the armed dancers. They'll fight him back, and for a brief moment, they'll inch away his life while he's focused on taking them down. Technically speaking, you don't HAVE to even lay a finger on him.

While I've heard general complaints about the game's difficulty, I went along the assumption that most older games from my generation made that the player is an intelligent person who can and probably will figure out how to overcome obstacles. Most older NES games were very brutal in that sense, yet the games were beatable. I've beaten this demo a number of times, so it CAN be done.
- George R. Powell
Music Composer | Screenwriter | Voice Actor

http://www.georgerpowell.com

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Fireleaf
Ultimate 001 Member
 
Joined: Thu Sep 25, 2008 4:14 pm
Location: Missouri

Re: The Moon Tear (10/01/11 DEMO LIVE!)

Postby Fireleaf » Thu Nov 10, 2011 11:20 pm

aldenorai wrote:While I've heard general complaints about the game's difficulty, I went along the assumption that most older games from my generation made that the player is an intelligent person who can and probably will figure out how to overcome obstacles. Most older NES games were very brutal in that sense, yet the games were beatable. I've beaten this demo a number of times, so it CAN be done.

I second the notion! Most people don't expect to do much intelligent thinking while playing a game. Might as well make their time worthwhile and exercise some brain cells while your at it (which this game does a pretty good job at doing so far). The musical score on this is steller as well. Nothing but props to ya. ;)
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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