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Project A.D.I.O.L Final demo

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009
Project A.D.I.O.L Final demo

I Know I've kept you all waiting too long, well sorry for the wait but I had to make sure
this one kept you all in touch with the project for a bit more time.

I know this isn't the next L.S III but hey I had fun doing the game and now a new demo
has been released.

same as before you can play through Sesilou's intro
the game is split on 4 parts (part 1, 2A, 2B, 3) the demo currently has about 45% of part 1

features:

-new battle system

-over 1 1/2 hour of gameplay

-wider world map (the world map is on the final stage yet many parts still unaccessible use RPGXP to view entireley)

-demo has first 4 chapters.

-a darker plot on the life of Sesilou

-now blood sprites have been added (making this game rated T for teen 13+)

-2 playable sidequests (dephts of the well and a visit to the internet)

-the route 665 (gates of hell) has been completed from start to finish

-demo has been upgraded plot-wise.

-custom field boss fights (still a prototype thanks to egg_dragon for this)

-selecting a new game yields a flash made intro to the game
(actually there's still speed issues with it so music wont sync properly I suggest you view it
with an outside flash player)

EDIT: This is the good one now: http://www.megaupload.com/?d=ZCVOK0YP
sorry about the last one kinda got bugged

also I might add.

to Chickensoupcheese: if ever plan on writing a review then THIS demo was meant for it really.

to Egg_dragon: thanks for helping me out with field actions, not only I can add reaction commands
I can even make outside "battle" bossfights.

to Mew: you'll be glad to know maps are now more gimmick filled than ever so you can actually have fun
exploring every single inch from later maps (first maps still remain the same)

also I thank the Inquisitor for the awesom world map tilest. no really it would have been the same
using the mixed tilesets.

and to the town for giving me the support to not only make but to carry on with the project

hope you guys have the same fun I did when playing the real deal.

enjoy XD


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Mega TownieSuper TownieGreat TownieTownie
Joined: 29 Oct 2004

Screenshots or didn't happen

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

oops thats right! I forgot em'...

well I'm gonna have to upload them later. but seriousley does it kill to check a
virus-free megaupload link? (yes I use malwarebytes and AVG to mantain my files clean)

oh btw....

to all rpg-palace townies who gave me the sprites for the cameo battles, sorry but you're not on this
demo yet because it's only 50% done. also I would like to discuss the battle modes for the cameo battles

nontheless you can still do Boss Rush under PARTY MODE and SOLO [SESILOU] MODE
(which I recommend you power-level him to at least LV.20 or else you will suffer the cruel defeat
at hands by his uber-mode sister)


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Mega TownieSuper TownieGreat TownieTownie
Joined: 15 Jan 2010

Sorry rav, I'm NOT going to download this one, mainly because I'm not in it yet ( Sticking Out Tongue )
But also because your games kill my internet download amount or whatever it's called, so soz.
But I'll download the finished one with the cameos and everything in it.

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

I'll leave that decision to you karl. a word of advice however is that I'm suspending progress
until december.

also karl technically your avatar DOES appear (Crossroads INN floor 1.... no kidding)

It's a shame I wont be able to continue until january so
this is as advanced as it gets this year.

( Besides I'm aching for some feedback on the main plot cutscenes and the flash intro T_T)


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Super TownieGreat TownieTownie
Joined: 25 Jan 2010

I'll give your project a shot whenever I'm done making my deadly homework rounds tonight. O_o

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NobleUltra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 12 Jul 2004

Excellent stuff! I apologise for being AWOL recently, the perils of the real world having usurped my attention somewhat. You will be delighted to know that I have next week off, however, so shall most certainly add another playthrough to my list of tasks Smile.

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

aw thanks guys XD

I know, times have been real tough nowadays so I really do
appreciate any possible feedback.

and yes a deadly mix of high school pending final exams and my job
is the reason why I'm gonna halt game progress for the rest of the year so I hope this demo has what it takes to make it into
someone's favorite list.


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

THIS JUST IN:

Apparently there's been an issue where the player cannot move at all
making the demo impossible to clear....

do NOT download yet!

soon I will upload the bug-fix

sorry for the inconvenience

P.S: If you already downloaded the demo then open any existing file and hope it's near the part of the bug


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Mega TownieSuper TownieGreat TownieTownie
Joined: 15 Jan 2010

"Apparently there's been an issue where the player cannot move at all
making the demo impossible to clear...."

LOL!!! :lol3:

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

Alright here's the the fixed version: http://www.megaupload.com/?d=ZCVOK0YP

sorry for the inconvenience


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Super TownieGreat TownieTownie
Joined: 25 Jan 2010

I played the first twenty minutes of it and got halted. (downloading the fix right now though.)

So far, I think the game is pretty good.

Besides the occasional fun little typos and out-of-place things, dialogue is good...but the story seems to feel as though it moves pretty fast.

There's nice little bits of humor everywhere, keeping me entertained, and there's no grinding. Nice. Smile

The battle system text is useful, as the default battle system wasn't very informing...

The flash intro is pretty epic. It would lay waste to many good intros made completely with RMXP eventing.

Is the title screen also a flash movie? Either that, or nice scripting on making it look and operate as it does.

So far, while maps and events feel a bit choppy, I think the game is in good standing here. I would want to download this game when it's been finished.

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

yes I kinda got that feeling on the beginning too...

you see I re-cycled most of the maps used on chapter 2.

chapter 1 is used as a prologue, it's fast paced because the main character is as starltled as the
player itself is. (I suggest you keep any unique items you find here as one of them is needed
to unlock the dev room)

chapter 2, is supposed to be the options the character has at the moment also fast paced
because the main character has the urge to find a purpose in the main storyline.
if you dawdle along you can piece out Sesilou's current situation on that world.
(you can also trade that "item" here for the dev room access)

chapter 3, is a fast-paced follow the leader sequence. but to compensate the flow of the action
the plot compensates you take note that even though the plot looks and feels simplistic
it evolves according to the situation.

chapter 4 is like a resting-spot on the plot. you can chill out and gather info here and also
explore a bit the world map.

demo ends halfway through chapter 4


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

oh by the way... has anyone reached the dev room yet?

or has anyone tried out the field boss-fight system? does it work?

this is kinda of an idea I'm still deciding if I'm gonna use or not.....


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

UPDATE the swimming system has been re-designed and now flawless!

I'm afraid I'm only planning to release one final demo somewhere by December
and then release the Full game.

A.D.I.O.L fans Rejoice XD (If any...)


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Mega TownieSuper TownieGreat TownieTownie
Joined: 15 Jan 2010

*commences rejoicing Laugh *

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

yays XD


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Mega TownieSuper TownieGreat TownieTownie
Joined: 29 Oct 2004

Will download now, even if there is no show and tell.

Some music playing, blank screen.

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

odd..... the flash animation didn't play?

guess I'll switch it to .AVI and see if the problem fixes

if you want you can use a flash player to view the intro poroperly. (it's on the graphics folder under FLASH)


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Mega TownieSuper TownieGreat TownieTownie
Joined: 29 Oct 2004

Oh here's the right, I just only loaded a saved game anway. Works.

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 17 Jan 2009

Sounds interesting, I will have to take a look.

Don't tease the octopus kids!

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

Alrigt everyone, I have already uploaded the final demo. yes the FINAL one

holding over 52% of the main plot this demo has 5 sidequests, the battle arena,

a brand new swimming system (noy you can actually drown LOL)

Anew menu system and ending credits, plus a more gimmick-filled DEV-room.

NOTE: I still haven't made the game demo public, I have only uploaded the "beta" release and

I'm currently seeking for persons to play-test this and report to me any errors, dead-ends and grammar errors

they find, (the demo itself is on "groups" "project adiol dev team" either join or PM me if interested to play-test)


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Great TownieTownie
Joined: 16 Jan 2010
Sounds like it'll be cool! Can't wait to see it. Unfortunately my comp is running a little slow so I'm gonna wait for the full game.

Alexander the Great, Julius Caesar, Napoleon. Many are said to be the greatest conquerer in history. They all eventually lost to the enemy of all. Time.

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

full game won't come out till 2011 pretty much because life won't give me any realitiy breaks until then.

seriously test season is about to fall upon me with it's entire weight 


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

UPDATE: The final demo has arrived.

it holds around 52% of part 1's plot (minus the sidequests I'm still going on with those)

and it's a pretty extensive demo

DEMO INCLUDES:

4 chapters to fight, run, break out, etc... your way through

5 Sidequests with

the semi accesible world map

party now has a HQ

the return of Sesilou's sis as a playable character

and a more realistic swimming system

here's the link: 

http://www.megaupload.com/?d=1JXEE6KG

Enjoy the last demo! (credits in-game, screenshots comming soon)


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 17 Jan 2009

I've begun playing your demo, and I had an urge to 'play-test' it, meaning I wrote down discrepancies I found throughout my playthrough, but it interferes with my enjoyment of the game so I only wrote what I found to be wrong with some things up to the point where you find the key in the Zircon deposit in the abandoned tunnel.

Here goes:

Play-testing A.D.I.O.L. Final Demo

-         Intro music for the animated cut scene when starting a new game is pretty terrible. (Also cuts out abruptly at the end, it should fade out instead)

-         Girl near 7 barrels: Correction – “Hmm, you’re looking for al leaf?” (Al should be a)

-         Monologue: Correction – “I remember there weren’t so many people on the park.” (On should be in)

-         Circular menu is a nice touch.

-         Item obtaining - should show the item’s icon in the text box when the item is obtained, or even above the character’s head.

-         Punctuation and capitalization problems with the items’ descriptions.

-         Sesilou’s name in the Skills tab has a period at the end of his name.

-         Top right map name is a nice touch.

-         Breaking objects – The animation is too large for the character; change its size. Also, change the objects disappearing to the objects fading out with a damage sound effect.

-         Objects on the map could use more flavour text instead of being plain background props.

-         Sister in the house: Correction – “I’ll show you on my room.” (On should be in)

-         After the explosion during the night: Correction – “Hey sis we should check it out!” “Fine, but I’m coming too.” (Last sentence is completely useless.)

-         The system messages like party members joining, or item acquisitions: Change them from all caps to normal sentences.

-         Sesilou’s sister should have a name from the beginning if she does get one in the game.

-         Battle Memo: Correction – As mankind journeys into the unknown (should have a comma here) it is most likeley(spelled likely) to enconter (spelled encounter) hostilities along the way…

Let’s call these “encounters”. (Find another word for ‘encounter’ in the past phrase, because it just does not sound good at all.)

When someone gets a (should be ‘into a’) random encounter (should have a comma here) his mind acts on instinct.

Attack: The primary instinct of any battle (should have a comma here) attacking is one of the man ways of dealing damage to opponents (should have a period here)

Damage done is depending of (would be better as ‘depends on’) the weapon equipped plus (would be better as ‘as well as’) the person’s strengh (is spelled strength).

If a person has high luck stats, his chances of dealing 3 times the damage may increase drastically. let’s (Needs capitalization) call this event “criticals” (needs a period)

Skills: The secondary instinct. (Should be ‘second’ and not ‘secondary’)

When attacking just wont (should be won’t) work ou.t (should be out, and needs a comma) the person reaches within itself. (Should be themselves, doesn’t need the period there) for personal abilities (needs a period here)

Thes (should be these) abilities are dubbed as skills. each (needs to be capitalized) person has certain skills (needs a comma) some may be common as some may be unique (needs a period)

All skills drain the person’s XP. XP is both the mental and physical power to apply these skills. No XP no skills….

Items: when (needs capitalization) a person has limited skills or a lack of XP and (or) is under extreme conditions (should be changed to circumstances), as part of a survival instinct (no period at the end, and the sentence feels like it’s horribly fragmented)

The person might as well check his items and see what he has to ease his situation (needs a period)

It is recommended for the player (you’re beginning to switch between this being a teacher’s explanation and an instruction manual, choose the player or a person) not to hesitate in using items for the survival of others, power lies in numbers fellow readers.  (This is honestly getting confusing)

Defend: The defensive stance is as important as fighting is. as (Needs capitalization) this instinct can reduce a vast amount of damage (needs a period)

If a player has a high defense, any damage done when defending is reduced at 50% in many cases. (Unless this is an implemented battle mechanic, I would suggest leaving out the specific numbers and leave it a little more vague)

Do not underestimate the power of defending as in certain cases it can reduce any amount of damage to zero (needs a period)

If the person is lucky. (Change the period for a comma) the defensive stance can even block and reflect completeley (spelled as completely) any elemental magic.

Victory terms. (Suggest changing it from all caps to normal sentence, and change the period for a colon ‘:’)

If the person defeats all enemies while still having any HP the battle is won. (Remove the ‘while still having any HP’ part it’s redundant.)

Some battles require a (Doesn’t need ‘a’) survival of a certain number of turns in order to win.

Defeat…. (Change from all caps to normal, and change the periods for a colon ‘:’)

If all members in a party are K,O’ed (change to KO’d) or unable to act permanently it’s a game over. (Change ‘it’s a game over’ to them being defeated.)

Ok so now that you know how to fight properly (needs a comma) go out there and kick some ass!

(I am completely confused as to whether or not this is a memo from a scientist, a teacher, or something, because it moved from it being a study in the beginning to just being a manual for learning how to play the game in the end. Also, I would highly suggest changing the commands from ‘Instincts’ to ‘Commands’ if you’re going to stick to the manual aspect of this memo, or ‘Abilities’ if it’s the teacher/scientist’s memo, because using an item isn’t what people would call an instinct.)

-         Correction for the Paranormal text:

-         Safetey is spelled Safety.

-         Throught is spelled through.

-         Surruonded is spelled Surrounded.

-         Iniciative is spelled initiative, but I would suggest ‘Pre-emptive’ since initiative doesn’t mean the same thing.

-         Glitch: You can walk on top of the table in Sesilou’s room if you move up to it from the bottom.

-         Inside the house before going outside in the night: Start the rain sound effect when they’re inside still, it adds a gradual effect to the suspense.

-         Conversation before going in the diner: ‘but there’s no prints left… (I don’t understand this sentence, and if it’s to do with prints, not only is it a public entrance so there’d be a lot of people going in and out, but the rain would have washed the prints away already.)

‘there (needs to be capitalized) SHOULD be persons (should be ‘people’) at this time of the night (should be a period here)’

‘But I can only hear silence in the air….’ (You can’t hear silence, you could change it to ‘But it’s too quiet in there.’ Or something similar.)

‘No… it’s too quiet. even (Capitalization) for a common thief….’

-         “Hey! where’d you get these?” (Captalization)

-         Anomaly with the SP: On the Dr. Pepper and in the Battle Memo it states magic points as XP, but on the Ether it states it as SP.

-         Chef in the Diner: “He’s on some sort of shock.” Should be ‘in some’.

-         Letter: “The date’s extremeley old” should be ‘extremely’.

-         “Hmm According to this letter” According should be ‘according’, no period. “Obviousley” should be ‘obviously’.

-         “it was dubbed as “atlus”” it Needs to be capitalized, there’s a period missing, and I remember Atlus from Dark Cloud. Maybe a better name?

Spring sign: “restoring one’s internal peace.” Restoring should be capitalized, and it’s ‘inner peace’.

Don't tease the octopus kids!

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 17 Jan 2009

I just got to the point where Sesilou gets an outfit change and walks up to the guard. And then the game makes it impossible for me to continue. That should most definitely be fixed.

Don't tease the octopus kids!

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

what the? really?

oh looks like I have some fixes to do. as for the not being able to pass

try approaching the statue from the bottom instead of the left or right.

(I added a pic just in case)

http://i56.tinypic.com/2uonucn.jpg

the flash intro yes, I have to find the avi. version and add it at least it won't lag

(XP doesn't quite take kindly to flash. the vid itself  is good but not in XP)

grammar is not my forte as you can clearly see. hopefully my friends will help

me out on the edits and cuts.

sorry for the nasty bug T_T


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 17 Jan 2009

Oh, alrighty then, I shall try that. Also, I hope my comments help in improving your game. :3

Also, I found a way to play your game using a 360 controller, and the left analog stick is great because you can move in all 8 directions in your game.

JoyToKey is the program I use, it simply lets you set keys on your keyboard to the buttons on your joystick, so it's quite enjoyable to play.

Don't tease the octopus kids!

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

I play it with a PS2 controller I'm quite pleased with the results as well


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 17 Jan 2009

Indeed. I've finished watching First Blood, and after some Life and Level (you should check it out) I shall try the stone from the bottom.

Don't tease the octopus kids!

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

Here's a neat easter egg about the game:

the high school on that game DOES exist, (yes I was a student there)

and later in-game you can find the school's logo in stones. (looks like a ribbon)

(I included these because at that point, this game was only a final school project)

oh and a second easter egg:

you CAN fight the original rpg maker XP party with Sesilou's party


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 17 Jan 2009

Interesting.

On another note, I believe you should revise all the different terminologies and abilities that your characters talk about, because they will mention it and then never speak of it again, it makes it feel as though it is simply a random plot device to fill up some void. One of these was the 'X Remnant' that the fourth character spoke of, it was out of the blue and really made me want to just fast forward through the text after wards.

Also, when fighting Sesilou's sister to see if you are strong enough to pass, why does she simply disappear? Why wouldn't she join her brother? If he is looking for a way back out, why wouldn't she come with him? A lot of this has many loose ends.

Don't tease the octopus kids!

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

oh. she periodically joins you and leaves you.

I'm working on some sidequests where you play as her, it's like

on RE4 ada wong's side-story. same thing, she gets to see some of the

real important parts (x remnants included) before Sesilou can, eventually

crossing paths every once in a while, she has reasons to remain on that world

(thus always declining Sesilou's request to join him and go home as fast as possible.)

X remnants, yes the term get's overlooked at the moment. later it gets more used

(when everything starts looking HI-tech)


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 17 Jan 2009

It feels like there is a lot that is simply thrown in, but hopefully you have plans to align everything just right.

I stopped at the beginning of the 'Net' segment, and if it truly is an area where you essentially have a separate set of characters, items, skills, etc... Then that is most definitely something new that I find quite interesting.

Edit: I've gone through to the point where I have to find the password in the Data Silo number 2 on the left, I've looked at everything and the only things I found are the four tall silos who give me the message "Not this one." And a small explanation of the tank at the top.

Also, the random encounters require much tweaking; anyone who doesn't know to simply run from all monsters except for the single Spambots and single Troyans will most definitely die often and feel like they're being toyed with. I managed to grind all my characters to level 10 and still cannot kill more than one monster at a time with one full turn. Luckily there is that scripted lone Spambot whom I can kill over and over, with a portal right above him so I can flee and save after each level up.

Don't tease the octopus kids!

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

yeah I felt helpless too. but consider the state of the internets in there.

it's overrun so I wanted to make the player make sure "overrun" isn't just

a word you can take lightly.

as for the pass. well it's on the upper left PC structure. but check it from the

left side.


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 17 Jan 2009

That is a good thing to try and communicate, but you should stress that point through hints before going into the danger zones or simply having the more knowledgeable character (whose name I've forgotten) would mention running from the larger numbers, but to take down the individual opponents.

And thank you for the tip, I shall continue playing tonight most likely.

Don't tease the octopus kids!

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 17 Jan 2009

I've just gone through what is possibly the most trying part of your demo.

Once you go through the second gate, into the 'North Maze', there is an area with apparently 10 Pillars, each with a 'undead assassin' guarding it. Being the completionist that I am, I decided to slay every one I could find, totaling to 9 pillars. The man blocking my path at the bottom gave me the task of killing 10 ghosts, the aptly named undead assassins, and then to return to him.

Suffice it to say that after over a half hour of tedious, repetitive, and not to mention aggravating, movement all across the map time and time again, I found that there is either one pillar missing from your map, making it impossible to continue, or that there is some sort of secret that of which I know nothing about.

Also:

The monster encounter rate for such a quest is much too high, taking it down by five steps is the least that could be done.

Another way to ease this is to create a 'Travel Bell' item, something that keeps monsters at bay for a certain amount of steps. (100 steps is often used in most games such as Tales of Phantasia and whatnot.)

Making the undead assassins appear only after speaking to the guard at the southern end of the maze would be prudent, this way there is no bandying about for over a half hour, then losing roughly an hour and a half of gameplay because there is no way to save at all after going into that area.

Speaking of which, the way to the previous Net warp (and the rest of the maps) is gone, and once I went into that area, I was trapped with what provisions I had brought with me and no way to save my progress. I would suggest a save point in the center or at the top of the map near the grave of the 'newbie swordsman'.

All in all, that particular dungeon and quest need a lot of work for it to be enjoyable to a player. It is definitely not something I enjoyed, at least not after spending so much time and then to just lose all of that.

Don't tease the octopus kids!

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 26 Apr 2009

really? I just playtested it (no changes made and found all 10 pillars I have a knack for

 hiding stuff a bit too well though....)

I guess you're right about the encounter rate (I ended up leveling 7 times on a speedrun O.o)

can you tell me how to make that "bell" item? i'd certainly add that to the game as well

P.S (Most of the pillars appear to be on the upper right side of the map 2 are closeley

 toghether in the bottom right of the room, also once you reach the the "checkpoint"

you better save, things start to heat up XD)


The project still lives!

SPAMHUNTER SCORE: A+
KILLS: 22 DEATHS: 0 CRITICALS: 2 = TOTAL KILLS: 23

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Mega TownieSuper TownieGreat TownieTownie
Joined: 15 Jan 2010

For the bell item, there's a helpful little event command called "Encounter rate" or something, just flick it to disabled for 100 steps (using variables).

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Ultra TownieMega TownieSuper TownieGreat TownieTownie
Joined: 17 Jan 2009

Indeed. It's an indispensable item to have especially in those kinds of situations. I shall try again soon, I might simply just walk all the way to the south to speak with the 'scoutmaster' and then go from left to right.

Don't tease the octopus kids!

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