QUOTE(eXile5 @ Jan 6 2005, 09:28 PM)
You should mess around with the battle basic's before moving into aliments and spells. And what's with the Arbiters and Duran at the top?
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The basics are down and finished. I've done that already. Those guys are misc stuff. Sorta like the reavers you see when you need scarabs.
Sorry for double-posting, but I really thought that creating a new thread or just Pming a bunch of people was useless, and this thread wasn't getting much attention and my word would never get out. OKAY (We should add a renew option for the creator of the thread if it's a hot topic) I was wondering if others could give feedback on the original 1 - 1 and 1 - 2, so that I have a rough idea about what people would like to see in ERPG:TAC. Parts of the map that you liked rather than general critique would be advised. Thanks.
allright, although i forgot to save a replay i encountered a bug.
After a carachter loses all their health, and the die (ie: the friebat) and you get the carachter that attacks using the firebat, it instantly says "So and so decides to attack" elminiating the chance to use spells
What games are you going to playing now / What projects are gonna be working on after this?
QUOTE(Alpha(MC) @ Jan 9 2005, 12:42 AM)
What games are you going to playing now / What projects are gonna be working on after this?
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I'm probably going to stick with the Saga. I still need to start on 2 - 1, 2 - 2, and the Final Reckoning.
i thought this map was great... i cant wait until he unveils his storyline
In Everarcha 1 - 1 i really liked the Shadow God terrain and surroundings (units, how their used, etc. etc.), and the Wind God terrain + unit placements. and in Everarcha RPG 1 - 2 i liked the bosses alot, main ones with really good ideas i thought were; Thunder God, Wind God, Shadow God, and i deffinetley liked the Time God where you fight yourself
I thought this was an excellent map! Everacha was a great map with good use of the bosses\. I hope this beats it
i bet it will.
Well, finally there will be a new demo coming out very soon. Hopefully by the end of next week. I will be removing much of the music, if not all. Here are some things to look out for in the new demo.
[center]ERPG : The Avarian Chronicles Demo 1.1 Updates[/center]
BRIEFING TIMES FIXED - Many of the briefs, especially the starting menu briefs has been shortened by at most ten times. Also I am thinking about making the game 2x speed to make it more interesting and less boring. If anyone can find a way to toggle speeds on and off that would be greatly appreciated. I think there's a way, but I'm not exactly sure. Something to do with powerups.
BATTLES HAVE BEEN DECREASED ( Quick Mode ) - Including the shortening of the briefs and possible increased game speed; HPs for certain enemies and the characters themselves have been lowered, providing a much more quickened environment.
NEW TERRAINS - As many of you have noticed from the map screen shot, really the only terrain done is in Citadel. Now, more terrain has been added. Things include watefalls, mountains, cliffs, and canyons.
BATTLE AREAS ARE MORE ESCAPE-PROOF - It seems that a large portion of the problem was with characters escaping and making things screw up extensively. Now it is much more effient, and hopefully the problem will not occur again.
ENEMIES MORE CHALLENGING - I have finally added some new things with Enemies to make them more challenging. Besides having ailements, some enemies now can use items or spells. The most noticeable will be when you fight a guard, who can throw grenades.
SPELL AND ITEM EXITS MADE - It has also been a problem that people are teleported to the item or spell area and are unable to go back. This problem has been fixed by making an "exit" location on each menu.
It was pretty cool, I dont like the Multicolored DT as a party icon like EVERY other map with a similiar battle system though, and I didnt like walkign up to a party member to select my what I wanted to do, doesnt allow for flexibility in the party. Got confused when I was killing alot of
and died abunch, but I think you used deathcount as HP or sumthing. Anyway, its something new so, keep it up!
Hm, what I like about original Everarcha...
No wandering around aimlessly until you find out that the reason you couldn't get into a certain building is because you need to stand on that 1 pixel location placed in an oddly counter-intuitive way, no more wandering around aimlessly because you have to wait for something to happen in 2 hours, no more wandering around aimlessly because instructions and terrain use is relatively simple.
Also, I liked how the bosses weren't just "hope you have enough upgrades and/or minions". They actualy do something. Not to mention some of the special effects were nice.
Thanks for the feedback lately. There was a pretty odd person that made an account just so they could flame 1 - 2. 'Twas a little weird. I've got semester finals to do, so unfortunately, the upcoming demo is delayed again. Any other constructive critique or comments are still welcome.
QUOTE(Golden-Fist @ Jan 4 2005, 07:58 PM)
Mp3 wrote a lot of stuff, so it must be good *Downloads*
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Lol...Probably
I GOT SCREENSHOTS!!
Expect 1.1 to come out by the end of next week.
Wow that look's really nice.
just don't put to much sprites into those waterfalls, and put at least a little bit of moving water effect like moving observers and something that looks like water crashing.
i like the fighting on the bridge idea
QUOTE
It was pretty cool, I dont like the Multicolored DT as a party icon like EVERY other map with a similiar battle system though, and I didnt like walkign up to a party member to select my what I wanted to do, doesnt allow for flexibility in the party. Got confused when I was killing alot of
and died abunch, but I think you used deathcount as HP or sumthing. Anyway, its something new so, keep it up!
Well his system SI unique...i would never see a map where theres Burn and all that ailments and such, looks like he shortened the battle and the skills for the player is Awsome.
NEW UPDATES FOR 1.1
INNS - All Inns are free and will heal you to maximum power. However, you will only be able to enter Inns after certain amounts of time. This time is depends on the new "TIME" system. Which I will explain below.
TIME SYSTEM
This is one of the most intruiging features that I will add to the game. The "Time" system is pretty self-explanatory in purpose, it tells the time. Now, Time will pass depending on how much you are moving around. For example, 200 steps would equal 2 hours, 300 steps are 3 hours, etc. Now, there will be, of course, twenty four hours in a day. There will also be morning, noon, and night. Each of these periods of time will affect the game:
MORNING : You will move pretty sluggish. Everything moves pretty slowly during the morning. Not much happens during this time. However, this is a great time to explore and meet new people. This is the 1 - 7 Hour Period of the day.
NOON : Very little effects. Much the "Default" setting of the game. This time of day lasts from the 8 - 16 Hour period. Most Side-Quests are appointed during this part of the day.
NIGHT : Your vision is decreased to a much smaller area. Enemies become much more active, and you will encounter many more dangers. Lasts from the 17-24 Hour period.
ALLY SYSTEM
As I have stated a while ago, there are times when passerbyers that travel along the road can help you battle enemies. Anyone within the range of your battle area will be involved in the fight. Here's a screenshot example.
I thought it was cool, but it could be sped up a lot.
[center]The Avarian Chronicles Version 1.1
Changes made:[/center]
INNS - All Inns are free and will heal you to maximum power. However, you will only be able to enter Inns after certain amounts of time. This time is depends on the new "TIME" system. Which I will explain below.
TIME SYSTEM
This is one of the most intruiging features that I will add to the game. The "Time" system is pretty self-explanatory in purpose, it tells the time. Now, Time will pass depending on how much you are moving around. For example, 200 steps would equal 2 hours, 300 steps are 3 hours, etc. Now, there will be, of course, twenty four hours in a day. There will also be morning, noon, and night. Each of these periods of time will affect the game:
MORNING : You will move pretty sluggish. Everything moves pretty slowly during the morning. Not much happens during this time. However, this is a great time to explore and meet new people. This is the 1 - 7 Hour Period of the day.
NOON : Very little effects. Much the "Default" setting of the game. This time of day lasts from the 8 - 16 Hour period. Most Side-Quests are appointed during this part of the day.
NIGHT : Your vision is decreased to a much smaller area. Enemies become much more active, and you will encounter many more dangers. Lasts from the 17-24 Hour period.
ALLY SYSTEM
As I have stated a while ago, there are times when passerbyers that travel along the road can help you battle enemies. Anyone within the range of your battle area will be involved in the fight. The Current allys that are active are only the Catapault
BRIEFING TIMES FIXED - Many of the briefs, especially the starting menu briefs has been shortened by at most ten times. Also I am thinking about making the game 2x speed to make it more interesting and less boring. If anyone can find a way to toggle speeds on and off that would be greatly appreciated. I think there's a way, but I'm not exactly sure. Something to do with powerups.
BATTLES HAVE BEEN DECREASED ( Quick Mode ) - Including the shortening of the briefs and possible increased game speed; HPs for certain enemies and the characters themselves have been lowered, providing a much more quickened environment.
NEW TERRAINS - As many of you have noticed from the map screen shot, really the only terrain done is in Citadel. Now, more terrain has been added. Things include watefalls, mountains, cliffs, and canyons.
BATTLE AREAS ARE MORE ESCAPE-PROOF - It seems that a large portion of the problem was with characters escaping and making things screw up extensively. Now it is much more effient, and hopefully the problem will not occur again.
ENEMIES MORE CHALLENGING - I have finally added some new things with Enemies to make them more challenging. Besides having ailements, some enemies now can use items or spells. The most noticeable will be when you fight a guard, who can throw grenades.
SPELL AND ITEM EXITS MADE - It has also been a problem that people are teleported to the item or spell area and are unable to go back. This problem has been fixed by making an "exit" location on each menu.
INACTIVITY TIMER - I've noticed that sometimes it will become impossible for you to choose a command due to the placement of your unit. Therefore, when you are unable to do so after a certain period of time, the turn of that unit will be skipped.
FIRST BOSS MADE - That's right! Finally! One of the most anticipated things about this map is the boss battles! Attached is a screenshot.
"BATTLE AREAS ARE MORE ESCAPE-PROOF - It seems that a large portion of the problem was with characters escaping and making things screw up extensively. Now it is much more
effient, and hopefully the problem will not occur again."
SPELLING ERROR GAR: EFFICIENT
AHOY! I am now UBER!
Anyways, a new demo on quick mode. Now, when quick mode is activated, 2x will go on. Everything else after is normal game speed.
Congrats on the Über Mr. 3.
Spamming will get u nowhere...
And man, are you good... ur boss looks awesome, but all of u should assume that, even if it is MP)3... Let's just wait for the first done version before spamming random things like crazy....
No need to wait anymore! The demo is coming out today. Watch out for me at Map Night.
Haha Quick Mode? doesn't 2x Speed only make the Animation faster, not Unit Speed?
Post some feedback on ERPG:TAC 1.1?