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AFT this must be finished

#31 User is offline   T-Bone 

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Posted 19 January 2009 - 07:26 PM

I like the work you've done on the graphics on the bridge there.
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#32 User is offline   Hoof 

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Posted 19 January 2009 - 07:48 PM

View PostKKairos, on Jan 19 2009, 04:19 AM, said:

Screen.

This one's another forest; I think I'm now about the most satisfied I've been yet with forest colors.

Also, here's a couple forest enemy designs.

It's time I did some math, so I'm going to post these and do that!



I can't wait to kill that thing. Nice looking game, btw.
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#33 User is offline   KKairos 

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Posted 24 January 2009 - 09:44 AM

The sword engine is getting a rehaul for reach and aesthetics. Partly because of aesthetics it doesn't reach as far south as east; to compensate it does more damage if you hit north/south than east-west. I'm thinking I'm going to change this though, so the player has more reach in each direction.

I've started on the forest with more seriousness now, in terms of visual/map design and in terms of where I think the basic 'puzzle' of the forest is going to be, and am thinking more and more about overall trajectory of the game in terms of storyline and dungeons.

At this point, what we're looking at in terms of game content is:

1 peaceful area. This is not counting neutral 'rooms' in hostile areas, such as a spot to heal mid-dungeon.
3 main 'dungeon' areas. Two of these might conceivably count as two, but I'm not going to count them as such because the two separations are either not big or not separate enough.
3-4 bosses. This depends on how motivated I feel by the end, partly, as well as how I'm counting separate bosses, but probably four)
Puzzles. Hopefully not terrible ones.
MAYBE a mini-game or two. This depends drastically on how I feel about it by the time I get the core game done, or how badly I need a distraction from the core game a couple weeks from now.

Anyway, it's about time for bed for me. Goodnight and God bless!
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#34 User is offline   KKairos 

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Posted 25 June 2009 - 07:13 AM

Okay, reboot.

Forest screenshot. (See attached!) THIS IS A MOCKUP but it reflects an enemy I hope to feature in-game.

NEW GOALS FOR CONTENT:

3 main dungeon areas
3 bosses
A few puzzles
No minigames unless I get REALLY motivated

Attached thumbnail(s)

  • Attached Image: aftFORESTmockup.png

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#35 User is offline   Bramble 

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Posted 29 June 2009 - 01:59 AM

I like that monster on the bridge, Kairos. He looks like he wants to eat people.
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#36 User is offline   KKairos 

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Posted 30 June 2009 - 08:16 AM

Hooray!

New enemy.

There's...ONE left to go for the forest if I'm thinking correctly, but it's going to take a couple hours to do.

If I want this thing done when I want it done I'm probably looking at at least a couple of days of decent amounts of WORK.

Attached thumbnail(s)

  • Attached Image: aft_forestmonster.png

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#37 User is offline   KKairos 

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Posted 04 July 2009 - 02:05 AM

AFT BETA TESTERS:

It is my intention to have this thing to you in beta-able form by tomorrow night, that is the 4th of July evening, 6:00 PM. This means so far as I know Lancer-X, Wervyn, maxim and Lancer.

If you could PM me your e-mail addresses in case I cannot find you online when I attempt to distribute this tomorrow, please do so.
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#38 User is offline   Dr Lancer-X 

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Posted 04 July 2009 - 04:21 AM

View PostKKairos, on Jul 4 2009, 01:05 PM, said:

This means so far as I know Lancer-X, Wervyn, maxim and Lancer.

Whoa, am I beta testing this twice?
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#39 User is offline   Old-Sckool 

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Posted 04 July 2009 - 04:27 AM

I'll beta test it.

I'll try my best to break your interfaces if you let me.
<Nadir> mzxers don't make GAMES, usually
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#40 User is offline   KKairos 

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Posted 04 July 2009 - 04:55 AM

I've got the testers needed...also, the conditions for this beta test are somewhat extreme, as in I've asked for about a two-day turnaround time.

Also, the first one should be wildweasel, not Lancer. Dangit.
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#41 User is offline   KKairos 

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Posted 04 July 2009 - 07:54 AM

Finished boss #2.

For beta-ability I'm thinking I'll need cutscene 2 and boss 3. Though right now I'm thinking I might just put a placeholder that gives necessary stuff and make boss 3.
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#42 User is offline   KKairos 

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Posted 04 July 2009 - 07:04 PM

Cutscene 2 done, boss 3 started.

Also, old-sckool, I do want to say I appreciate the offer. If it's still open I'd love to have you beta, but the turnaround time isn't ultra-large; I plan on having this thing done by Wednesday.
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#43 User is offline   KKairos 

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Posted 05 July 2009 - 10:23 PM

Plans have been changed, alas. But it's really all my fault. I still hope to have it done by the weekend, but we shall see!
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#44 User is offline   KKairos 

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Posted 17 July 2009 - 11:11 PM

Screen, with the first working non-storyline NPC.

Attached thumbnail(s)

  • Attached Image: mzx_aft_agnes.png

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#45 User is offline   KKairos 

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Posted 13 January 2010 - 02:21 AM

This isn't dead. It hasn't been worked on in months, but it's not dead. Official work started again today; I'm working on an annoying bug that kills the animations.
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#46 User is offline   Exophase 

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Posted 13 January 2010 - 03:25 AM

View PostLancer-X, on Jul 3 2009, 11:21 PM, said:

Whoa, am I beta testing this twice?


If it makes you feel any better I'd probably also rather have you test twice than you and a different person.

(yes, you said that half a year ago and I don't care.)
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