Tag Archive: chapter two


Have got two more dungeons built up now and am just adding the second subsection to chapter 2 and refining the dungeons, as well as polishing off the city.  The graphics/mapping is starting to get a bit lazy, as I’m running out of tilesets and with two projects on the go, I can’t afford to keep running around looking for unique tiles and music etc for every map in each game right now (there are plans to accomodate for this in the future though, but for now it’s just going to have to be dealt with, unfortunately).  Of course, have plenty of optional side-story involved, and have made sure all the side missions are optional, however they’re recommended as the final dungeon is nails; I’m still trying to balance it out, as I just got my ass kicked by the boss!

Also, after having seen Peter Molydeuxs twitter and have been readin’ it, have got myself a wee account there for spitting out my plans for either game without going on and making some huge post (like this) for every single update. Seems like the purpose of the thing and I could definitely use something that’s designed for smaller bits of info.

S’lookin’ good!  Are you excited?  I’m excited!

http://pixelbrady.wordpress.com/

Watch out for pickpockets in the city!

Chapter Two contains a handful of dungeons and quests to complete optionally, before advancing onto the main dungeon and hunting down the primary boss of the Chapter; Stirling, the Drug Baron.  The hub area, where you will spend your time, is the populated Amn-Duth city, which is quite large (and quite laggy) and contains a lot to explore.  Multiple marketplaces with various prices to worry about.  The city contains countless people to talk to, many of them having at least something worthwhile to say (as each one has half a dozen different things to say) as well as many buildings to explore.  These buildings are anything from shops with even more wares, to quest collection NPCs, a Storytrader that sells information and clues and even a library with swathes of extra information to read up on, for those interested.  There’s now about five more buildings with empty doors waiting to be filled out with extra content, but I’m still working on what they will have, sadly!  Any ideas are welcome 😀

DotI’s first review!

http://rpgmaker.net/games/4179/reviews/1739/

Metatron has been the man to post the first public and proper review for DotI and gives a brutally honest opinion of it.  Much of the complaints about it are things that I’d have to agree with myself, although some of them (such as thinking the stealth mission was frustrating) I’m sad about, personally thinking Jezelles stealth sequence was quite succinct and to the point, I never saw a problem with it.  Then again, tunnelvision can create these problems.

Mainly, I’m pleased about the story thoughts, as that is my main goal.  As I’ve been promising over and over, Chapter Two is to be an improvement, and I’m taking on feedback such as this review towards that, I’m hoping that when someone decides to post another review based on Chapter Two, it will be a much better result, as it’s already exciting with the new plans!

Anyhow, the whole tunnel-vision problem I’m hoping to solve with Colonist, especially since there’s been a surprising amount of attention towards it, both feedback and people wanting to join the team or even just help out.  A whole new build towards the game and people involved has got me putting a lot of attention on that more than DotI, however I don’t want to think DotI has fallen into a hiatus, just that the past and coming weeks I’ve been fairly busy and haven’t been working on either so much; my sisters wedding and my neuro appointment have unfortunately taken precedence over getting more evented.

However, the latest thing I’ve had done on DotI is a swamp dungeon; it’s in two and a half sections, and the first section is a maze (of sorts) and took a few tries to get it right.  Unfortunately I made it impossible a couple of times, but now it seems do-able, since there’s at least one direct route to the end, but will need some testing to see how easy it is overall.   As well as that, the side missions have been built up and plans for the main mission have been more or less finalised.  There’s also the introduction of the Storytrader; the most well informed group on Averell, second only to the Storytellers themselves.  This shifty gentleman will  give you all the information you could possibly need to advance through the quests, but will only reveal these hints and secrets at a cost!

Despite working on Colonist (updates on PixelBrady) DotI is still coming along, albeit slower than before.  The first section of the Swamp has been completed after at least three failures that have been wiped..  It’s quite fun to go through now and try to suss the maze, but it’s a matter of having to balance off the monsters in it so they don’t become impossible to manage.  There’s also been a new story-based+useful-NPC introduced near the new Refugee base-the Storytrader!  Finally, a couple of mini-tasks have been put in, with one of them having an effect on the main boss of the chapter, of bringing this Drug Lord Stirling to justice!

Chapter One Trailer!

Exciting stuff!  Have been trying to get a video put together now ever since I built up the Battlefield level with Grimaldus, but Fraps never accepted the _RT as a game to record.  Fired away with Bandicam now and finally managed to get it running, and got a decent FPS rate with it too, so have picked out some of the more exciting scenes from Chapter One and even a clip from Chapter Two and thrown it all together in a sorta ad/trailer type video, just for anyone wanting a look at what’s involved without playing.

Unfortunately due to the want to keep the video succinct and fast-paced, I feel that the video’s slightly lost out on the story-driven aspect of the project, but I’m hoping it’s still just as good anyways.  Truth be told, it was exciting enough to make just because it’s based around the cool battlefield level (which was just great fun to make) and Cloud_525’s absolutely rad BGM for it.  Great fun!

Anyhoo!  Go check it out!

Now! 😀

https://danceoftheimmortals.wordpress.com/videos/

Polls!  I need some feedback and polls seem like a good idea to get that! 😀

So, this is just a quicky wee post.  Amn-Duth City is taking pretty long to build up; there’s 70+ villagers and over 120+ conversational lines between them, some of them including pointless chit-chat, others informating city events and some even essential to quests!  There’s also thieves that will pick your pockets should you get too close, several merchants each with their own pricing agendas, trying to get as much of your money as possible and even another party member just itching to join you!

Chapter Two will be focussed around this city and the areas nearby, based around the central quest of catching the main baddy with a backup of several other side-quests to accomplish to help you level and get better gear, as well as find more characters and back story, including learning more about the Druids, if anyone remembers the mention of them in the Freelands.

Anyways, it’s coming along well at least, if slowly.  I’m not rushing it because this will be the focus of almost the entire chapter and no one wants it to be half-assed.  The city is fun to run around in because you do get completely lost, but there’s a lot of people scampering about and there will be hidden stuff to make it more worthwhile.  But, to the point, I’m not getting a lot of feedback despite views on both the blog and forums going up constantly, so am hoping that a poll might get me some better responses.  It won’t require you to log in to vote or anything, just two seconds to read and click, and it’ll all help direct me where I’m going, which is eaxctly what I need right now; I’m sorta floatin’ around in that “so much to do; where to start?” area and need something to focus on and build around!

The craftsman is one of the many merchants in Amn-Duth who will sell you various parts and pieces for various prices.  There’s a group of other marketplace salesmen who will also buy and sell gear at mixed prices in an attempt to scam you out of more than the items worth, as well as some who will actually sell you it even cheaper than normal!  There’s also a chemist poking around with all the best healing and restorative items.

The regional map is still a bit empty to look at, but not too much time will be spent on it, as it’s mainly a travelling section between the city and the scary-ass swamps to the east where you’ll have a quest to go in and visit in the name of saving a Druid!

I passed!  My first year of college (3D Animation, tyvm!) has been a bounding success, despite my sleeping disability knocking me out for most of the second semester, my attendance was awful but I still passed, and got a decent grade as well, considering how quickly I had to throw together some of the work 😀

So because of this, not really done hee haw today, just had a wee party of sorts with my mate!  Despite all the shit stuff goin’ on, s’kept me in a good mood and had a fan-fuckin’-tastic burger for dinner! 😀

Just started back on it the now, seein’ what I can put together while I still have some energy left.  Am building the Amn-Duth topside where you’ll spend the majority of your time within Chapter Two, or at least where you’ll be collecting your quests.  There will be a number of quests to collect and do in your chosen order, with your important quest at the end, to investigate this Drug Baron that was paying off Sheriff Garios!

The City Centre

What I’ve been doing mostly here is getting the city built.  It’s quite huge and the map is somewhat “bare” in the sense of a tileset, which is a bit of a shame but I was lacking in tilesets.  I would have made it a bit smaller to appear to look better, but I was drawing the basis of the map from the sense of Venice (as you might have guessed by the Chapter Two page at the end of the Demo) and when I was in that city I got lost.  I mean completely lost, the place is a bloody maze at the best of times, so I wanted my city to be a maze of smaller and large pathways and rivers and bridges and a hell of a lot of buildings you shouldn’t be going in, but with a brilliant big area in the middle.

I wanted you to feel lost within the map and have to explore and find some of the secrets and quests I’ll be dotting around, but since it’s still early in the game I wanted to keep it simple enough still, so it’s still quite basic.

The peoples of the town will be talking shite mostly and have little to say, but most of them will have one or two possible lines (as discussed earlier, all civilians have multiple different conversational lines) that direct you towards some hints about what’s going on, what your missions are, and most of them warning you about the fiendish pickpockets that steal your money before you even know what’s happened!  But then again, you can always go and find the thieves den and put a stop to them!

Download the Demo via Mediafire here and play now! 🙂  (link for known issues post at the bottom)
http://www.mediafire.com/?3m05nrxskgs2ycn

Chapter One Demo is now out, after spending the whole day going over it with a fine-tooth to clear out as many bugs as possible and add in as much polish as I could manage before I KO’d! 😀

Chapter One includes:

  • 1~2 hours of gameplay, varying on your preference for optional content and cutscenes alone; spend more time exploring for those optional cutscenes and find that optional dialogue; it’s all these tibdits of information that reveal more about the characters and the plot!
  • Access to one title, a dozen and a half character costumes, and three classes – the code for the third class will be revealed at the end of the demo
  • Two exciting and varied boss battles
  • A kick-ass stealth level that’s really pretty basic, but fun nonetheless
  • Play as Three different characters, each with a variety of optional party members to join you, including a badass Goblin War Chief
  • Tasks Log covering two missions; keep up to date with them
  • Some monsters will now flee from you instead of chase you
  • Many more items overall and more to be found planted across the levels
  • Much more random dialogue crap in the NPCs that you will never talk to! 😀

As for Chapter Two, it’ll be the same theme but the intention is to free the reigns a bit.  Chapter one has been heavily story driven with a lot of compulsory cutscenes, but chapter two will finally open up the open-world view a bit more, giving you access for a choice of quests and missions and a bit of “you time” before blasting back into the thick of the story.  Although what happens in chapter two may appear as a break from the intense War story, it’s actually more relevant than any of the characters might have guessed at first!  Dum dum dummmm!

There will also be more of Khas’ cool lighting script and a bit more focus on puzzle dungeons rather than just mob-fests, as well as a bigger, happier hub area.  So far, I’m pretty excited about it!

Finally, if there’s any bugs, discrepancies, problems or even just “it’s crap”nesses about the Chapter One demo, do let me know so I can get around to fixing it! I’ve made a separate post for Known Issues to list out such problems.  Anyhoo, hope you enjoy it 🙂

Chapter One: what to expect!

So far the Demos have been just smaller updates of the previous ones.  I’ve only got the three important ones listed within the version history as they have the greatest changes; from the 2k3 alpha, to the VXA transfer, then the update with various scripts and style changes, that basically changed the whole flow of the game.  For the fourth demo I’ve been waiting for a more significant milestone, and the end of Chapter one seems like the way to go.  Some notes on what to expect in the Demo are at the bottom.  I plan on taking a bit longer to really polish up the first chapter and make sure it has as few bugs and problems as possible so it’s the top of its game, allowing me to leave a fair time till the next demo.

I’ve focussed on balancing much of the enemies, making them easier within the Hideout so that they don’t tear you apart as soon as you start, but progress smoothly from therein.  Skills have been balanced slightly and much more have been added in, now giving every character two sub-skill types and access to skills therein at different levels, keeping the classes varied and different from each other.  This as well as parameter changes and stat balances I think I have the two classes nice and equal, for all intents and purposes.  I’ve also been going over and polishing up odds and ends, fixing bugs and trying to make everything look cleaner, as well as bringing in random chats for NPCs and making the areas feel a bit “fuller”.  Also added in lots more items and weapons.

The rest of chapter one also includes a mini stealth level that has no combat and is mainly about timing to dodge the guards watch, and a heated battlefield area with a much higher level character.  The story advances a fair amount as well, and introducing plenty more questions about what’s going down in later chapters and preparing for the stage of the game where you get a bit more freedom.

Chapter Two will start off with more freedom in the game, giving you some open-choices and versatility rather than locking you down into a linear path, although it has to be kept in mind that the game is reliant on the story being played out, so freedom does come with some restrictions.

By the end of the Demo, you’ll receive a code that will unlock some more character costumes and another class to playtest the game again with, giving you some replay value for the first chapter, although this won’t much affect the sections where you don’t play as your main character.  There’s also some other character costumes that can be unlocked and discovered; the unlockables are all logic based and can be guessed, and the hidden ones just take a bit of exploration.  There will be more and more costumes being added to the selection as I advance the game, as well as classes.

What’s in the upcoming Chapter One Demo, you ask?

  • Play as 4 different characters and have many more team mates in different situations, most of them optional!
  • 18 possible character costumes (although to be fair, one of them is inaccessible until chapter two is released), including two monsters!  Unlock these with secret codes, finding secret areas or by accomplishing specific tasks and goals
  • Keep up to date with your objectives with a “Tasks Log” that describes your current goalss as you advance
  • 3 “pages” to be collected that give small insights into the history and background of the world
  • Dynamic monster encounter situations, with both random battles and enemies that chase and run away from you
  • 2 exciting boss battles, as well as a few more mini-bosses
  • A stealth area requiring you to sneak through city streets
  • An intense, high level section with lots of combat and theatrics
  • Multiple insights into the story progression from the point of view of various characters