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> Official TotSW Level Screenies
Rast
post Apr 2 2012, 01:28 PM
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Well, I may as well start something here and see how it goes. So what's this? Well, I'll be posting screenshots of various upcoming and/or recently improved areas of my WIP game, Tower of the Spirit World. So, here's a few to get this thing started.



First up is the standard(and oft reused) stairwell of the Tower. Nothing amazing here, but I've recently redone all the chipsets for the game, and I think it turned out quite nicely. While most stairwells look about like that(not always with a chest), I'm planning on adding the occasional story events and lore.




Next is one of the first puzzles you'll encounter in the game. It's a rather dark room, but occasionally a flash of light(as shown) is emitted, revealing the safe path over that dreadful pit.




And finally(for now), one more little puzzle. It's yet another dark room, and not the best screenshot, but a "good" screenshot of it would be impossible without revealing the puzzle's solution. This one involves secret passages and/or an everchanging room.


That's all for now, but more will be added.


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Sailerius
post Apr 2 2012, 01:52 PM
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It's coming along, but your maps have way too much empty space, especially noticeable in the first one. Try shrinking it down or adding interesting details.


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Rast
post Apr 2 2012, 02:08 PM
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It's more or less intendedto be that way, though I do intend to heavily change a lot of the maps. That specific area just a small link between floors of the tower, with the occasional random encounter or filler story. Most of the action happens on the floors in between, or the separate worlds.


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amerk
post Apr 3 2012, 06:36 AM
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Even while Nintendo and Gameboy (which I'm assuming you are trying to replicate) didn't have the detail we see today, they were careful enough not to make them big and spacious. Addin a few extra details, and a little smaller, will help. On the other hand, I like the light effects you have going on in the other screenies.



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Titanhex
post Apr 3 2012, 01:28 PM
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The game looks interesting in this way. But I have to agree about the space issues mentioned. Open and spacious without things to fill that space is always an issue when it doesn't relate to a certain atmosphere.

Still I like what you have going here. Clearly there's an emphasis on puzzles. I understand not revealing the puzzles design for fear of leaking the solution, but I would liek to encourage you to share these designs with us as they go with level design and feedback on them can be tremendously helpful. Anyways, people will expect walkthroughs for the game I'm sure, so it doesn't hurt to be able to point out a solution to them if they want it.


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Rast
post Apr 22 2012, 11:31 PM
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Failed to keep up with this due to some IRL issues, but back on track again.

QUOTE
ven while Nintendo and Gameboy (which I'm assuming you are trying to replicate) didn't have the detail we see today, they were careful enough not to make them big and spacious. Addin a few extra details, and a little smaller, will help. On the other hand, I like the light effects you have going on in the other screenies.


That's actually not true in this case, as the maps these were originally based off(specifically, the stairwell shown in the first screen) was originally bigger and emptier and in most cases lacked even a chest or something to do. Many of the redesigned maps have been changed to be more interesting, that one is just a basic example(Though as it happens, I've already taken your critique and changed it up a bit, as well as branched out a bit on the game's story).

QUOTE
Still I like what you have going here. Clearly there's an emphasis on puzzles. I understand not revealing the puzzles design for fear of leaking the solution, but I would liek to encourage you to share these designs with us as they go with level design and feedback on them can be tremendously helpful. Anyways, people will expect walkthroughs for the game I'm sure, so it doesn't hurt to be able to point out a solution to them if they want it.


Oh, I will eventually, but as that map is in the current(neglected) demo and I've recieved no feedback on it, I'd like to keep it a secret for now. I need feedback on how difficult the puzzles are, how easy they are to understand, etc and knowing the solution beforehand will work against that. Anyways, onward to a new screenshot:



I've implemented a new system graphic, and I'm considering using that(and similar) style battle backgrounds. They don't match quite as well with the 8-bit character/monster sprites, but it's far easier(and better looking) on the eyes than the previous plain and empty battle background. As battles are fairly often, I think that will be important in the long run. Other graphics may be slightly modified to work better, depending on feedback.



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amerk
post Apr 24 2012, 01:23 PM
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There's a bit of charm in that battleback, sort of like a hybrid 8 bit / 16 bit relationship, with just a small dash of 3d effect.

I like the unique style.

Edit: Serious kudos on the 3d effect. I keep wanting to shift my head and see if the front row of mountains will move opposite of the blurry second row.


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Rast
post Apr 25 2012, 07:50 PM
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Well, I wish I could take credit for the 3D effect, but I'm not the one who made it. It seems to be a set of 2K3 backgrounds with a slight 3D effect(got plenty of them already), but I couldn't find anyone to credit for them. Some are uploaded onto Charas by a guy named "dbs", but no comment on the author or anything. Others were found on Ultima Island, uploaded by an unknown author. If anyone knows who's responsible for them, I'd be glad to have someone to credit.

In other news, here's the new WIP title screen.



Yes, it's animated. Nothing amazing yet(though I'm still adding little details here and there), it just scrolls with the hero party walking along. Just each of the playable race/gender combinations for now, though in the future I may try and show the party of the most recently played file. Currently, Ive updated it to show varying backgrounds and the like each time the game is loaded.

And now here's one more of the title BGs.



I'll eventually update the title so it blends a bit better with whatever BG happens to come up, but that's a minor issue for now. On an unrelated note, it's also been updated with fitting new music.


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Rast
post May 12 2012, 12:04 AM
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I've redone the race/class selection a bit. You now see info(which will be more detailed when it's actually done) when creating your character.



The empty boxes at the bottom are placeholders and will show your party as you create them. The descriptions in the menu will likely be removed, too, as they won't be needed when the full descriptions are added.


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X-M-O
post May 12 2012, 12:08 AM
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Usually when someone has the option to choose a class, they go with the "Slasher" or "Medic". Are you balancing the classes well enough to make it worthwhile to play any of the classes?

Just a question, because I know how many commercial games get it totally wrong and I always stick with the same class because it is "overpowered" by comparison.

I love the fact that you have male and female versions of each class visible before the person chooses the class. happy.gif


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Rast
post May 12 2012, 12:58 AM
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QUOTE
Usually when someone has the option to choose a class, they go with the "Slasher" or "Medic". Are you balancing the classes well enough to make it worthwhile to play any of the classes?


Certainly trying. For starters, humans, regardless of class, can equip most equipment. There are only a few exceptions, specifically that the heaviest armors can't be equipped by the Medic or Scout, and there are a few minor weapon restrictions, but for the most part each class will be just as viable as the other. The only difference will be skills.

Casting spells uses Fatigue(rather than MP), and each class starts with 1-3 fatigue, where each skill will cost 1 fatigue. You can gain more fatigue via leveling, or after increasing your hero rank(doing various quests as well as fighting enemies).

Slashers have heavy attack skills and self-buffs, and tend to focus entirely on attacking the enemy. They also have higher base attack damage. They start with 1 fatigue and gain 1 per level.

Medics, while able to fight, are more useful for healing party members and curing status effects. They start with 2 fatigue, gaining 2 per level.

Scouts have various traps and debuffs to deal with enemies, such as snaring fast enemies so the rest of the party can hit them, or poisoning them. These status effects will generally work on most enemies and some bosses. Think Persona 3-ish.

Defenders focus on protecting the party and drawing enemy attacks, and start with higher base defense.


There's also Mutants, which have an element and specific types of spells they can learn. Fire spells tend to be area-of-effect, while lightning is strong and focuses on single targets. Water does lower damage compared to the other two, but includes healing and aid spells. Each element can inflict it's own status effect, Burn and Shock for fire and lightning, with Water mutants learning eventually learning Ice spells(which can freeze enemies).


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X-M-O
post May 12 2012, 01:13 AM
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QUOTE (Rast @ May 12 2012, 03:58 AM) *
Slashers have heavy attack skills and self-buffs, and tend to focus entirely on attacking the enemy. They also have higher base attack damage. They start with 1 fatigue and gain 1 per level.


That might be a problem. I say that because as the player I don't want to be waiting around for the AI on my team to take out the enemy (which is basically what you end up doing if you aren't the Slasher class). Unless of course you control everyone in your party and there are four in your party with each having a different class. (Not sure if that is how your game is set up.)

Anyway, I can't speak for all players, but the Slayer class would be my choice because the others can't do enough damage (potentially, and by comparison) for me to want to use them.

Now if all classes were Slasher, but each class had different skill sets that might cause me to choose differently - and even try out different classes...
Here's what I mean:
- All classes have the same base offensive capabilities.
- One class can learn healing skills.
- One class can learn defence buff skills.
- One class can learn agility/evasion/etc. skills.
- One class can learn traps/statuses/etc. skills.

Because each is just as powerful (base attack power) then I can decide if I want to have a class that gives these specific skills and none of them would be particularly overpowered by comparison to the others.
If that makes sense. =]

Usually I prefer systems in games where you create your own class as you go along in the game (making choices in the game that allow you to purchase certain skills that basically make you whatever you want to be without having to make the initial choice).

Obviously I don't think you should change your game to whatever my preference is, but I think it's good to make these observations so you can better prepare your existing game taking these ideas into account. ^^


(Also, I never offer game advice because I get too involved and end up wanting to see results sooner than is practical - so feel free to ignore me, lol.)


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Rast
post May 12 2012, 01:48 AM
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QUOTE
That might be a problem. I say that because as the player I don't want to be waiting around for the AI on my team to take out the enemy (which is basically what you end up doing if you aren't the Slasher class). Unless of course you control everyone in your party and there are four in your party with each having a different class. (Not sure if that is how your game is set up.)


Oh, you pick and create each of the four members in your party, and control each of them during battle. All humans have the same base stats by default. Slashers just have slightly more attack, but the majority of their attack power will come from the weapon equipped, not the class they are. They also have the lowest fatigue of all classes, meaning their skills are better used for sudden burst damage or increasing damage throughout a boss fight.

Should've explained this, too, but the leveling system is a bit different. Fighting and doing quests earn you exp, which can be applied to level 1 character. 100XP per level per character. Leveling isn't mandatory, as the majority of your stats come from equipment, but it does provide boosts and occasionally new skills, and you'll most definitely be able to level without grinding.


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X-M-O
post May 12 2012, 09:42 PM
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Oh cool, I like that set-up. ^^
So if I were to have 4 Slashers, would my team suffer for not having a Medic (for example)?


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Rast
post May 13 2012, 06:02 PM
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Yes and no. See, only Medics and mutants have the ability to heal others. Medics generally heal for more(but can only heal a limited amount of times due to fatigue). They can also heal status effects and the like. Mutants, on the other hand, can heal more often with magic, but not for as much. So with no healer, you'll have to either spend more money on healing potions(which can be a little costly), or trek back to the nearest Inn and pay to heal.



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X-M-O
post May 13 2012, 09:24 PM
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Ah. So I'm guessing mutants are an enemy type. That's a good balancing strategy depending on how often you'd have to heal. =]


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