Legend of Seth the Bard

Started by CraZyMuffin-IPC, Tue 03/11/2009 04:52:48

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CraZyMuffin-IPC

Hey all,

I am currently working on the following project for school.

The Legend of Seth the Bard Test game:

Story: (for the test) Graham has been instructed by a mysterious knight to locate a Herring and chop down a large tree, then the kingdom will be his. Your role in this quest is to help locate and acquire the Herring for Graham.

Test/mini-game can be found here: http://4thage.com/LOSTB%200.992.zip
This test version does not have a storyline attached, however it is a complete-able game if you can figure out what to do.

Screens:
Inside the weapons shop:


Out in the world (my favorite part):



The Legend of Seth the Bard: Full Game

Legend of Seth the Bard. It is a mix between KQ1 graphics/gameplay and the Legend of the Red Dragon storyline (with my own ideas for puzzles/filler).

Story: (for the actual game) You are Seth the Bard, in a town that is haunted by a vicious and legendary Red Dragon. Many knights and sorcerers have trained and quested to kill this red deamon. Some have boasted to have killed the dragon, but every time the lie has been discovered when the red beast flys over the town and burns the village in a fresh blaze of fire. However, most prospective heros questing for the Red Dragon do not come back alive. After hearing the tales of those who have failed, you believe you have gained enough knowledge to seek out the Red Dragon yourself, and end its reign of distruction once and for all. You set out on your quest with your trustly lute, a strange Crystal Shard that has been left to you by an old Mage long ago, the knowledge of the location of the Dragon's Den, and your desire to free your friends and home of the dreadful beast.

Screens:
Town Center:


Treacherous Path:


Dragon Den:



Progress:
What I currently have completed:
-IPC Studio's intro cutscene
-Main Menu
-Credits
-User Interface: popup boxes, icon bar, mouse cursors
-Randomized enemies in certain screens
-item graphics
-Game Manual
-Readme
-Character sprites (edited from KQ1,2,3 sprites)
-Any scripts specific to the objectives (its winnable!)
-Lots of ways to die
-Lots of ways to win (only 1 happy ending)
-In-game Introduction to the story
-Background graphics (exterior)

What needs to be done yet:
-Only a couple Bug fixes!

I appericate any feedback on my current design, or if any bugs are found.

I have finished this project (except for a couple of possible bugs, and things i would like to add in the future), so I will be making a new post in the Completed Games.

arj0n

Funny little game.

There's not much of a story like you said.

Some points of interest for your final version:
The inventory items could be bigger.
I would suggest to use a different text color for the shopkeeper when he/she is talking.

B.t.w.: I can't manage to get the full 16 points, I only got 14.

Darth Mandarb

#2
Please review the Forum Rules and update your post with the required information or I will have to lock this.

Thanks for the update.

CraZyMuffin-IPC

Thank you for the lashing sir, may I have another?  ;)
I mean, I have updated my post with (I hope) the necessary information.

Thanks Arj0n, I was wondering if I should be making my inventory/invCursor items a little bigger, guess I will have to work on that. Also I am still looking at options for using dialogue text, I was looking at the hypertext module, so I could underline or bold the name of the person who is talking. I guess I should look into coloring also. (Is there a way to have multiple colors in the same text box? I guess I should look into the hypertext module if it supports this, or if there is another one out there that supports this function)

arj0n

I just used the dialog editor it automatically gives each character a different text color.
When you use Sierra Transparant in the general options for dialog speech style, it will also show the sprite of the talking character.
I just use the regular Lucasart speech style which also give each character a different speech color.
As for I know you can't use different speech colors in one dialog box but you can of course create or import a different font...

CraZyMuffin-IPC

#5
For dialog, I would really like to stick with the same textbox as display, I just need a way to let the name of the character who is talking stick out.

I have been playing with the dialog features, the say() function, and the different styles (lucas, sierra) but it is looking like it will be a pain to make all of the dialog use the same box and location as Display, only in a diffenert color.

The hypertext module has the same problem, looks to be a pain to make it look how I want, only to get a bold effect on the character name.

Edit: I just found DisplayTopBar(...), looks to be a lot closer to what I am looking for, wooo!

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