Vampires Quest (working title)

Started by Josh R, Sat 08/07/2006 08:41:49

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Josh R


I announced this game about a year ago, but got off track for a while. But now I am back on track and have made lots of progress. Originally I had wanted to release the whole game at once, but I think it's more realistic to release chapters instead. Chapter 1 is coming along rather well at the moment. I'd say it's around 50%.

In "VAMPIRES QUEST" you play the role of a newly created vampire named Lazireth. After the intro scene which gives some details into how you came to be a vampire, you take control of Lazireth after he emerges from the grave he was buried in, in a foreign town. Your immediate quests include finding victims to feed on, fending off a nearby coven of vampires, and searching for knowledge about your existence. Your ultimate goal is to be returned to your former self so that you can be reunited with your family, but that feat will not be accomplished in Chapter 1.

The game plays most similarly to the kings quest series... probably most like KQVI. Also, I am doing my best to make the puzzle system complex. You wont find keys on the ground to unlock doors, etc. It should be pretty challenging. The game also features a cumulative type of puzzle... a strength gauge. In order to overcome particular scenarios, Lazireth will need to have great strength. With each victim, your strength will increase, and allow you to overcome more difficult obstacles. There will be plenty of victims available, but you will not simply be able to click on some man walking down the street. Taking victims always requires some puzzle solving.





PROGRESS FOR ACT 1:
SCRIPT: 80%
ANIMATIONS: 50%
PUZZLES: 65%
SCENES/ARTWORK: 70%
MISC STUFF (guis, intro, etc): 30%
MUSIC: 70%



Qestions or comments are encouraged.

deadsuperhero

The fediverse needs great indie game developers! Find me there!

Kweepa

Heh. Skingrad.
Oblivion makes pretty pictures!
Still waiting for Purity of the Surf II

A�rendyll (formerly Yurina)

This looks awesome, and sounds promising! :o

The only downsize in my eyes is the blurry type of sprites and backgrounds, it makes it a bit harder to distinguish what's background and what's not. But still: it looks great.

Keep up the good work,
~Yurina
Yuna: Give me a Y!
Rikku: Give me an R!
Paine: Give me a break...
~Final Fantasy X-2

I've been

Babar

Quote from: SteveMcCrea on Sat 08/07/2006 09:26:01
Heh. Skingrad.
Oblivion makes pretty pictures!

Haha! Didn't notice on the first pass. It works very well.
I'd say the bluriness works well. But why is he non-blurry in the first and blurry in the other two pictures?

Anyhoo, as long as you complete this.
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

Steel Drummer

This looks like a great game! Hope to play it soon.
I'm composing the music for this game:



Josh R

The reason two of them are blurry and one is not is because the game is in 640x480, fullscreen. But when I took the pictures and pasted them into photoshop, they look too clean because they are not full screen. So I pixelated them a bit to try and give them the effect they will have in fullscreen. They don't really look blurry in game, just pizelated like KQ5 or something.

Josh R

Progress updated. Things are coming along quite nicely. It's looking like I might actually finish an AGS game. There is still a ways to go, but I am enjoying the work... I may even extend chapter 1 a bit.

Josh R

Another scene, + the GUI, which needs a bit of tweaking, but is almost complete.

A�rendyll (formerly Yurina)

Is the portrait to the left decoration, or has it some function? I'm really curious about that...
Yuna: Give me a Y!
Rikku: Give me an R!
Paine: Give me a break...
~Final Fantasy X-2

I've been

Nathan23

Looks great, I hope you can finish it, I love the vampire's games

Josh R

Well, to be fair, the vampire concept that I am using is mostly derived from Anne Rice's portrayal of vampires, which tend to be a bit on the goth side.

Also, the portrait doesn't serve a function at this point. I just wanted to have a bit of a different flavor for my GUI, and I thought a portrait would be nice.

pslim

I dig the portrait. I'm sure it's just a matter of taste and if you like it, it's a good choice, right?

I'm looking forward to this game. I'm especially intrigued by the idea of having a persistent blood meter that can be increased by feeding from victims of the player's choosing via puzzles toward that end.Ã,  :D
 

kestrel

Quote from: Josh R on Tue 18/07/2006 21:26:22
Also, the portrait doesn't serve a function at this point. I just wanted to have a bit of a different flavor for my GUI, and I thought a portrait would be nice.

Awww.  I'd been so sure you were going to say that the face's "paleness" correlated with the blood meter.

It looks interesting; keep up the good work!

A�rendyll (formerly Yurina)

Quote from: Josh R on Tue 18/07/2006 21:26:22
Also, the portrait doesn't serve a function at this point. I just wanted to have a bit of a different flavor for my GUI, and I thought a portrait would be nice.

I was just wondering... But what about that blood meter you mentioned, is it going to be another GUI?

~Yurina
Yuna: Give me a Y!
Rikku: Give me an R!
Paine: Give me a break...
~Final Fantasy X-2

I've been

Josh R

#15
I'm still trying to decide on that. At this point, your blood level will not decrease. You start as a very weak, starved vampire, and there are victims scattered throughout the land, whom you can only feeding on by solving puzzles (finding a way into their house while they are sleeping, for example). With each victim, your strength increases, and as a direct result, you are able to overcome new situations. A vampire who has fed many times will be able to scale certain walls, or move certain objects, as a direct result of their strength.

But there is no system in place which requires you to feed on any particular time scale. You never get weaker. As a result, I could leave the blood/strength level as an invisible attribute, but I think it might be nice to make it part of the GUI so that it really stands out, and the player is fully conscious of his strength at all times.

I actually did consider making the portrait serve as the gauge, based on the expression, but I'm not sure at this point.

Also, just a bit of a teaser... there will be plenty of other vampires in the game... many who are an enemy to you. Drinking the blood of another vampire yields a larger strength gain... especially if you victim is an elder vampire. But as I said, you are weak in the beginning, and will lack the strength to take out any strong opponents for a while.

i k a r i

I just love the idea of this game, It's better for me that the blood level doesnt decrease, I dont like to be rushed in adventure games, even if it doesnt affect the gameplay, I dont know why (but that's just me).
Are we going to have superpowers?  ;D. I would love to transform into a bat.

PS: Are you still part of ROTHS?
QuoteWell, one think is not liking him, and the other is making humour of the retarder people!
Nacho speaking of Bush.

Josh R

ROTHS?

You will not be turning into a bat, but you will gain new powers as you get strong, althought I'm not sure if "powers" is technically the right word. Basically, you will become stronger, more agile, more acrobatic, more stealthy, etc. And these abilities will help you solve a lot of issues.

i k a r i

Quote from: Josh R on Thu 20/07/2006 06:33:07
ROTHS?

You will not be turning into a bat, but you will gain new powers as you get strong, althought I'm not sure if "powers" is technically the right word. Basically, you will become stronger, more agile, more acrobatic, more stealthy, etc. And these abilities will help you solve a lot of issues.

Wow that's enough for me  ;D

Sorry about the ROTHS thing, I've mistaken you with Josh Roberts =P Here
QuoteWell, one think is not liking him, and the other is making humour of the retarder people!
Nacho speaking of Bush.

Josh R

#19
Progress updated 10/18/06

It looks like I might actually finish this thing. I'm not gonna project any date, because it's more enjoyable for me to just work on it a little at a time, which also increases my chances of finishing and not burning out on it. But I'm so happy with the results thus far that I'm really motivated to finish it. Since the previous update I have have figured out almost all of the plot, and most of the puzzles for act I. The only remaining plot elements are the specifics of the dialogues that will be involved. My next task will be to finish off the scenery work, and have all of my rooms completed. That really just leaves all the schematics of making the puzzles work, plus animations, sprites, and figuring out how I want to display dialogue, and if I should do a text parser.

Thanks for anyone who has provided encouragement for this project thus far.

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