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Messages - Regnum Eternum

#21
Quote from: Vel on Fri 07/09/2007 21:20:49
I also dig the fact that the game will be non-linear

Sorry, I didn't mean to come across that way. The game is pretty linear (at least as in event x has to happen on day 1, etc.) but there are occasionally different ways to handle a situation (variations of paths) that will affect situations later on in the story. For example, how you treat a character can affect how they treat you which can lead to a different sequence later on.
#22
Quote from: Nikolas on Wed 05/09/2007 07:53:57
May I ask how far along you are atm? Any expectations for a release date (even if it's far off by a year as it usually happens over here ;D)

Yeah, that's originally why I didn't want to post a release date. ;)

But I estimate I am almost halfway through this chapter. The whole story is outlined and about 3/4 of the backgrounds are drawn along with most of the dialogue portraits. Right now it is playable through most of day 2. The final game will probably have four or five days. After the main story is done though I'll need to go back and add details.

So with luck I'll have it done by Q1 of next year if I don't become busy with other things in the meantime.

#23
Story:

Since her father died, Lily has lived a simple life in a forest cottage with her mother.  The concepts of magic and high adventure are little more than legend and fantasy to Lily, and that is the way her mother would like to keep it. Unfortunately, to Lily's ancestors magic and adventure were a way of life, and their actions have had repercussions that will affect Lily and all those around her in great ways.

Lily will discover that when dark magic spreads, few are able to oppose it, and even fewer are willing to...


Explore the dangerous woods.




How far will Lily go to accomplish her goals?




Welcome or not, Lily will not be denied.




Test Lily's negotiation skills.




Decide what is worth Lily's time.




Choose your allies carefully.





This is an adventure game focused more on dialogue and storytelling than puzzles. There will be a few variations within the main path through the game, hopefully encouraging replay. You can die in places, but not at the beginning while you're getting your bearings.

The game uses the classical Sierra icon interface and inventory system.

I plan to eventually create a sequel that is the second half of the story, and that one will have multiple endings.


As of October 2011:

Story: 80% complete
Dialog: 20% complete
Backgrounds: 70% complete
Sprites: 40% complete
Sound: 30% complete
Music: 0% complete

Progress on this is very very slow as I only have time to work on it occasionally. There was a period where I was making the story progression too complicated but that is mostly worked out now.
#24
Hints & Tips / Re: Nelly Cootalot
Thu 08/03/2007 04:09:36
Thanks. I don't know where the rock is, so I guess I'll go look.Ã,  :)
#25
Hints & Tips / Re: Nelly Cootalot
Thu 08/03/2007 03:52:51
Spoiler
I'm trying to cut the pipe with the iHook, but Nelly just walks around when I click on the pipe with the hook. She doesn't interact or do anything.
[close]
#26
Thanks for replying.

I don't have the "Thought uses bubble GUI" option checked on the general settings page. I think the help file says the thoughts are supposed to appear just like speech text if you don't have that checked. It does, it's just all black.
#27
I have a separate thinking view than speech view for my character. My speech mode is Sierra style, I have picked a speech text color, yet when my script runs a think command for the character the text shows up all black with a black outline instead of the speech text color I have picked with a black outline.

When the script issues a say command the text is readable and is the color I picked. Only the think command causes the text to be black and unreadable. How can I make the thinking text the same color as the speech text?
#28
Still looking for a cutscene still screen artist? :)
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