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PostPosted: May 21st, 2009, 10:29 pm 
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I plan to use this thread to give updated information on my game. Here are pictures of my first world map.

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A lovely set of mountains on Rune Island.

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Sawyervile, a small quiet forrest town.

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The mountain entrance that leads to Rune City.

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The capital of Rune Island, Rune City.

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A mysterous cave. What could be inside?

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Seeker Fortess and Rune Forest.

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Deeper in the forrest we find a cabin and a secret cave.

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A romatic place to sit and wait for Prince charming to come.

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The eyesoar of a town. Dune city also known as the Pirates Playground.

any input is greatly apperciated. :)


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PostPosted: May 22nd, 2009, 2:57 am 
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This is a good-looking game so far.

I especially like the picture of the bridge/overpass. It does look like a significant event could happen there.

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PostPosted: May 22nd, 2009, 12:23 pm 
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Bridge is cool.

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PostPosted: May 22nd, 2009, 6:39 pm 
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Hey, this game was also featured at the Pav! Good to see you coming over here too.

And you guys only think the bridges look good? Personally I like it all. However, I'm a huge fan of your character designs.

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PostPosted: May 23rd, 2009, 12:15 am 
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Thanks. There is one other section I need to add and that is Middle Town and Tomb of the Sword. I should have the pics up sometime tommorrow. Plus I plan to give more detail around Dune City. It just seems to bland in that section of the map.


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PostPosted: May 23rd, 2009, 9:53 pm 
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This is the updated section of Dune City. I was not happy with how bland the first one looked so I added some mountains and valleys. I think it lends more to the city being an eye soar.

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Here is where the adventure takes off. To the left is Middle Town. It was one of the first settlements of Rune Island. To the right, surrounded by an evil aura is the Tomb of the Sword. This temple has long contained the dreaded Sword of Vengeance. Only people of the Priesthood are allowed to enter the Temple.

Does the Tomb of the Sword look evil enough? Or does the effect make it look stupid? :?


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PostPosted: May 26th, 2009, 11:39 pm 
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Looks pretty creepy to me.

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PostPosted: May 27th, 2009, 8:39 pm 
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No, no...it doesn't look ominous at all... :paranoid

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PostPosted: May 31st, 2009, 10:18 pm 
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Okay I know we all know what the enemy models look like, but I just want to know if the color combinations look okay. These are the beginning monsters.

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A moose

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Rotten egg

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Snakes


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PostPosted: June 9th, 2009, 2:45 pm 
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They look dandy to me.

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PostPosted: June 23rd, 2009, 10:23 pm 
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Well I finally got the town of Sawyervile done. It consists of a cafe, inn, item shop, weapon shop, armor shop. Just to name a few.

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Here is the church. I plan to put a priest and a nun in here. How doest the stain glass window look?

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I'm not sure if this is Terra's dream, but I love to spend a day relaxing with the horses in a nice green field.

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A nice quiet place to spend the night after a long hard journey. I know it is kind of cliche' but it is an inn.

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This is either going to be an item shop or a pawn shop. I haven't decided yet. But I think a pawn shot will fit better in with the game theme.

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No town would be complete without it's traveling merchant. They can be your best friend or your worst enemy. So treat them nicely.

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Yes, it is a grave yard, but Terra is not standing near a ghost. She is a mourner. My camera just turned her a funny color.

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A town would not be complete without a friendly kitty that everyone likes.

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A nice stable so the horses have a place to rest after carrying their loads for their masters.

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The place where all adventures get their supplies. The top picture is the weapon shop and the other is of the weapon shop.


Last edited by whataface2 on June 24th, 2009, 9:10 pm, edited 1 time in total.

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PostPosted: June 24th, 2009, 12:51 am 
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I like the stable.

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PostPosted: July 5th, 2009, 2:20 am 
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I am really enjoying the amount of detail that you are putting into every part of your game. This is gonna turn out to be a really gorgeous game by the end if you keep up the pace. :)

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PostPosted: July 7th, 2009, 10:48 pm 
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Ixzion wrote:
I am really enjoying the amount of detail that you are putting into every part of your game. This is gonna turn out to be a really gorgeous game by the end if you keep up the pace. :)


Thanks . It takes me several days to make a complete map. It is good to know that I'm on the right track.

I've been lacking in information for my game, other then pictures. So hear is some more information.

Items: I've for gone they typical items for a more orginal approach.

Chips - recover 25% of your hp.

Hot Wings - Recover 50% of your hp.

Cheese Fries - Recover 100% of your hp.

Veggie - Revive with 50% of your hp.

Fruit - Revive with all of your hp.

Soda - Recover 25% of your mp.

Whiskey - Recover all of your mp.

Beer - Recover 50% of your mp.

Chicken soup - cures poison.

Warm Blanket - cures stun.

Frankincense - cures cursed.

Angelsword flower - cures seal.

Zapper - cures sleep.

You can purchases these item in either the cafe or a bar.

Here are the main characters:

Name: Terra Long
Age: 18
Eyes: Violet
Hair: Long Brown
Species: Human
Class: Merchant, later a Swordswomen
Characteristics: Streetwise, calm, stubborn, speaks her mind, questions authority, tends to take things personally, strong sense of justice, knowledge of the underground.
Flaws: Tends to rush into things, can understand different points of view; which makes it hard to make critical decisions quick.
Party: Yes, the hero character
Quirks: Afraid of water
Relation to story: Draws the Sword of Vengeance

Name: Chen Zen
Age: 21
Eyes: Blue
Hair: Long Black – Pony tail
Species: Human
Class: Monk
Characteristics: Peaceful, friendly, observant, well mannered, well traveled, tries to avoid conflict, a push over, knowledgeable in the healing herbs.
Flaws: Too passive, and people tend to take advantage of him.
Party: Yes
Quirks: Doesn’t always admit his feelings to others.
Relation to story: Guides Terra in her journey.

Name: Riven
Age: Unknown
Eyes: Black
Hair: Dark gray or none (not sure of this yet)
Species: Demon
Class: Demon
Characteristics: Aggressive, loyal, angry, kind hearted sometimes, daring.
Flaws: Distrust humans, Doesn’t understand human behavior.
Party: Yes
Quirks: Curious about humans.
Relation to story: Helps Terra to escape from danger later becomes her friend.

Name: Mirage
Age: 30
Eyes: Brown
Hair: Always covered
Species: Human
Class: Assassin
Characteristics: Strong willed, a loner, Kill anyone for a price, Sees nothing in other lives, cannot be trusted
Flaws: Doesn’t trust other people, believes people are out to get him.
Party: No
Quirks: Toys with his prey.
Relation to story: Is part of Strodham’s bandits. He will take command of the band only if Strodham and Sierra are disposed of.

Name: Eclipse
Age: 20
Eyes: Green
Hair: Long green
Species: Elf
Class: Rogue
Characteristics: Streetwise, cunning, daring, observant, cold, outgoing, and quick
Flaws: Zeros in on an idea and nothing else matters.
Party: No
Quirks: Becomes calm in the presence of flowers.
Relation to story: Wants to kill Strodham for he slain her family, but is willing to kill Terra for the Sword of Vengeance.

I have written the story around 3 organizations who are trying to steal the Sword of Vengeance from Terra. I got the template from a book. I'll post the title later - the book is on the other side of the room.

Name: Woverein (Group of Bandits)

Goals / Objectives: To make a living off of others. They want the Sword of Vegeance to gain more power. They have an alternative motive also.

Leadership: Strodham is the Leader, with Sierra second in command.

Ambient Doctrine: Very Violent, Steals, the group might be invovled in a couple of murders,

Public Awareness: Known all over the land of Twilight. Not known else where.

M.O.: To do whatever it takes to get what the group needs. Takes out any resistance.

Powers: Powerful on the land of Twilight. Very hard to attack. Never sure where the group is.

Essential Systems: None really. The group is very mobile. They use whatever is available to them.

Infrastructure: Abandoned structures, secluded forests and caves, pubs or motels.

Field Forces: Contacts, thugs, thieves, muscle.

Posture: Offensive, very aggressive, don't care who they hurt.

Population: Assassins, Seductresses, Thugs, Muscle.

Who does business with them: Other criminals, unsuspecting people.

Zealotry: Anyone who wants to feel they have power over people.

Vulnerabiliites: Not really tight knit, loss of leader.

Real World Parallels: Any gang in the beginning.

Appearance: Anyone on the street.

Symbols: None

Items / Weapons: Anything they can find.


Name: Seekers

Goal or Objectives: Search for the Sword of Vengeance. Want to take it from Terra.

Leadership: Sorceror Cain is the leader

Ambient Doctrine: Can be violent, but leans towards a low key approach.

Public Awarness: Know by the public, but the public does not know their really goal.

M.O.: Ust the promotion of magic as a cover for their cause. Uses money to get what they want. Not shy to threaten the use magic as a threat to get what they want.

Powers: Powerful only where they have influence. Group is large. Need to have a hugh army to attack them.

Essential Systems: Orbs - these allow the Seekers to communicate with each other. They are lost with out them.

Infrastructure: Seeker Fortress, Any place that harbors natural magic.

Field Forces: Sorcerors, Wizards, Healers, Magi-Mages, Magi-Knights.

Posture: Offensive, uses magic to shield it's hideouts and resources. Will attack for a magic item.

Population: High leve magic users, Apprentices, students, and servants.

Who does Business with them: Treasure Hunters and Mercenaries.

Zealotry: True believers, None believers are forbidden.

Vulnerabilities: Fears of lossing the Sword of Vengeance.

Real World Parallels: None

Apperearances: Robes that are embedded with magic.

Symbols: None

Items / Weapons: Magical Staffs, Crystal Orbs, and some swords.

Name: Avengers

Goal or Objectives: To hamper the plans of the Seekers. To denounce the use of magic.

Leadership: Seth

Ambient Doctrine: Aggressive only to Seeker Members. Mostly a peaceful group. Holds rallies to promte their cause, although very cautiously.

Public Awareness: Known very well on the island of Rune. Starting to branch out to other lands.

M.O.: Talks about the dangers of magic. Is willing to do anything if it will promote their cause greatly.

Powers: Don't pose much of a threat. Mostly a nusance. Won't take much to destroy the group.

Essential Systems: Their PR people, historians, archeologist.

Infrastructure: Rag Tag, basically any where they can meet safely.

Field Forces: Informants, treasure hunters, ground troops.

Posture: Passive, moves frequently to keep themselves safe. Aggressive only when it is nesscary.

Population: General Public, Scientist, Archeologist, some criminals.

Who does business with them: Informants, merchants, treasure hunters, common criminals.

Zealotry: Some believers, Mostly made up by people who want magic done away with. Others are just using the group as a hide out.

Vulnerabilities and fears: Being destroyed before reaching their cause. Easily exploited.

Symbols: None

Items / Weapons: Mulitple weapons. High tech items.

Any suggestions?

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PostPosted: July 28th, 2009, 10:33 pm 
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I haven't posted in awhlie cause I'v been working on my Demo. The other day I came across some concept art I had done. I'm not the worlds greatest artist, but anyway. Enjoy!

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This is the Chen Zen's home town Eden.

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This is the second land you visit, Manderin Isle.

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The Monks of Manderin Isle live a very simple life. So there Temple wouldn't be anything grand.

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PostPosted: September 9th, 2009, 10:37 pm 
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It has been a while since I posted any major updates on the game. But I finally got some time to work on my game. These are the monsters that the player will face in the Seeker Fortress.

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This is one of the student Seekers. She does a basic physical attack and sometimes heals in battle.

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One of Seth's friends, an Avenger. His physical attacks are stronger then the Seeker, so he is a little tougher to fight.

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Fearing the Seekers the Avengers tamed these wild beasts called blood hounds. Blood hounds are very loyal and will fight to the death to protect there masters.
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Long prized by the Seekers for their beauty the Ground Eagle is just as strong and fast the blood hound. Although not as loyal, Ground Eagles will fiercely protect it's territory.

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PostPosted: September 10th, 2009, 9:10 am 
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I like the way they look. I consider this a good update. :)

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PostPosted: October 2nd, 2009, 11:44 pm 
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This is a picture of one of my cutscenes. In the front is the Demon Riven. To Riven's right is Terra and to his left is the Trainer, the first boss fight of the game.

My demo is finally done and uploaded. I got a new flashdrive and it worked. :)

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PostPosted: October 11th, 2009, 12:20 am 
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A part of my game takes place on a Pirates ship. I'm not really sure if I'm going to use this ship or not but just wanted to get a couple of opinions on it. Sorry for some reason the quality is not the best.

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PostPosted: October 11th, 2009, 6:57 am 
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Nice sail.

The immediate problem I see is the crow's nest. It's positioned in not quite the best place. It's not much higher than the deck, so it's not much more of a vantage point, plus on one side the sail is blocking the view. Typically the crow's nest would be higher than the sail, and likely on the same mast as the sail.

And if the direction of the sail is any indication, it seems the wind is blowing the ship backwards. The wind should be blowing it in the other direction, and it'd probably help if the sail was more in the center of the ship than the rear. Might make for some difficult steering. Actually, for a ship that size, maybe two sails would be a good idea, one in the back like it is (except, blowing the other direction), and one in front.

Of course, logic and physics don't really apply to a video role playing game, so I'm not saying this is how it has to be done this way. For certain though, you want the wind blowing the sail in the other direction. And actually, taking a closer look, it seems your steering wheel is facing the wrong direction, too. You know that old ships like that are steered from the back, where the rudder is, right?

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