Amethyst
Displaying 1-20 of 26 total.
12 next
Please enter a numerical value for the importance of this sticky.
Enter 0 to unsticky.
Rysen

I've finally uploaded a demo for my RPG Amethyst. :)

Although there are quite a few areas where this game can and will be polished, I'm kind of running out of enough free time to work on it at the moment, so I thought I would release what I have completed. Be sure to read the readme.html included for known issues, an introduction, etc. :)

A big, big, thanks to Gannon who played through this demo before anyone else and gave some excellent feedback on ways to improve it.

Enjoy!

Amethyst Demo(Now hosted using v-rpg love :D)

Posted on 2005-04-10 15:34:05 (last edited on 2005-04-10 21:48:57)

Omni

I really enjoyed this. The entire demo was quality.

*The V3 splash 'bootup' sequence by McGrue is so bloody amazing by the way!

Let's see.

1. The presentation felt very good, certainly professional. Certainly functioning menus, sound effects, and transitions helped give it a very polished feel. The battle transition is neat, but then I'm a sucker for rotation and scaling :)

2. Very nice use of your music in the game, Rysen. Fits the mood perfectly and augments it. Your music is what made the game even greater than it was. (IE, please don't take the music out -- the music only helps the demo.) Lifted it from 'ah, pleasurable demo' to 'I wonder what this looks like, console style, on a TV...I'll try very soon once I get back to campus.' The music rocks and makes the game rock harder.

3. Story and setting seem good. Although, I might have saw one or two spelling errors in the text, around the 'study session' in the library. Somekind of D-word...desecrate, or decrepit, or something...some misspelled D-word. Anyway. Very nice characters and story. I would very much like to play more.

Right, well. All around good. Most importantly, it 'felt' like a quality game. The aesthetics were right, and sounds, transitions, music and art all helped that.

Posted on 2005-04-10 19:00:58

mcgrue

That's Toen's bootup, btw.

Posted on 2005-04-10 20:59:32

mcgrue

Rysen! Why not with the uploading to vrpg love?

Posted on 2005-04-10 21:00:12

vecna

Yes, Toen is a sexy man, who made a sexy splashscreen.

Posted on 2005-04-10 21:14:00

Rysen

Omni, once again I thank you for your kind words and am extremely happy that you liked the game. I have no plans on removing the music so no worries ;) The main reason I finally got around to working hard on this thing was because I wanted an RPG to compose for. If the music is what stands out the most then I certainly have no complaints, as I really would love to use this game to be something people can download from my site and think 'I want him to compose for my game!' :) As for the spelling mistakes, yeah, I've been pointed out a few and there were some graphic things that I forgot to update after I fixed a couple of map problems which I didn't notice until *after* had all ready released it to the public ;_; But Kildorf is being gracious enough to compile a list for me, so I'll have those fixed in due time. :)

I didn't realise Toen made the boot screen, so I apologise for not giving proper credit! But it still kicks ass regardless. :D

McGrue: I had uploaded it to my host for people to download and give me feedback before I wanted to make it public so...I just figured I would link it since it was there anyway. However! If I recall, v-rpg is faster than my host, so I'll upload it to the files section here and update the link. :)

Posted on 2005-04-10 21:28:38

anonymous

It's Syn :

Wow, I dunno what is up with your work Rysen but it always gets me all happy. I just went through the intro so my feedback is based on the little I saw. But I will probably post some more after.

1- First thing I noticed is what Omni pointed out, the polished feel of the game. It seems you didn't rush through any part and even if you did, it doesn't show which is a real feat.

2- The sprite I saw up until now are beautiful, their look and feel are simply wow. I mean, they each have a unique and original look that fits many personalities. Often amateur RPG makers make a bunch of uninterested bunch of general looking people that all have the same feel (Cool, funny, badass, heroic, interesting, cute... etc)

4- The horse art was like super. I think there is a lack of any horse art in rpg games(they seem present but never much in a majestic way), must have been some work getting the anatomy just right.

5- The minigame off the bat was cool. And kept me trying hitting the enter key like crazy, lol.

6- The slight differences in NPCs made the castle academy thingie feel real and rich with characters.

7- Although I quickly breezed through part of the demo, from the snipets i got, the dialogue seems pretty good. Something a lot more deep then random 'Eat my blade! RAW!' crap.

8- The music, now i hope you didn't think i would forget that. Obviously the tracks helped ambiance and feel of the scenes. The music seriously hits the mark everytime up until now and I hoping to hear more. I gets shiver just listening to the music in the bg as i'm writing this. This is professional work people.

9- Did I mention the sprites rock?

Now I do have suggestion and things to point out. Lol, I hope I don't say anything that will annoy you.

1. The main thing are the tiles, some are to square like and some feel out of place with others. I dunno if they were done by the same person but for example in Sean's room, the barrel over the treasure chest clashed with each other.

2. I noticed the chest on the right bed in Sean's room is over the entities, dunno if it's only in the flammed up part of the plot, since I noticed it there.

3. I'm thinking the game might have some avatars, maybe just for the menus. It would really add to the feel you are trying to get. But i'm not a 100% sure about that, since it depends on the artists style, i mean it has to fit with the game feel and character' personalities. I would offer my assistance if wanted, although I dunno if my skills are enough lol.

4. In the runaway wagon mini scene I would have the brunette move around and have more expressions while the thing is happening and have a loop of animation when Sean is trying to catch up to her. It would add much more effect to the arrival of Sean if she is kinda freaking out graphically before he makes his entrance.

5. The flashback death of the girl Ami seemed to be gratuitous. I would have loved it to be better exploited and also keep some part more mysterious. It just seemed like boom, you dead. I was surprised since other scenes were taking their time. Btw, the people fighting in the main hall look like Jedi knights with lightsabers, lol.

I'm currently in the prison and am writting this at that moment, so I still have to pass through that and replay while looking at the text boxes instead of the art, lol. I will add other comments later, but all in all this is a quality work and i hope, and i mean HOPE you continue this. Or i will haunt you for the last of your days.

Posted on 2005-04-10 23:26:13

rpgking

Wow, awesome demo. The art was great(That horse scene was really awesome), and the menus/battle were really polished. The whole game had a professional feel with the right music playing for each scenario, and the dialogue was deep. I hope to see more. ;)

There was one minor annoyance though, and that is the fact that I couldn't access the menu using my gamepad. I had to press ESC on the keyboard to access the menu, while I played the rest of the game using the gamepad. Would be nice if it were more gamepad-friendly.

EDIT: By the way, I'd say this particular Verge3 splash screen should be the standard for all games. Looks like something you'd expect to see at the start of a console game. :P

Posted on 2005-04-11 00:16:17 (last edited on 2005-04-11 00:19:25)

Rysen

Wow. Thanks Syn. I'm going to respond to all your points , point by point.

The Good:
1 - I didn't really rush anything no...and I spent a long time on all the scenes, fixing dialogue, adding tidbits here and there, etc. With my music, for example, I have this habit of listening to one part over and over again fixing the tiniest things until I'm content, and then once I complete a song I listen to it over and over again...just to make sure I'm still happy with it. I think I took that attitude towards creating the different aspects of this game.

2 - The sprites are what took the longest for the most part. I worked hard on the main characters, but didn't spend as much time on the other sprites. I used CT characters for animations, so I cannot take credit for those, just the overall look of each character, and truly Jessica (My old artist), who helped design the characters was a great source of inspiration.

4 (What happened to 3? :P) - I cannot take any credit for the horse except placing Sean on top of it. That horse is a straight rip from Romancing SaGa 3. So thank you but, a professional did that.

5 - hehe, I loved the mini-game. I had just finished FFIX before I started thinking about how I could make the game start off with a bang, and it hit me: A mini-game! I loved the mini-games in FFIX, and I always wanted to have a horse in the beginning of Amethyst, so I put the two together. :)

6 - I felt I cheated a bit with the NPC's by using the old 'change the hair colour' trick. ;P But thank you.

7 - I spent a lot of time on dialogue...as I said the story and characters are what draw me to RPG's so I tried my best to make sure mine was good. :)

8 - Thank you for the compliments on the music. That's my favourite part of game creation and what I aspire to do as a career. Again, if the music is what stands out the most then I'm extremely happy. :)

9 - Thank you. :P

The Bad:
1 - Tiles are really not my strong suit. If at all possible I grab them from other resources (Such as RPG Maker, other games, etc.) so it really isn't surprising that that would be a point of criticism. Now if someone were to say, oh I don't know, offer to redo my maps using more original tiles, hey, I wouldn't complain. ;)

2 - I'll look into that one.

3 - There are actually avatars, I just couldn't put them anywhere. If you look in the Pics/Char folder you'll see a few portraits made by Jessica. She made them back when I was still using v2 (so they were limited to 256 colours), and were fairly big. I tried to resize them, but they didn't look very good, but then again I'm no artist.

4 - Again, I'm no artist. I would have loved to have Charity doing more in the way of animated terror but...everything I tried looked bad. But if someone were to, Oh I don't know....;P

5 - Yes, the death scene wasn't executed at all like I had wanted....again, my artistic handicap made it difficult to make it the way I really wanted to...but it was an important event that had to be shown to understand Sean's character a bit. It'll come back into play later on in the story a few more times.

As for the Jedi thing, my brother said the same thing. haha


Again thank you for the wonderful comments and feedback. It's stuff like this that not only helps me to improve my games, but also gives me inspiration to work on them more.
cheers!

Edit:
And thank you RPGking, I'm glad you enjoyed it. :) Making the game more GamePad friendly is on my Things to Do list, but I'll make it more of a priority. :)

Posted on 2005-04-11 00:45:29 (last edited on 2005-04-11 00:57:46)

Gayo

The newspost covers most of the main points, but I do have one quibble that I didn't address there: the learn system bugs me for a couple reasons. Now, it's nice to see that there's a learn system at all, but two things bug me about it: first of all, it sucks that you have to automatically set the learn to a new target once you've learned the last thing, because this means that if there's a series of fights you'll end up wasting AP. I recommend having it automatically set the next thing as to-be-learned when you learn the last, and if you don't want that thing you could change it I guess. Maybe even shifting over excess AP from that same fight? Anyhow, the other annoying thing is that there's not much meaningful choice involved, since you have to learn all four abilities before progressing to the next four.

Posted on 2005-04-11 15:00:08

jrhee

Cool!

Posted on 2005-04-11 18:35:42

Omni

Just finished playing in on a TV-PC hookup with gamepad. Like an SNES title...fun times :) Thunder Break is awesome.

Anyway. A bit more constructive criticism.

1. Like Gayo said, it'd be awesome to control the menu with the gamepad as well. You're checking for the ESC scandcode, but if you poll (b3), wouldn't that do just as well? Or, I think someone mentioned an abstracted control setup, which would also be good.

2. Didn't notice you could change the position of the textbox while reading it. That's...kinda cool :)

3. This sounds kinda dumb, but. Could there be some kind of run button, like in a few of the Final Fantasies? Just walking leisurely through the flames and dying soliders felt kind of grating (like slowly steamrolling through peanut butter). I know it's not a built-in part of the engine, but maybe you could check to see if a 'run button' is pressed, and then change the speed rating of the player entity? (I recall someone said that should affect player movement as well as normal entity movement). Anyway, if this isn't true, then don't worry about it. It would still be cool though.

Posted on 2005-04-12 14:22:33

Rysen

Gayo:
I agree completley that the learn system is flawed in many ways, and I am currently thinking about ways that I can improve it and make it more meaningful. My reasons, initially, for the four spell limit was because I didn't want people learning more powerfull spells right away, but it hadn't occured to me that the high MP cost for the more powerfull spells would defer players from actually using them early on. I think I'll take the magic level idea out.

Omni:
1. No worries there. I've used HookKey for so long that I hadn't even considered to see what 'HookButton' does, but if my assumptions are correct then that'll probably solve the menu opening woes.

2. I never actually put that anywhere in the readme or the tutorial...heh :P That text function is actually really old, aside from the slight modifications to make it more V3 friendly, so it completely slipped my mind that I should make mention that it can do that. It's just always been there. :P But I remember it was one of the first things I did in VERGE that I thought was really cool. :P

3. That's not dumb at all and a very good suggestion that I eventually would like to have in place. Thanks for reminding me. :)

That's pretty cool about playing it on TV though...hehe, I'll have to try that some time. ^_^

Posted on 2005-04-12 19:11:02

anonymous

Again Syn who is surprised that no anonymous nazis are showing up :

Well, now having replayed it and actually took noticed of things I can add some more comments for Rysen.

1. As for the automatic changing of the current learned ability, I agree with Gayo that an automatic change could be better. But since it was mentionned in the read me, I won't add more. As for the actual core work of the learn system it should become much harder to take the different paths of learning spells. Probably by adding subtype, for example, someone can either learn fire spell really well or all elemental spell fairly ok.

2. The general equilibrum of things still need ajusting, for example, killing the prison boss in two moves is ridiculous. I was like, wtf... lol

3. There are couple of mistake in layers before and after the fire in the school. Specifically in the rooms, well actually only there. Also, I found an major problem in Sean's room. The right picture reads unpon examination 'What a handsome looking fellow'. But the image it shows doesn't look like me. I would ask you to fix it quickly so to not confuse people.

4. As for the plot, although many cliché are used it doesn't make a story bad. It isn't because something was already used that it won't be good. Like Gayo said, what this game does, it does it good.

I feel most things that need changing are fairly obvious and you probably already know. Upon the next demo when things are tweaked I will probably be much more detailed, but for the moment this first demo looks promising.(See the smart indication that asks for a second demo)

As for the obvious subtle need for artist in your post, lol (ah, what great intuition Sherlock, hehehe) I must decline sadly, for I am already part of the Serinor game. It wouldn't be fair to either game if I took on another full time art job since the quality of my work and the time it takes me to complete it would be diminished. I would however offer my help if the need arise to make contributions to Amethyst like so many orders mentionned in the read me. You can contact me by email at knightmare_syndrome which is at h0t mail.

Posted on 2005-04-12 20:30:18

Rysen

1. Yeah, I've all ready mentioned how flawed I feel the learn system truly is. It was just something different than the 'reach a certain level learn x spell'. I am working on ways in which to improve it, but that subtype idea sounds interesting....

2. As I said in the news post I hate my damage algorthms. They don't work well at all, but aside from using D&D rules it was difficult for me to find any useful articles on them...but those are going to be refined for sure.

3. I am aware of most of the layer issues now, but the picture thing is there on purpose. That is actually a *real* picture of *me*. ;) One of those little jokes game devers seem to like to put in from time to time.

4. Thank you. Yeah, there are a lot of cliché's, and probably will be in the rest of the plot as well, but the world is much bigger than just those two Kingdoms and the beginning is somewhat insignificant in the grand scheme of things....:)

I certainly appreciate the offer for contributions in any form to this game and understand your position as a devoted artist. To be honest I can't really dedicate a whole lot of time to this game right now (whence the somewhat quick release), so it really wouldn't be fair to anyone that decided to join my team anyway. This feedback alone will help tremendously however, so a big thanks to everyone for all the help and enthusiasm.

Posted on 2005-04-12 21:30:00 (last edited on 2005-04-12 21:30:53)

anonymous

Quote:Originally posted by Rysen


3. I am aware of most of the layer issues now, but the picture thing is there on purpose. That is actually a *real* picture of *me*. ;) One of those little jokes game devers seem to like to put in from time to time.


I don't think you understand what I mean, there is a need for a 48 by 48 picture of me oiled up and covered only by a blanket. Unless you want this game to suck, do you? huh! do you?
.
.
.
.
.

Btw, the blanket is on my head

LOL

Posted on 2005-04-12 21:50:30

Gayo

Hey, some thoughts on the learn system. Someday if VERGE gets finished and the libs are done and all I'll write an article just about ability systems, but for now:

Your current system is built around the seed of a good idea. However, you have to realize that there are middlegrounds between 'make everything available right away' and 'force near-complete linearity.' First of all, the least complicated method: you could force a person to learn at least two of the spells in each level before moving on to the next. This allows him to pick and choose to some extent while not forcing a completely linear growth pattern.

Now, you might want to add more chances for customization, which I think is a very good idea. Here's another alternative that allows for that: this is looking pretty FF-ish, so most of the good spells are probably higher forms of the simpler spells. You could make it so the chance to learn Firaga (or whatever) only appears when you learn Fire, and so on. This is sort of how FFX-2 handles things, if you played that. A more formal method of doing the same thing is to have trees or paths. Like, take traditional FF-style white magic. There are three broad categories: restorative spells, buffs, and indirect-offensive stuff like Scan, Slow, and Holy. These could be grouped into three paths where you need to move up the path gradually, so you could put all your focus on improving at restorative and be only OK (or even terrible) at the other two, or you could sacrifice power for versatility and boost all paths at the same rate, and so on. Thus, progression is more or less linear, but there are several 'tracks' to follow. The most advanced option in this vein is a tree system like Geas uses, with multiple prerequisites for some abilities and multiple child abilities for others.

In short: Complete linearity is bad, because there's no hope of customization. Complete non-linearity also bad, because it fucks with your game's power balance. Middleground is good!

Posted on 2005-04-12 22:19:17 (last edited on 2005-04-12 22:22:14)

Omni

This is a really simple thought, but. What if you were only allowed to learn two spells from each level, which would determine the next four spells available?

IE, out of four initial available spells

Fire
Thunder
Haste
Cure

For example, choosing to learn, say, Fire & Haste, will immediately then lead the player to a new level consisting of higher Fire & time/space/aid magic, along with maybe an extra spell in a related field. Choosing two spells from there will send the player to a new level of four spells relating to the previous two, and so on.

This way the player can customize which spells he wants, power up ones he has, and even branch out his character a little bit, yet changes he makes at the very first level give his character a set ability evolutionary path.

Just an idea. Like a 'spell web' or something.

Posted on 2005-04-12 22:45:14

Gayo

That's pretty similar to my suggestions, except with the added complication of 'blocking' paths that aren't initially taken. I dunno how I feel about that. There's only going to be one person with each skillset from the looks of it, and I like to have the option to sacrifice power for versatility.

Posted on 2005-04-13 14:02:30

anonymous

Syn :

Hmmmmm, it seems the subtype/branch and specialisation idea sparked up a lot of interest. Lol. I'm happy people are taking a liking to it, I had a version of it in works for the game I'm planning to make after Serinor(It's quite different from what people talked about here).

Personally I think, although there are a lot of interesting versions of it, the branch/subtype system is the obvious path the skill learning system you made Rysen should take. I mean, it's nothing special but it will add a certain personalisation aspect often missing in story driven RPG.

I think you should start by making a broad general view of the skills you want and separate them. It's quite easy actually and adds a lot of fun and playtime to a game. Anyway, you should work on a version from your own thoughts, we are just the inspiration boosters, hehehe. ^_^

Posted on 2005-04-13 19:10:48


Displaying 1-20 of 26 total.
12 next
 
Newest messages

Ben McGraw's lovingly crafted this website from scratch for years.
It's a lot prettier this go around because of Jon Wofford.
Verge-rpg.com is a member of the lunarnet irc network, and would like to take this opportunity to remind you that regardless how babies taste, it is wrong to eat them.