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demo available on my site Displaying 1-11 of 11 total.
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Technetium
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http://technetium.freeyellow.com
I was going to upload it to this site as well, but I'm having problems with verge-rpg.com tonight, so maybe another time.
Anyways, this is the first playable demo of Phobos Project. I have fully intended for this game to resemble the SNES Final Fantasy games in terms of the battle-system and the way the story flows. Think of it as a tribute more than a ripoff. If you played the last demo of Vortex I had done on Verge 2.6, this should be very familiar, as the only changes are the graphics, some battle-system timing changes, and a few minor dialogue edits. Also, it shouldn't crash unpredictably the way the older Vortex games did. The file is a little large (7 mb), mostly due to the battle.vsp (that's what happens when you import 640x480 images to use as backgrounds).
Some other things to say:
* This is an alpha demo. I am pretty confident I weeded out the majority of the bugs, but I do know of at least one that has only happened twice during the entire development, and so I don't know what caused it. If you find any bugs, let me know.
* The walkthrough is included in the zip file.
* The 7 blue slimes that appeared in a treasure chest near the end of the Vortex demo are in this demo as well, but you'll have to search a bit to find it now (or read the walkthrough).
* No, I will not make the blue slimes easier. They're a side-quest, they're meant to be hard, and once you figure out what to do you should be able to beat them - might take a few tries.
Posted on 2004-12-21 21:30:58
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Zip
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FP!
Zip
[I promise I will edit this with useful feedback... time to play gamez over xmas]
Posted on 2004-12-22 03:49:46
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RageCage
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awsome demo man. I couldent get past the part where your looking for the spring. My new team member would die in the first battle and I would run out of potions before I could get all the way to the spring. otherwise I loved it!
Posted on 2004-12-22 14:23:58
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Overkill
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I liked what I was was *able* to play. The graphics are very great, and it does indeed feel like Final Fantasy to an extent. However, most of animation or scrolling text code does not take the timer into account, so some parts were mighty slow. Particularly the battle and certain parts where the camera would scroll. The battle was, in fact, so slow (even on Fast mode) for me that it seemed to freeze almost. Other than that though, excellent job.
I can speed-optimize the demo for you, if you would like for people with old machines to be able to play this demo with better enjoyment. You'd have to help me have to tell me some names of certain incremented frame variables, though. I managed to frame throttle the text box and a few other things, but I'd like to be able to speed-optimize some other aspects, such as the battle.
Posted on 2004-12-22 15:10:17
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Ness
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First time I was beaten up by goblins doing <mike_jackson>the thriller!</mike_jackson>
right anywhoo, I liked how in battle things happen at the same time, like one enemy can be dying while the next is attacking you, fun stuff.
The enter battle animation is mighty cool. Really unexpected since most other anims are swirls and zooms and the like.
The only places I had problems with speed are in battle probably because I'm used to battle moving much faster, or it may just be how the code was written. Also because of the resolution your using the main character moves a bit to slow for my tastes.
Now I have to go back and find more potions so that 25ft tall goblin dosen't kill me in one hit again :p
Posted on 2004-12-22 15:30:07
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Technetium
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Thanks for all the feedback.
I'm a bit disconcerted about reports of the battle-system running too slow on some computers. I thought I had that covered.
Overkill, the way the framerate in the battle-system works is as basically as follows (from battle.vc, in pseudocode):
while loop that keeps battle running
gametimer=timer;
do everything related to graphics, menus, input, etc.
showpage();
while(timer<gametimer+10)
{
showpage();
}
end while loop
The first showpage is there specifically so that it doesn't skip frames on slow computers (because otherwise, if more than 10 clicks have gone by by the time it gets to the end of the loop, it won't show anything. So I'm not sure why it would appear to freeze up sometimes.
This is useful to know, though. Those of you who are having speed problems in the battle-system, can you tell me what speed computer you have? I'm running on 2.4 ghz and haven't had the option to test it on something slower.
Anyone who's having excessive difficulty as far as playing the battle-system, I also appreciate knowing this. It's hard to gauge the difficulty level when you know by memory all the monsters' HP and weaknesses, how much damage they can do, etc. I did aim to make it a little hard because people have always complained about the FF games being too easy. On my final run through of this demo, even I died three times. One time was because I never won a single Ether from the Wisps, and could no longer cast Cure spells. Other times I've had plenty. I aimed to make it so that you should, on average, end up with just slightly more than you use.
(and if you are running out of potions near the beginning of the game, search around town. There are things in some of the barrels and crates.)
Posted on 2004-12-22 17:14:22
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RageCage
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I have a 1.5ghz computer and the battles seemed fine.
the posioned effect when you're out of combat is a little harsh. I went 3 steps and lost near 50 life.
check your email.
that is all. ^_^
Posted on 2004-12-22 17:33:13 (last edited on 2004-12-22 18:21:38)
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Technetium
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I have uploaded the new beta version of this demo to the files section of verge-rpg.com.
If you already have the alpha demo, you can go to my own download page at http://technetium.freeyellow.com/download.html and download a patch file containing the 3 vc files that were actually changed.
Summary of changes (also found in walkthrough in new demo):
- Optimized graphics for entering battle, thanks to RageCage. Animation sequence is faster,
and now will always take the same amount of time regardless of computer speed (faster computers
will simply show more frames)
- Reduced poison damage while walking on maps to 1/10 the damage recieved in battle (minimum 1 damage).
- Moved the two goblins farther up the map, because it took too long for them to walk on screen.
- Removed a bug that would cause the game to get stuck if the lead character dies in battle first.
If you've already finished the demo or come reasonable close, it probably isn't worth getting the revision.
(psst. I wouldn't at all mind this getting some kind of brief mention in the next news update)
Posted on 2004-12-28 20:00:05
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Gayo
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Yeah, I'm being lazy. I'll do updates for this and VOpenCHR soon, promise.
Posted on 2004-12-29 10:46:59
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anonymous
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That patch made battle transitions take a lot less than 20ish seconds (p800) :)
Here's some comments, from your walkthrough:
'After searching all the crates and boxes in town,'
'Hope he doesn't get a critical hit, because that can probably kill you even with full health.'
'This area has some of the most annoying enemies you'll find.'
Those kind of things that early in the game probably aren't a good idea if you want people to play through it. Most people won't open anything other than the obvious chests unless told to, and dying in one hit from a boss after killing two other goblins isn't going to keep people interested
Forest area monsters are wayyyy too annoying, I had given up there earlier. Leaves have a too high evade rate IMO, Wisps take too long to kill & obliterate your group if you're unlucky, Asps can be pretty bad too if you don't have antidotes, and the battles are hard to run away from even when pre emp.
I'd fix some of those (I like that poison change, it gave me problems earlier), maybe give the group some more items from Ohar's vehicle and/or toss a couple easily visible chests with antidotes/ethers in the forest. And what kind of ranger cabin place doesn't have a tent? :)
Posted on 2004-12-30 17:15:36
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Technetium
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Quote:Originally posted by Unimportant NPC (Anonymous)
Forest area monsters are wayyyy too annoying, I had given up there earlier. Leaves have a too high evade rate IMO, Wisps take too long to kill & obliterate your group if you're unlucky, Asps can be pretty bad too if you don't have antidotes, and the battles are hard to run away from even when pre emp. Actually, pre-emp does nothing to increase your chances of running away (it just removes the initial wait for characters to make choices), though that is a really good idea. I'm definitely going to change that.
I'd fix some of those (I like that poison change, it gave me problems earlier), maybe give the group some more items from Ohar's vehicle and/or toss a couple easily visible chests with antidotes/ethers in the forest.
This are the kinds of suggestions that I am much more likely to do as opposed to altering the monster stats. It is very hard to find a point between too hard and push-over. I die sometimes, too (like if the Wisps all start using their energy ball attacks and gang up on Tarrus, leaving only wimpy Ohar alive).
I'm pretty sure I remembered to make it so that you get an antidote automatically when Ohar joins the group (even though he doesn't tell you). I'm not opposed to adding more items as well as more chests.
And what kind of ranger cabin place doesn't have a tent? :) There's one in the chest right below the save point on the road, and since you get your HP refilled anyways when you get Ohar, there's no reason why you shouldn't have the tent still by the time you get to the cabin.
Thanks for the suggestions. I will definitely be releasing another version of this demo not too long in the future with some changes.
And, has anyone gotten past that forest yet (into the cavern below it)? If so, has anyone beaten the demo yet and/or defeated the 7 blue slimes?
[Zip: Some formatting fixors]
Posted on 2004-12-30 17:28:02 (last edited on 2004-12-30 18:54:53)
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Displaying 1-11 of 11 total.
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