UNITY'S PROFILE

unity
You're magical to me.
12540
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.

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WYRM WARRIORS! The Legend Must Go On!

Everyone, I've made a Create a Dungeon thread for this here. Please have a look ^_^

author=Gourd_Clae
author=ShortStar
So you're trying to make a Crazegame? Don't forget the enemy battlers.

Just make your own game. Its your game, not Craze's. He gave that up.
I thought the general consensus was to try for a Craze game for the fun of it. Don;t worry, any deviations we need to make I'm sure Unity will go with.

Yeah, I don't think we have to go completely copying a Craze game, but one that feels like one but doesn't place unreasonable limits on the map-makers.

author=Gourd_Clae
Also, yeah, annihilate auto shadows, it doesn't look good, Unity.

Oh, wonderful. Autoshadows are the bane of my existence.

author=thatbennyguy
So are we copying a Crazegame or not?

Edit: I want to -_-

I'll tell you what. If you'll PM me the guidelines you made in that one post, I'll use them to put together a list of what we should aim for. My little map doesn't really lay out any tips or guidelines, and it'd be nice to have something in writing to use as a reference.

author=ShortStar
Shouldn't this get its own game to get its 4 topics out of the forum? And yes its very open.

If you mean an event, that'd be really cool. If you mean a gamepage, I intend to put one up as soon as I get enough screenshots to justify it.

EDIT:

author=Gourd_Clae
Edit: Double post~

I'll probably steal someone's location idea to try and help establish the style we're going to ultimately all be shooting for. I'll change mine accordingly to whatever style we choose, of course.

If you want to use one of mine as an example, feel free!

WYRM WARRIORS! Design a Dungeon!

We've got characters and non-dungeon locations, so it's time to make some dungeons!

Let's shoot for five required dungeons, and four optional dungeons, to start out. (Not including the final one with the Wyrm Wizard) Each of the five required dungeons has a giant mystical diamond that the player must collect to unlock the next region of the world.

Rather than each diamond having a traditional element like the old Final Fantasties, let's give each a unique theme and base the dungeon it's in around that. Any sort of virtue, feeling, emotion, or archetype will work work, but the more creative the better. For a very generic example, if a dungeon has the Diamond of Courage, the dungeon its in could have tests of will and spooky enemies.

Use this template for Required Dungeons (the ones with the Diamonds):
Required Dungeon's Name:
Diamond Element: (see above)
Description: (the more info and ideas, the better!)
Monsters: (the kinds of monsters that would populate this dungeon)
Boss: (what sort of being protects the Diamond from the heroes?)
Other Notes:


And this one for Optional Dungeons (which can have character tie-ins and late game loot):
Optional Dungeon's Name:
Character Tie-Ins: (Are certain characters required to enter the dungeon? Does something in the dungeon relate to them or their past?)
Description: (again, the more info and ideas, the better!)
Monsters: (the kinds of monsters that would populate this dungeon)
Boss: (does the dungeon have a boss? What is it?)
Special Items: (given that these are optional, what's the reward?)
Other Notes:

EDIT: There's a third possibility, a Cursed Dungeon that serves as a passageway between parts of Aremen:

Passage Dungeon's Name:
Any Character ties?:
Description: (the more info and ideas, the better!)
Monsters: (the kinds of monsters that would populate this dungeon)
Boss: (the boss that guards the Cursed Orb)
Other Notes:

Not even sure if it's all worth it anymore. Might just give up on all of this...

Never give up! Trust your instincts!

The Screenshot Topic Returns

I couldn't find "Twentieth Century MT" on the site, but if there's a game starring a pregnant woman, I'd like to play it.

WYRM WARRIORS! The Legend Must Go On!

Here's a quick mapping-style test that a whipped together for the starting screen of the Keep of Legends: Looking for feedback, but I was ultimately going for a simple style for the game. Though, admittedly, for my first VX Ace game I'm using a custom tileset so I'm new to using the VXA RTP.



Also, what is everyone's opinions on the autoshadows? I personally dislike them, and in my own projects use the kill-autoshadows script, but I want to hear from other mappers.

Back on to the topic of the gameplay overall. Do we want to go for the crystals idea (they could look like the diamond-tessellation symbol from this site) or is just collecting the party members good enough?

author=thatbennyguy
<edited out>

I saw this before you edited out, thatbennyguy. It was a comprehensive analyzation of Craze's mapping style and how to emulate it, and it was very well written. I didn't answer to it at the time because I wasn't sure how strictly I wanted to follow it (for example, I personally would rather not have every map just be a single screen) but for the most part, I could see it really working for this project, at least from a visual style to adhere to. Why did you take it down?

author=Marrend
Somethingtells me you can handle this.

Thanks! I just think that just having a demo out might not inspire nearly the level of confidence in the project than having it run by someone who is a master of the craft and has tons of games out like Craze.

author=Arandomgamemaker
Don't be scared just because you haven't made a game for the site. You'll do fine! We'll be with you all the way.


Thanks! I'm not scared (well, except maybe of the coding part :P ) and I think that with everyone's help, we can make a great game.

WYRM WARRIORS! The Legend Must Go On!

author=thatbennyguy
I'm loving the sprite-work and facesets. They give a really cohesive feel to the project. Also, there seem to be a lot of passive skills right now. The scripts have a lot of awesome coding in there too (that I probably want to use in future projects now ;)).

Is there still any plans to release the project to the public via Dropbox? Not everyone has to have writing priveleges, but just reading priveleges so that we can download it and take a look at what we're dealing with hands-on? Or would that ruin the spirit of the project.

The reason why I say this is because I don't necessarily want one person to be in control of creating the entire game. When Craze was at the helm, it was OK, because I was confident in his abilities to pull it off. But it'd be nice if we could nominate a group of people who we know are well-known for producing good-quality games to helm the project. A project managing team, if you will.

I know Unity can be in control of the organization of the project, but we can get a few other people to have access to the files, no?


Okay, click here for the Dropbox link to the file.

As I said in the locations thread, I'm doing this because I want to make sure the game gets done. But I'm totally fine with others taking bigger roles in development. I don't have any full games released on the site yet and haven't proved myself in any way yet, so I have no problem at all with opening this project up to more experienced developers to take the lead, as long as they're willing to make time for the project ^_^

WYRM WARRIORS! The Legend Must Go On!

Here are some screenshots of what we have so far, as requested. I'll get a Dropbox link for those who want a closer look at everything in a bit.



As you can see, the currency in the game is Makerscore XD



Yay for characters!







The Formation screen.







author=Sooz
Yeah, world map sounds like the best idea.


As much as I like interconnected worlds in the Earthbound style, this project is probably not the best place for it. A world map will make things much simpler.

WYRM WARRIORS! Design a location!

Yes, that's totally possible and may be our best bet. Then new material will be added to the dropbox file as it comes in.

WYRM WARRIORS! Design a location!

author=LockeZ
my sneaking suspicion is that absolutely zero maps are probably done, with the possible exception of the Tower of Forests

This is correct. Why don't I make some maps to get us started and, if they meet general approval, we can use those as a basis?

author=thatbennyguy
Let me get this straight though - who's leading development? unity? Is unity the only one with access to the core game files? Or are we going to create a dropbox where anyone can see how the game is going?

I've volunteered to continue Wyrm Warriors and I'd assumed that meant leading development. However, my ultimate goal is to make this a good game. We have a lot of talented developers on this site and this is my first time doing a community project, so I'm on new ground here. If someone else with experience would like to step up and take the role of lead developer, I'm fine with that, as long as they have the drive to complete the game.

Otherwise, I'll do my best as lead developer and ask those with more experience with community projects for advice. For example, I didn't even realize that a basic style of mapping should be established, and in hindsight, that seems like it should have been obvious ^^;;

I think the Dropbox proposal is a great idea. Do you think it needs to be read-only or can we trust people not to abuse it?

WYRM WARRIORS! The Legend Must Go On!

author=Arandomgamemaker
I like the idea of certain party members requiring a quest before they join the party. That would allow character development of sorts if the creator wants that.

Thinking on it, the Mario 64 idea is actually really great! It would give people a reason to talk to NPCs. We could also lock dungeons if they don't have a character who's essential. Like "The way to the tree is a twisted maze. You need a guide to reach it".


Yeah, that's a good way of going about it. Ultimately, it would be up to the creators of the characters to how much dialog and development their characters get, as I'd need their help writing those scenarios.

author=Arandomgamemaker
How's leveling going to work, by the way? Is it going to be based on collecting accessories without actual leveling, like Wine & Roses?


Going by LockeZ's setup at the start of topic (with a few small modifications we discussed) each participating character gains one level per battle, and at the end of the dungeon, all characters get brought up to the highest possible level of the team. I hadn't planned anything special for the levels and skill acquiring aside from the basic "you gain levels, you learn skills" model.

author=thatbennyguy
I think we should post up a list of all the maps in the game, and then we can each reserve a map that we're going to make. At the end of the day, we can connect them all together somehow.


Back on the Locations thread, I've listed all the locations and opened up making them to the people who created them. (After some time I'll open it up so anyone can make any map, I just want the creators of the locations to have the option first).

I'll be making a Design A Dungeon thread soon, and after we get dungeons written up, I'll lay out the entire world structure for us to look at.