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A windy story game

Otay

Bramble Gate Studios Original
Developer
Joined
Nov 7, 2018
Messages
248
Location
Hell's gates
I'm changing the game title and moving everything to a new engine starting over from the ground up.
This time around there will be no combat system just a narrative.
Same assets but everything else was deleted from the internet pages.
Gameplay still will have the same puzzle games.
 
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JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
33,052
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
This looks cool.

Are there any hand-placed encounters too or just random encounters? How high is the encounter rate?

How goes exploration of the 3D levels? Can you jump, for example? They have some nice proper 3-dimensionality to them.
 

Otay

Bramble Gate Studios Original
Developer
Joined
Nov 7, 2018
Messages
248
Location
Hell's gates
This looks cool.

Are there any hand-placed encounters too or just random encounters? How high is the encounter rate?

How goes exploration of the 3D levels? Can you jump, for example? They have some nice proper 3-dimensionality to them.

Thank you.

Encounters

There are encounter platforms for specific boss/miniboss battles.

mqyWTg.gif


The rest of the random encounters occur in designated areas. Encounter volumes are flexible in their placement, and their spawning parameters. They can also stack on top of each other, (like subsets in an Euler diagram.)

WSa1v2v.png


Encounter frequency depends on:
  • Gameplay mode
    • Casual (Standard)
    • Hardcore (Slightly more frequent)
    • Tour (Zero)
  • Prayer
    • Doubles freedom of movement before next battle.
  • Crouching
    • Halves freedom of movement before next battle.
  • Equipment
    • [Coming soon]

3D World

unknown.png


While navigating the many worlds tethered together by sets of portals, the player has a number of controls.
  • Prayer [Right bumper]
    • Doubles the length of player movement until next battle
    • Wards off easy enemies, brings more difficult battles.
  • Singing [Left bumper]
    • Increases likeliness of elite enemies encounters.
    • Increases mob size.
  • Air Walk [Left trigger]
    • Glide through the air, briefly, like Princess Peach.
  • Temporal Speed-up [Right trigger]
    • Increase the flow of time, like an emulator turbo.
    • Does not increase elapsed time for speedrun tracking.
  • Crouch
    • Taunts enemy encounters to occur twice as fast.
  • Jump [A]
    • Height of jump can be greatly increased on launch pads, available throughout the world.
  • Use [X]
    • Open chests, crank levers, etc.
  • Status [Y]
    • Option to show experience bar and team class icons.
  • World Map [Select]
    • Displays worlds with markers of key elements.
      • Player Marker (Orange)
      • Bosses (Citadel colors)
      • Quest Monument Shrines (Coming soon)
  • Menu [Start]
    • Team
      • Up to 3 party members
        • Stats Page
        • Class Specific Skill Page
        • Glyph Skill Page
        • Mastery Skill Page
    • Utility
      • Team Management
        • (Coming soon for Valimor campaign)
      • Inventory
        • Displays Currencies
        • Displays Shrine Offering items
        • Displays Equipment (Coming soon for Valimor campaign)
    • Enchantments
      • Displays a map of stat/skill boosts corresponding to results from the Alchemist minigame.
    • Game
      • Save game
      • Quest Journal
      • Options
      • Exit

There is a cleric in Rhunia near the entrance who provides some of this information briefly. Rhunia's wilderness is so chill enemy wise, that some encounters can be mindlessly turbo'd with the temporal power. This area is intended to be a place calm enough to learn how to play by testing the controls with minimum risk. Compared to an in game tutorial, this method seems to be less frustrating while offering more freedom, but a video tutorial is also planned to give players a quick guide through the games strategy.
 
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Otay

Bramble Gate Studios Original
Developer
Joined
Nov 7, 2018
Messages
248
Location
Hell's gates
New class selection screen:

AnU8fwM.gif


Wizard, Goliath, Titan, Valkyrie.

Each have their own set of affinities dictating how each invested stat point benefits their sub-stats.
 
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Otay

Bramble Gate Studios Original
Developer
Joined
Nov 7, 2018
Messages
248
Location
Hell's gates
Story-wise, what kind of game is it?

Story
Narrative development has been saved for last, due to how game writing seems to unavoidably permeate into the fields of religion, politics, humanities, psychology, mental health and so on... None of which was within the original scope of the project for a young computer scientist with minimal artistic talent. However, some progress has already been made.

The central plot points for the story are as follows, in chronological order:
  • An unknown figure known as a Gatekeeper falls from the ethereal stream into reality, causing a spread of corruption.
  • Nine (or eleven*) forbidden books become leaked from sacred holy vaults.
    • (One of the books can be counted as a 3-set, or singular)
  • The unknown Gatekeeper accumulates power through the spread of chaos, working in the shadows under the name "Dominus".
  • War breaks out among the seven kingdoms of the realm. Dominus is defeated. All kingdoms but Talonovia fall in the process. The majority of high ranking rulers and holy figures are lost in combat. War ends.
  • Due to the failed containment of the forbidden books, religious order, political stances, and general lifestyle habits seem obsolete amidst the remaining chaos. Copies are everywhere.
  • The player enters the game.

  • Talonovian Council sends mixed messages to the player regarding monument activities.
    • Obelisk shrine
      • Supposedly protects the town, but harms food production.
    • Tomb of the Priestess
      • Provides holy blossoms, but harvesting may be sacrilegious.
    • Golem shrine
      • Only rumors are available for what happens if the Golems wake up, after thousands of years of rest.

  • Outside of town at a serene mountain shrine, a druid sage waits patiently to offer the main quest line.
    • The player is asked to obtain 5 golden relics, obtained from the boss monsters now inhabiting the citadels of the fallen kingdoms of Rhunia, Etzland, Haxlyn, Valimor, and Kalroth. These relics are said to help restore the realm to its proper order.
  • Golden relics obtained and returned.
    • Upon returning the relics to the mountain shrine, Drujiva is revealed to be possessed. The blackened bones of Dominus had been buried at the Mountain shrine by a mischievous imp. Abandoning the now doll-like corpse of the sage, Dominus transcends into the world once again as a semi-omnipotent spirit, set out to summon an unholy construct known as the Kingdom of the 7th House.
  • Final Battle
    • The player travels to the Kingdom of the 7th house, a citadel vastly larger than the rest. Here Dominus is fought and the game's main quest line concludes. [Room for additional content and other quests lines.]

A recent addition to the game is the quest journal, where key events are logged.

unknown.png


Key journal entries implemented so far are as follows:
  • Game Introduction:
    • What happened?
  • Obelisk Monument request:
    • One of the Talonovian Council members asked the player to make a decision at the Obelisk.
  • Obelisk Monument conflict:
    • Another Talonovian Council member contradicts the previous request regarding the Obelisk monument.

More key events planned as follows, loose chronological order:
  • Met Kalev the Prince, learned about forbidden books.
  • Met Drujiva the Sage of the Mountain Shrine.
  • Obelisk monument ritual.
    • [Skipped or Activated]
  • Defeated Az'ra Koth the Wicked
    • Obtained golden relic: Ice Tome.
  • 2nd Team member rescued.
    • [Rescued or Skipped]
  • Defeated Hyrix the Storm Raiser.
    • Obtained golden relic.
  • 3rd Team member rescued.
    • [Rescued or Skipped]
  • Priestess tomb ritual.
    • [Skipped or Harvested]
  • Defeated Khomat the Guardian.
    • Obtained golden relic.
  • Golem monument ritual.
    • [Skipped or Awakened]
  • Defeated <4th Boss>
    • Obtained golden relic
  • Defeated <5th Boss>
  • Returned to Drujiva with golden relics...
...Betrayed by Drujiva, possessed by the spirit of Dominus. Plot to summon Kingdom of the 7th house revealed.
  • Returned to town to find Talonovian council speaking strangely.
  • Traveled to the Kingdom of the 7th House.
  • Defeated the resurrection of Dominus, and cleansed the final citadel.

Pictures from the Obelisk monument:

BG6eeDf.png


UUt8b7h.gif



Pictures of an Awakened Golem:

sYgIY6t.gif


An upcoming mechanic is planned to make various 2D golems spawn in combat encounters all across the realm after being activated at the monument shrine.

Golem monument shrine depicted here:

bwxam4l.png
 
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Otay

Bramble Gate Studios Original
Developer
Joined
Nov 7, 2018
Messages
248
Location
Hell's gates
Open Source on Github
Not only are all the programming files available, but all art assets (2D, 3D) are here too.
https://github.com/Otays/Realm-Of-The-Tempest

There's some work to be done still cleaning up some of these files, but perhaps some educational value can be found here for aspiring devs.

Here's an example of the code for the transition screen into combat. This is Unrealscript, a dead language, but with knowledge of theory from one C-derived language comes a general understanding of all C-derived languages.

hb4t74g.png


Algorithm

jq02PdS.png


Effect Equations

6DwQar6.png

 
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Bester

⚰️☠️⚱️
Patron
Vatnik
Joined
Sep 28, 2014
Messages
11,003
Location
USSR
Story-wise, what kind of game is it?
In 2012 or so, I had story ideas outlined in a text file somewhere. Since then the game has been changed a ton. Every element of the game from music to code, to 3d levels, etc has been completely redone at least once.

[...]

In 2017 I did some research and careful consideration for a few weeks, and made a plan to kill myself. To prepare, I tested my commitment with severe self harm, but it ended up hospitalizing me. Police escorted me to a mental hospital afterward, and with that on my record I could no longer pass any background checks to finish the plan. Since then, I've written a few drafts for new NPC dialogues, and my mental illness is bleeding through each character. At least its not so bland now.

More updates on the story and character of the game will come once I've finally wrapped up some tedious coding I need to do first.

Unexpected answer.

You seem to know how to surprise an audience. If you can replicate this in game, the story is going to be truly something.
 

Jack Dandy

Arcane
Joined
Feb 10, 2013
Messages
3,039
Location
Israel
Divinity: Original Sin 2
The game sounds & looks nice! I don't mind about the 3D movement, 2D battle thing. I think it can work just fine.
 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,085
Location
デゼニランド
Cells, bricks, uh, are you using .werkkzeug to make textures by any chance?
I just make my textures in photoshop, I've never heard of .werkkzeug is it cool?
It's a very powerful tool. You've probably experienced stuff made with it if you ever saw works of farbrausch demo group (.kkrieger, .debris...).
Try it. There's a tutorial too, which is nice: http://werkkzeug4ce.blogspot.com/

Can help a lot if you're not a graphics guy but need to make some simple textures.
 
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Otay

Bramble Gate Studios Original
Developer
Joined
Nov 7, 2018
Messages
248
Location
Hell's gates
The game sounds & looks nice! I don't mind about the 3D movement, 2D battle thing. I think it can work just fine.

thank you, jack dandy
Xf_oX+HNCGLR4d25Xqo2oCiqvJI.gif


Cells, bricks, uh, are you using .werkkzeug to make textures by any chance?
I just make my textures in photoshop, I've never heard of .werkkzeug is it cool?
It's a very powerful tool. You've probably experienced stuff made with it if you ever saw works of farbrausch demo group (.kkrieger, .debris...).
Try it. There's a tutorial too, which is nice: http://werkkzeug4ce.blogspot.com/

Can help a lot if you're not a graphics guy but would like make some simple textures.

oh looks cool, thank you zwanzig
 
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Self-Ejected

Harry Easter

Self-Ejected
Joined
Jul 27, 2016
Messages
819
This is quite impressive! Is there already a story for context or are you developing the environments at the moment? Do you plan a characterbuilder?
 

Otay

Bramble Gate Studios Original
Developer
Joined
Nov 7, 2018
Messages
248
Location
Hell's gates
This is quite impressive! Is there already a story for context or are you developing the environments at the moment? Do you plan a characterbuilder?
Thanks bud.

Check out post #6 for story related notes.

Currently the familiar spirits on the player's team are just represented by abstract smoke-like outlines of their respective class skill trees. There's been lots of feedback about this, requesting a more relatable representation, but stuff like character builder features or 3D representations are a bit out of scope for now.
 
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Otay

Bramble Gate Studios Original
Developer
Joined
Nov 7, 2018
Messages
248
Location
Hell's gates
New goal is to make a tiny demo that will be public. The demo will have most of the mechanics working but only the content up to the first boss. The amount of work needed to do this is quite immense, and will probably exclude the item system prototyped back in 2015.

Tiny Demo Checklist:
☑ Implement title menu
☑ Compose music for title menu
☑ Implement load game feature
☑ Hero class graphics
☑ Implement new game character selection
☑ Write new game dialogue
☐ Implement new game dialogue
☑ Make additional hero beacon
☑ Implement additional hero beacon mechanics
☑ Implement game menu navigation
☑ Add menu sound effects
☑ Implement stats screen UI
☑ Implement stat investment window
☐ Implement all hero stat mechanics
☑ Fill out stat affinities for each hero class
☑ Implement stat affinity mechanics
☑ Make new exp bar graphics
☑ Implement exp bar UI functionality
☑ Implement skill tree navigation
☑ Implement skill tree highlighters for invested skill points
☐ Fill out Valkyrie skill descriptors
☐ Fill out Goliath skill descriptors
☐ Fill out Wizard skill descriptors
☐ Fill out Titan skill descriptors
☑ Fill out Glyph skill descriptors
☑ Fill out Mastery skill descriptors
☐ Implement Valkyrie skill mechanics
☐ Implement Goliath skill mechanics
☐ Implement Wizard skill mechanics
☐ Implement Titan skill mechanics
☐ Implement Glyph skill mechanics
☐ Implement Mastery skill mechanics
☑ Redesign 3D world HUD
☑ Implement 3D world HUD mechanics
☑ Redesign party management UI
☑ Implement party management navigation
☐ Implement party management "conscription" feature--- [Might cut for demo]
☐ Implement party management "activities" feature --- [Might cut for demo]
☐ Redesign inventory graphics
☐ Implement inventory navigation and item equipment--- [Might cut for demo]
☐ Redesign stat/skill reinvestment UI
☐ Implement stat/skill reinvestment navigation
☐ Implement stat/skill reinvestment mechanics
☐ Hide hyper glyph UI as "secret"
☑ Implemented hyper glyph UI
☐ Fill out hyper glyph descriptors --- [Cut for demo]
☐ Implement hyper glyph mechanics --- [Cut for demo]
☑ Implement enchantment collection UI
☑ Implement enchantment collection special effects
☐ Implement enchantment mechanics
☑ Fill out enchantment descriptors
☑ Implement save/exit menu navigation
☑ Implement save game mechanics
☑ Make NPC dialogue UI
☑ Implement NPC dialogue navigation
☑ Implement NPC dialogue options
☐ Implement NPC topic discussion memory
☑ Create town of Talonovia
☑ Compose music for Talonovia
☑ Implement portal travelling and unlocking
☐ Write all NPC dialogues
☐ Complete level design and environment art for Rhunia's wilderness
☑ Complete level design and environment art for Rhunia's citadel
☑ Compose music for Rhunia's wilderness
☑ Compose music for Rhunia's citadel
☑ Create chest loot 3D model, effects, and animation
☐ Implement chest loot mechanics
☑ Implement random encounter transition graphics
☑ Create new combat UI graphics
☑ Implement enemy health and attack time bars
☑ Implement player health and mana globes, and attack time bar
☑ Implement combat glyph grid navigation
☑ Implement combat action selection menu panel
☐ Implement random enemy mob formation
☐ Implement targeting modes for combat
☑ Create combat action animation sprite sheets
☐ Polish all sound effects
☐ Implement combat action animations
☑ Create enemy encounter spawning zones
☐ Implement pulling randomized spawn records for random encounters
☐ Implement enemy sprite assignment
☐ Implement all demo encounter zones
☐ Implement skill graphics into action panel
☐ Implement primary / secondary selection options for non passive class skills
☑ Create game over screen
☑ Compose game over music
☐ Implement game over conditions
☐ Create victory UI
☐ Create battle statistics UI
☐ Polish all combat UI elements and effects
☐ Implement victory UI mechanics (exp bars and navigation)
☐ Implement battle statistics UI mechanics
☑ Create enchantment mini game menu graphics
☐ Create enchantment mini game gameplay graphics
☐ Implement enchantment mini game menu navigation
☐ Implement enchantment mini game gameplay mechanics
☐ Implement turbo feature and automation menu
☐ Implement menu border for full screen mode
☐ Implement 3D world trap mechanics
☐ Implement 3D world event mechanics
☐ Draw all NPC sprites
☐ Implement NPC dialogue mechanics

mIqz5j5.gif


I'm probably forgetting something
 
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Morkar Left

Guest
Hmm, reminds me of a proto-Bard's Tale 4...

Curious how this turns out.
 

redactir

Artist Formerly Known as Prosper
Joined
Jul 16, 2018
Messages
696
Son of a men this looks great! I wish I had time to compete. Makes me want to create the skill trees for my game.
 

Otay

Bramble Gate Studios Original
Developer
Joined
Nov 7, 2018
Messages
248
Location
Hell's gates
Beautiful. I love excel.

:desu:

thank you friend

CQBW7ZD.gif



Tiny Demo Progress
Copy and pasting the incomplete items from the list above to see what the speed of progression looks like compared to the previous post.

(Last update: 174 days have passed)

YjoIHnP.gif


Tiny Demo Checklist:
☑ Fill out Valkyrie skill descriptors
☑ Fill out Goliath skill descriptors
☑ Fill out Wizard skill descriptors
☑ Fill out Titan skill descriptors
☑ Implement party management "conscription" feature
☑ Redesign inventory graphics
☑ Redesign stat/skill reinvestment UI
☑ Implement stat/skill reinvestment navigation
☑ Implement stat/skill reinvestment mechanics
☑ Hide hyper glyph UI
☑ Complete level design and environment art for Rhunia's wilderness
☑ Implement random enemy mob formation
☑ Implement targeting modes for combat
☑ Implement combat action animations
☑ Implement pulling randomized spawn records for random encounters
☑ Implement enemy sprite assignment
☑ Implement skill graphics into action panel
☑ Implement primary / secondary selection options for non passive class skills
☑ Implement game over conditions
☑ Implement menu border for full screen mode
☑ Create victory UI
☑ Create battle statistics UI
☑ Implement Glyph skill mechanics
☑ Implement turbo feature and automation
☑ Implement victory UI mechanics (exp bars and navigation)
☑ Implement Goliath skill mechanics
☑ Polish all combat UI elements and effects
☑ Implement all hero stat mechanics
☑ Implement enchantment mechanics
☑ Implement battle statistics UI mechanics
☑ Implement new game dialogue
☑ Implement Mastery skill mechanics
☑ Implement Valkyrie skill mechanics
☑ Implement Wizard skill mechanics
☑ Implement all demo encounter zones
☑ Implement NPC topic discussion memory
☑ Implement NPC dialogue mechanics
☑ Implement 3D world trap mechanics
☑ Implement chest loot mechanics
☑ Implement 3D story event mechanics
☑ Write all NPC dialogues
☑ Implement Titan skill mechanics
☑ Polish sound effects


JWdbSBK.gif
 
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