Santharian Development

Santharian Game Projects => General Game Discussions & Newbie Area => Topic started by: Artimidor Federkiel on 06 May 2003, 11:07:00



Title: The Mysteries of Nepris RPG (Status Quo of Nov 2nd 2003)
Post by: Artimidor Federkiel on 06 May 2003, 11:07:00
Required Software
You don't really need the Legendary Tales software to develop, but you should have it to play the game:)                      

If you haven't installed the Legendary Tales programs yet please use the following links to get the program:
July 6th, 2003: Legendary Tales Engine V 1.5 (Setup Program, 2.20 MB)

If you have installed the old version V 1.42 on your computer already and want to upgrade to 1.5, use this patch:
July 6th, 2003: Legendary Tales Engine Patch 1.42 to 1.5  (1.66 MB)

The latest version of our Nepris adventure can be downloaded here:
August 26th, 2003: Nepris Adventure V 0.1 (2.7 MB)

To install any adventure you can see above:
1.) Unzip the file
2.) Open the Legendary Tales Engine
3.) Click Install adventure in the files menu
4.) Select the file
5.) Open Book
6.) Select the adventure you want to play

Development Downloads/Links
November 2nd, 2003:  Nepris Master Rooms, Items and Quests (558 KB): Contains the complete room list which of all rooms which are currently exist integrated in the game (or will show up in the next version)

Room and Quest Definitions thread: Informs you how to build rooms.
Main Beasts List: Informs you about the current beasts and monsters used in the game (including pictures).
Non Playing Characters List: Shows you all characters the player will encounter in the game (portraits, descriptions and starting locations).

Project Manager
- Artimidor

Project Team (in alphabetical order)
- Artimidor (project coordination, main map design, background)
- Bard Judith (rooms & items descriptions)
- Faugar (character pics)
- Humangus (programming)
- Viresse (items descriptions)
- Quellion (character pics)
- Thuja (NPCs, background)
- [...]

(Developers are welcomed of course. If interested, please post at a seperate thread and we'll discuss details)


Intention
This project is about realizing a singleplayer textbased RPG adventure (integration of graphics possible,though) in cooperation with Legendary Tales which provides us with the Legendary Tales engine programmed by Konstantinos.

As it seems Konstantinos (unlike Nate) is very effective in realizing things fast and will respond immediately to problems which occur while things are being integrated in the game Unfortunately he will have to do his military service starting in summer 2003  and won't be available within at least the next 12 months from then on.

However, Konstantinos tries to make things as good as he can till this time, so that it's possible to continue working on the adventure/RPG in cooperation with people who can use his editor already quite well. Konstantinos' program is already more or less finished (at least concerning functionality), design will be changed later to a graphical interface. For now we're trying to see what we can realize with the engine, what quests we can integrate already and so on. And where there are the main problems which still need to be fixed.

Which also means: Ideas and help with descriptions, quest design proposals etc. are always welcomed and extremely helpful at this point of development stage, but everything needs to fit together. The result will also be available for you to download and play in regular intervals.

Aside from further rooms descriptions (I'll need to make a rough map of the complete region first including cave entrances etc.), we'll basically need all this neat stufff which makes an adventure interesting: Things you can manipulate and operate in every possible respect (see e.g. the example adventure: to climb down a well, to move a loose brick to gain access to treasures, etc.)

In general every room can have two kinds of items you can find there:
- you can take these things with you (book, sword, dagger, potion etc.) Usually you can find lots of them throughout the game (a knife can be everywhere)
- or they are part of the room and can't be removed at all (loose brick, painting, table, closet etc.) Many of these items are more or less "unique", or at least the way they work is unique - operating a lever produces only one special result at a special room (e.g. "The door to your right opens with a loud creak." etc.)

So what we'd need additionally to the room descriptions would be such (first type) items we can place somewhere, accompanied with a short description (1-2 sentences) on what you see when you examine it in detail (no big things) and perhaps a price so that you can buy/sell it in a shop. Of course it is prefered to mainly have RPG important items, e.g. torches, swords, shields, books, potions, shovels etc. (so don't spend too much time with details for now which have only little effect for the player)

Second type icons are also very good to add life to a room. You can e.g. examine tables and chests, so we'd need descriptions for items like that. Note that it is of course no problem for the engine to place items in a container. It is also possible for example that the player wants to open a chest when there are several people in the room who can watch that and that the program gives you the message that someone talks to you, stating that you aren't allow to do that.

You can do a lot of funny things in general with the engine as well, for example first time texts when entering a room. E.g. if you enter a hut you could say: "As you enter the hut you notice several cobwebs at the door. You brush them away and step carefully into the room..." (Continue), then the original room description is added. You can create a lot of atmosphere with such neat little things.

Anyway, hope this gives you a rough idea of what's this is all about and help in this respect would be appreciated to intensify the interactive Santharian experience you can generate with the program.

Note that you don't have the write a single line of code or use the editor at all, this will be taken care of by Konstantinos' for now. Let us know if you are interested in participating at least to a small extent in creating such an interactive Santharian experience.


Master Map (Complete Region)
Here's the work in progress room map of the Nepris RPG adventure (use it in combination with the Master Room list!). Click on it to open in full.

Map version of Novermber 2nd, 2003:



a) The legend to the top right tells you if this is a path, a forest or a house, a cave entrance etc.
b) The numbers are unique and help us to identify the rooms. Though I had to make some changes so that you have to walk a bit more in the village (this was definitely necessary as I saw during development).
c) The connections between the rooms tell you from where to where you can go.
d) The circle represents your startpoint in the game (you're coming from the south).
e) If there's an arrow somewhere this means that you can enter a house or a cave in this room. Once you're in this structure you'll move to a new map (even a house is a small map, e.g. with 2 levels or even a cellar).
f) At some points you see little diamond shaped things. This indicates that there's something you can use in this room, e.g. at room 1 that is the sign you can read, or in room 87 this will be a tree where two children have carved a heart into the tree with their initials etc. Everything you can examine is marked this way. In general this refers only to items you can't take away. We'll add other marks for things you can grab.


Additional Maps (Complete Region)

In this section you'll find small versions of the sub-maps (e.g. of houses caves etc.). Click on a small map to open the thread with the details to this map:

The Prosperous Farmhouse

Map version of July 24th, 2003:




Rough main Storyline
- Player is told that a small Nepris girl is missing. Was out playing. Player is meant to search her as people failed to find her.
- Player asks around. An old man remembers a seer, a Baveras worshipper (seeing=transparent time), who died half a century ago who moved away from western Avennoria as people wanted to know their future from him. So he settled in quiet Nepris. He told people a few things he saw. Now an old man remembers his talk about whimperings of a little girl behind a wall (of course all pretty cloaked).
- Player searches notes. Is finally directed to the grave.
- Player hears some noises behind some rocks, which have come loose in the grave, finally reveals the entry to an ancient abandoned dwarven mine of the Mithral dwarves.
- There the player may find some beasts (spiders, bugs etc., a queen perhaps), and finally the girl who managed to hide somewhere.
- Story also leaves space for further findings, e.g. why the tunnel was abandoned.

---

grey ... already completed
orange ... currently being worked on
fuchsia ... things to clarify


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Edited by: Artimidor Federkiel at: 11/14/03 19:51


Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 07 May 2003, 12:34:00
Room definitions scheme was completed, see here.


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Ta`lia of the Seven Jewels on 07 May 2003, 15:06:00
Baveras worshippers are not necessarly seers, only Baveras Wills or Aids(=priests) are able to do it. And they are most times women, men are VERY rare in this business.;-). Is this the person entry Viresse wanted to do?



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Viresse on 07 May 2003, 15:34:00
Well, she's being made, Talia...
Damari Amisys, in the people section. I had told Arti about Seyellans, and I came up with a plausible concept...
Her youth is posted- I'm working on the rest of her.


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Tyrian Jadewalker on 07 May 2003, 17:07:00
i would be interested in getting in on the programming side of things...but then again i would have to get in contact with him and as of yet i have not seend him visit the forums here...

Tyrian Jadewalker



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: JSB on 08 May 2003, 04:02:00
Well, I'm here, Artimidor. Just waiting for Konstantinos to tell me what to do. Ezboard seems to work moderately well, expect that the inbox looks absolutely horrible and gives me 'Page Not Found' when I try to change settings, and the general shoddy appearance (in my opinion) of Ezboard.

Tyrian, you should look at the Legendary Tales homepage (www.legendarytales.com) if you're interested. There are some details on joining our side in this project in the forum.

JSB, Legendary Tales developer.

Edited by: JSB at: 5/7/03 11:25:52 am


Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 08 May 2003, 04:18:00
Hello JSB! Short general note: Before you complain, always try to see the positive things first, or I assume you won't really make many friends here. Thanx.

Konstantinos told me he'll appear at the Forum as well, as soon as he has something interesting to post, don't worry. He's currently working on some new features we discussed, which are definitely necessary. He hopes to have them done in the next few days. Until then I'm still trying to organize things here a bit better. Need especially to talkt with Judy about an issue or two.


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 08 May 2003, 11:58:00
New Nepris Master Rooms (81 KB) was uploaded and the general room map was substituted as well. Note that this general room map combined with the Nepris Master Rooms now shows which rooms can already be integrated (circle around the room number, a bit loosely done at the moment, but we'll see to connect them soon). So this is already something to do for the room integration guys in case you can define together with Konstantionos how integration will work.


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 08 May 2003, 14:30:00
Just to keep you informed: I've discussed details with Judy concerning room building... She's working on rooms 52 till the bridge at 53 and the rooms 29/35 west of the path to the south of the main map while I fix some rooms to the north for intgegration and deal with the eastern rooms at the south, do main storyline concept etc. - Stay tuned...


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 11 May 2003, 05:39:00
To be expected from my side during the next week: Final rework of the descriptions concerning the main Coastal Road, the few room descriptions to the SE of 58, and a rework/final adjustments on the rooms around the well (17) to the north.

Aside from that the dialogue of the poor fisherman at house 29, Andulf Istherin, will be completed (Judy is working on his wife). And the dialogue of Pinn Derkhan (kid) of room 101, starting a first quest, will be done as well. Programmers then will be able to download an up-to-date master.mdb to take the dialogues from there and integrate them.

I'll also try to work out some sort of quests-scheme so that quests can be documented properly.

To all those who want to do items (e.g. Viresse, JSB?): Please, go ahead, it's about time to start! Just take whatever items you think are necessary in an adventure/RPG game, and start describing (shovel, rope, lantern, torch, health potion of various kinds, and so on...) You don't really need to think about prices yet, just do descriptions please. Note: You can also e.g. add various books to the items collections, which will contain Santharian tales or poems (found in the houses lying around). In this case you'd need to describe how the book looks and what is written in it (mainly a copy & paste job). There are enough possibilities, so just start with what you think is easy and you'd enjoy doing;)  

Where we'll use what items is another story, but first we need to have some basic items.


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Edited by: Artimidor Federkiel at: 5/10/03 12:41:38 pm


Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Humangus on 11 May 2003, 13:59:00
If I might add that you do some weapons as well. A long sword, an axe, a spear ... something. Let's not forget there is going to be some fighting right? If not much fighting. This is an RPG game after all. NPCs and dialogues are important but the player will soon get bored if there is not some butt to be kicked anytime soon in the game.



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 11 May 2003, 15:13:00
Sure, sure! One after the other;)  - Why do you think that I've made various cave entrances on the main map... The village itself will have more adventure than typical RPG elements, but the caves, the large forest, various open areas and finally the tomb of course will keep the player busy with fighting, I'm sure.


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Thuja on 11 May 2003, 17:44:00
Artimidor,

You do not have the herb woman down in this list.  Are you planning on using her.  I had started her and gave her the name of Pelaghia.  I have not sent any thing to you in a while on either her of Terlano.  I have to start all over because my computer kind of got wiped by my daughter :rolleyes

I have found the GDT download again so will be working on them again if you still want me to.  Terlano will be basically the same in manner but may have several different responses to what you have.  If you want I can do this again and send it to you.  Also can flesh out the herb woman more.  The cottage background I have from Bard Judith's previous description.  

Let me know if I am considered able to help in any way.


"In a place like this, the magic is all around you, the trick is to see it."



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 12 May 2003, 01:28:00
*haha* Sure you are able to help, Thuja! And little daughters sometimes do such things - I know that from my brother's little one;)

Please go ahead, I'd be happy to have you working with us on Nepris, especially as you started designing this wonderful region... Hope the additions we made lately are to your liking.

The existing Terlano dialogue can be found in the Games section, so you'd need to type it in again - or I could try to restore your old database and send it to you, then you can build on what you've mailed me... Just how you prefer it. Let me know, Thuja, and I'll get to it tomorrow.

P.S. Seeing Nate running wild at the moment I definitely have to set up some sort of defintive "contract" between LT and Santharia to ensure both parties copyrights.


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Thuja on 12 May 2003, 03:04:00
I will admit that Nepris is quite different from the original sleepy village I had envisioned.  But that is okay, all things added have helped to complete this area very much.  I am just happy my little idea was able to spawn so many others and flesh out a great little region.

"In a place like this, the magic is all around you, the trick is to see it."



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 13 May 2003, 13:59:00
I've added you to the project list, Thuja, and the Herbwoman and Terlano are now waiting for your creativity;)  


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Ta`lia of the Seven Jewels on 13 May 2003, 15:01:00
Is it safe to enter Nepris?

I downloaded the stuff on my sons PC (want that stuff on my MAC!!Working with a PC is just :rolleyes ), installed all and tried this demo version of the Tales. Did get killed immediatly by the first thief I met! (With my more experienced daughter at my side laughing at me:"You can't look at another road while you are attacked!!")

I had a look at Nepris as well, but didn't get far, didn't meet a person so far.



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 13 May 2003, 15:40:00
Near the poor farmhouse to the south (over the small bridge) the Terlano Anshar dialogue is already integrated... He's not that friendly, but don't take it too personally;)  

Oh, and no monster running around... yet...


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Edited by: Artimidor Federkiel at: 5/12/03 10:41:22 pm


Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Humangus on 14 May 2003, 03:43:00
Talia, don't concern yourself with the game itself. This is only provided to get an idea of how the Engine works in general and what it feels like to play a game in it. Besides, this demo has been created by a single user so it might not be properly play-tested. Perhaps the thief was made too difficult or you did not arm yourself before entering in combat or whatever.

The idea is to see if a good-designed game when played through the Engine would produce a good gaming experience that worths the trouble of making it. Me and some Santharians believe that in the end there will be something nice that will benefit both sides.



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 14 May 2003, 04:50:00
BTW: For all those who haven't seen Faugar's latest work for the adventure: Here's Pinn, one of the first characters you'll encounter in the game... - Pic of Pinn

P.S. Working now also on a text of terms between Santharia/LT to be officially singed, just to avoid situations in advance like we have with Nate now.


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 14 May 2003, 13:13:00
I've mailed a terms proposal between Santharia and LT to Humangus waiting for adjustments, comments, additions and/or confirmation. Hope we can settle this issue asap, cause all these terms and conditions make me dizzy;)  I don't know how someone can study to become lawyer in earnest.. - really!


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Ta`lia of the Seven Jewels on 15 May 2003, 11:04:00
Shine has posted this trader(what was his name??) in the peoples section, look
here



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 15 May 2003, 12:31:00
To be precise, Talia: That belongs to the background project on Nepris, the other project thread, so I've moved it there;)   This project deals with directly game related things...

I've finished my first dialogues - see here.


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Edited by: Artimidor Federkiel at: 5/14/03 7:32:14 pm


Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Ta`lia of the Seven Jewels on 16 May 2003, 04:37:00
8o  



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 18 May 2003, 12:07:00
Update fo Master Room List and Room Map was uploaded (see first post in this thread).


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 23 May 2003, 15:20:00
Just a general note to keep you all informed: Talia is working on a part of the the western half of the map dealing with the Baveras shrine and its surroundings, while I'm compiling a more or less final list for all Nepris NPCs and put them into the appropriate houses.

In the Pines Hostel I think e.g. of placing the Lliam Archim character (and writing his dialogue), for which we already have a very good picture. As he's a historian and chronicler he's doing some research in this area and will provide the player with historical data, e.g. concerning the Third Sarvonian War and later Norgerinth's destiny.


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 30 May 2003, 12:59:00
I've moved the project definiton here to this Forum, as the RPG project is a special project, which is dealt with here in the Game Forums. Background information of the Nepris area still goes into the Nepris project at the Sarvonian project Forum.

a) If you plan something or want to reserve a certain area, use the "RPG Development Scheduling" Forum.

b) If you have new dialogues, maps etc. use the "Maps, Dialogues & Room Descriptions" Forum.

c) Programming issues into the programming forum (in general the technical stuff).

d) General Discussions in the General Discussions;)

Aside from moving the thread here, I've also updated the master map with Talia's rooms (see first post in this thread).


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Ta`lia of the Seven Jewels on 30 May 2003, 13:14:00
Thanks Art :-)

LOL, Art, I have the proof now, that you are really colorblind. You missed the two conditional room connections for which I used the a red color: The cave entrance (now black) and the connection between the sandbank and this lonely bit of pine wood.(missing) ;)  

***Astropic of the day***



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 30 May 2003, 13:19:00
Yeah, I told you, didn't I? ;)  - Okeydokey... I'll correct that in the next version!


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 31 May 2003, 10:54:00
I've updated the map once again (the connections still aren't in yet), but you can now see some of the NPC portraits directly on the map and their allocations to the rooms - see map in the first post of the thread. Guess this makes the map a bit easier to read now:D  


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 26 June 2003, 15:39:00
The complete Nepris Rooms file has been updated you can use as reference on how the current rooms are made (download here, 260 KB).


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 25 July 2003, 13:38:00
As you might have noticed, I've updated links and maps etc. in this thread... Judy, take a look at the main map - the colors of room squares were made more transparent, so let me know if this looks fine at your computer as well and it is possible to print better.

Slight problem: In the course of time I've started to make text white instead of black on dark backgrounds, so they don't look that good now... Well, I'll change them to a darker colour if necessary, but first I have to know if the map in general looks ok.

If the colours are right, I can also cut out a section of the map, enlarge it, and post it so that you can print a certain part. That's what I do here, and it makes life a lot easier for me;)  


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Ta`lia of the Seven Jewels on 30 July 2003, 08:15:00
The colours are bit too light now I think, especially in the baychtree grove some parts of the river show through were none is.For room 309, 312 and 318 it would be ok, but not for 319, 344 and so on.

***Astropic of the day***



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 30 July 2003, 12:44:00
Yeah, these are remnants of first sketches, which were still there on the first layer... Now that I made everything more transparent, they shine through;)

Will correct that in the next version and make a bit less transparent...


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 08 September 2003, 11:23:00
The first post in this thread was updated with the link to the latest version of the game to download, and the map was updated as well, showing you precisely which rooms you can walk already. The Prosperous Farmhouse map is completely integrated BTW. Hope the colors on the map are also better recognizable now, and the river should also flow correctly now:broadgrin  

Oh, I've also update the "Nepris Master Rooms, Items and Quests" lists, which contains all rooms, items and quests we've done so far (but not the dialogues, as they are a tad more complicated). Very helpful to see how things work in the game, and good examples on how rooms and quests should be done.


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Edited by: Artimidor Federkiel at: 9/7/03 19:31


Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Humangus on 09 September 2003, 09:13:00
New stuff in my mailbox at last :clap  I almost got worried about the development progress.

www.legendarytales.com



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 09 September 2003, 10:06:00
Yeah, things are a bit slow, but game development needs time (especially when people aren't that eager to participate in game making) - hope the preparations I do for you are helpful, cause Talia of course writes everything very much from the player's point of view, and I need to re-think everything from the viewpoint of a programmer when preparing.

Judy unfortunately is pretty drained with getting her baby and the unexpected fulltime job and some additional problems. But if things get better over there in Canada, I'm sure we'll get these promised rooms as well;)

I'll see to Xarl's wizard house next and some more Talia stuff.


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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Ta`lia of the Seven Jewels on 09 September 2003, 13:24:00
Back! ;)

We need some more people to help out here, Art.

I will finish the Mimi  Dialogue, some minor other things and do some additional rooms I got some ideas last night (the forest close to the baychtrees). But slowly I'm loosing interest, because I can't play the game. The new version won't work on my virtual PC - starting it was anyway a major thing because I have only the version for OS 9 , have to close all programms, go into another startvolume and so on. My husband will replace his dell laptop(with windows 2000) he brings home from work every night with a powerbook soon and the PC of my son is broken. So it is a bit frustrating for me to develop something I can only use or look at when visiting an internet cafe. I don't see when I will have the chance to see the new game because the dell is not availalble for me the next days, maybe longer.



That would change of course, if there would be a version available for Mac OS X!

Humangus, if there is nothing from Santharia in your mailbox, why not work on this?

Meanwhile I can finish what is waiting for such a long time now..

***Astropic of the day***



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 09 September 2003, 13:32:00
It's not really realistic to make a Mac version, Talia, as far as I can judge, especially not when the program isn't finished:x

But the game is really progressing very well, Talia, this I can tell you, it already has a lot of content in every possible sense you can think of (dialogues, rooms, graphics, sounds and music). And you're really missing something.

But we're really missing people here, though, that's true. Smith wanted to help, but I haven't seen him around for a while.


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World Development Admin - The Forum where Worlds are born...



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Ta`lia of the Seven Jewels on 09 September 2003, 15:16:00
I know I'm missing something, but I never played it with sound, because it  didn't work, not on the dell either. And what shall I do once the dell is gone? Then I don't have easy access to a windows PC.

***Astropic of the day***



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Humangus on 10 September 2003, 04:37:00
Quote:
Humangus, if there is nothing from Santharia in your mailbox, why not work on this?


Work on this? :speechless  OK. Thanks guys. I will do the programming, integration and game development. I 'd better go work on my own then? :crazy  :upset

Let's say I will forget that. Not that I couldn't work on my own, but help from others for the development of a game is the reason I have come to Santharia anyway and signed the agreement :read  . Just have a look at how many have signed it |I

At least it would be good to know who wants to work on this and I wouldn't mind someone saying that he/she is not interested any more. I can understand this. Dedication to a cause, especially one that does not return any profit, as Artimidor wants it, is difficult. But we must get along. We already have put much work to it already. I wouldn't like it being wasted. :pet  

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Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Artimidor Federkiel on 10 September 2003, 12:57:00
Though I don't know exactly how much time we still have until you disappear to the military for quite a while, Humangus, I think - if you have time - it would also be worth to take the time to think about the final graphical interface - at least for the first screen. I think many people still don't realize the potential of the game because they are used to graphical interfaces, and are a bit detered by the very technical appearance. On the other hand I think that a graphical interface would bring the game more to the people's attention, here in Santharia, but also for example the guys from your board, who will notice that there are some major things happening, which they don't see yet, as everyone tries to do his own thing.

I think maybe we could also offer the Editor for downloading here in Santharia and bring LT more to the people's attention this way. I've just recently done a search engine optimization and we get lots of people in here searching for "online rpg game fantasy free" (currently we have approx. 40 visitors coming directly from a search engine looking for these things). Having LT directly on the site for downloading and integrating it in the Santharian tour (which I'll have to finish in the next weeks) could attract some more attention as well, I think - what do you think?


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World Development Admin - The Forum where Worlds are born...



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Ta`lia of the Seven Jewels on 10 September 2003, 14:53:00
Quote:
New stuff in my mailbox at last :clap  I almost got worried about the development progress.


Talia: "Humangus, if there is nothing from Santharia in your mailbox, why not work on this?"

Work on this? :speechless  OK. Thanks guys. I will do the programming, integration and game development. I 'd better go work on my own then? :crazy  :upset

Let's say I will forget that. Not that I couldn't work on my own, but help from others for the development of a game is the reason I have come to Santharia anyway and signed the agreement :read  . Just have a look at how many have signed it |I




How could you misunderstand me, Humangus?
"This " was:

 That would change of course, if there would be a version available for Mac OS X!


I just expressed my wish to be able to play our game whenever I want as long as I want in an envirement I'm used to! Make it run on OS X and I will write till my fingers bleed and my kids scream with hunger, will even jump over my shadow and create some nasty monsters. I know that Art is right that it is improbable, but remember, I'm a dreamer.

***Astropic of the day***



Title: Re: Project 2: The Mysteries of Nepris RPG
Post by: Humangus on 11 September 2003, 08:21:00
@Talia:

Well, we 're all dreamers here I think. We all have done stuff like that in our lives sometime :biggrin  . Sorry that I misunderstood you Talia. Playing and seeing the result of development is important, but writing a version for the Mac is too much. Honest. Besides, something like that would require even more time on my side. And I would probably write a Java version not a native Mac program.

@Artimidor:

From my point of view the major problem at the moment is the lack of a game, even a simple short one and not the interface so much. After the completion of a game we can take advantage of the hundreds of game sites/if sites/rpg sites but now just an engine and editor cannot be posted to game sites (I have previous experience from the past). Most people are interested "in games" but very few will start to develop one. Just think of our efforts.

The interface certainly needs some changes. I 'm quite convinced by now. I am ready to start redesigning the interface and you can send me suggestions. I can add controls for now (panels) that will later be replaced by images.

Suggestion 1:
Basically I think that the main screen should be separated in 4 parts. On the left there will be the text area (with graphical background and scrollbar). On the right we need an area for the images just like it is now. At the bottom left, besides the options the area will be used for all kinds of choices to avoid the pop-ups. Examining open containers could also display their contents here. This area will also contain all buttons (now they are at the bottom right section) that they will be hidden when there are options. The bottom-right area should be reserved for an automap. This is a rough main design. All these with a graphical border, a full screen window and a separate windowed options menu (for saving etc) will quite improve the interface. After that, only the inventory screen remains. For the journal and the map there is no reason to be changed.

Suggestion 2:
There is also an alternative. The text and image area will remain where they are as in the previous suggestion. At the bottom we can add a horizontal bar which will also include player portraits (48x48 pixels perhaps) and will also include rectangular areas that will contain graphical buttons just like in the interface you presented in the past. Below this horizontal bar , there will be a larger horizontal area for the options/buttons and the automap. This interface is similar to the one used in Icewind Dale II where instead of the graphics window we will put the text and images.

Well, including LT in Santharia is great for sure but I 'm not quite sure about this strategy. I mean, when people come here looking for an online multiplayer game and find a single player desktop game creation utility they won't be very satisfied. Besides, 99% of the visitors will be interested in games than in game development (apart from those that will also be interested in Santharia and the fantasy world of course).

www.legendarytales.com