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Remnants: Fragments Of The Past


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#1 Metzger

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Posted 25 April 2011 - 01:44 PM

Well here it is an alpha test version of Remnants.
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Remember to comment!!!! :)

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Story:
Wether you seek for glory, power or peace you have come to the land Ashdeen.
Land that decades ago was the center of a great conflict between man and the allied greenskin hordes.
When men first came to Ashdeen the area belonged to Orcs, Goblins, Trolls and the like.
Humans came in search of fabled artefacts that once belonged to an ancient race that lived below the ground.
Orcs were raged that humans come in their lands claimin them for their use. War was declared!
Fierce bloody battles were waged but there was none to claim to be the victor.
An uneasy peace between humans and greenskins was signed and now all races live in an uneasy peace coverned by orcs and humans.
Now the efforts are once again focused on excavating the ruins of the ancient civilization that vanished long ago.
Powerfull artefacts, stange ruins and unknown languages are discovered during the first expeditions.
Elfs and a few other races fear that there is something sinsiter in the depths and it should be stopped.
But who knows what will bee found amongst the fragments of the past...





Version features:
-Open world, huge world map to explore

-Day,night and weather effects, snowing and raining affect accuracy and many other aspects like resistances, water slows you down and it's har to see enemies in the dark as it lowers detection range

-Tutorial: Game has a short tutorial which will be improved later on

-Crafting: craft drinkable and throwable potions like: holy water, poison bomb, healing potion, mana potion,... craft bombs from gunpowder keggs

-Intelligent AI: enemies cast spells, use
potions, use ranged and if you are too close melee weapons, open doors,
patrol areas, set traps, chase you if they see you, run away if they are weak...

-28 Character classes to choose from like: Trolls, Orcs, Humans, Vampires, Ghouls, Goblins, Half-Ogres, Elfs, Dwarfs....

-Character classes actually play differently: Vampires use health as mana and drain life, Ogres have a rage meter, dryads have poison attacks, dwarves can use runes... etc

-26 Spells like: Fire breathing, tangling vines, holy bolt, acid arrow, bless, fear, ring of fire.... and more to come

-Lots of combat skills like, set trap, piercing strike, ghost run, quick stabb, etc...

-Other abilities: first aid, tinkering, spot, etc...

-Randomization: Items and dungeon objects are randomized, you never know whats inside a chest or whats waiting behind a corner.

-About 1000 weapon variations ( including: Bows, Crossbows, Axes, Swords, Daggers, Hammers, trowing weapons, magic wands, runes,... )

-Other gear ( armors, potions, scrolls, shields, helmets, boots, rings, amulets etc... )

-Many Different enemies ( skeletons, slimes, spiders, ghosts, shadows, bandits, beetles, bats, lizardmen, branchlings, revenants, balongs, mummies, orcs... )

-Enemies have variations like: skeleton mage, skeleton warrior, orc archer, orc warrior, vampire bat, cave bat... many variations each...

-Minibosses: Randomly generated enemy minibosses

-Random map encounters: swamp areas, forest, snow covered areas... etc

-Sight: You cant see enemies unless they
are in your sight, you can hear enemies behind the walls or sometimes
behind you then they are indicated with an question mark,

-Hidden areas, Secret doors, buried treasure, hidden traps,

-Food: You need food for resting, be warned thou some food can be rotten or mouldy

-Inventory: sell items in towns, carry extra stuff, potion slots and stack etc..

-Minigames: Dice game to be playd in taverns, gauntlet to compete in and a game mode Zombie arena!

-Traits: If you want you can choose a trait in the beginning to further modify your character

-You can save and load your game

-Autosave

-Many towns

-Many different shops ( taverns, blacksmiths, alchemist, chapel, etc... )

-Many places to visit, dungeons, ruins, graveyards, cities, villages, caves,...

-You can level up and train your skills, 8 different magic skills and 8 other skills

-Quests

-Traps: bear traps, fire traps, saw blades, ballistas, fire spinners... etc

-interactive world: Doors can be broken,
torches lit or put out, switches turn on and off with arrows, objects
can be set to fire, set oil to fire and watch enemies burn... many
things...

This game will be similiar to these games:
Might and magic 6,7,8, echalon book trilogy, diablo 1, nethack, and many boardgames such as Descent joyrneys in the dark and Heroquest


DOWNLOAD

Download Remnants
Size about 74 meg

Please comment :)

Edited by Metzger, 24 February 2012 - 07:08 PM.

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#2 Lightang3l

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Posted 25 April 2011 - 02:51 PM

I was playing for 15 seconds an I encountered something.... and it brought me to this screen (just like the one in your second screenshot except it was night) and there was this merchant.... and that was all.... walked around pointlessly for a couple of minutes and exited the game .... because I did not know what else to do... sorry. :unsure:
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#3 Metzger

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Posted 25 April 2011 - 02:55 PM

There are red arrows at the end of the road like in meny other rpg:s.
They might be hard to see inthe dark thou...
Just colliding those arrows will take you back to the map. :)

Torches and light spells will be addad later...
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#4 Metzger

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Posted 25 April 2011 - 02:57 PM

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Edited by Metzger, 25 April 2011 - 03:02 PM.

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#5 mrpeanut188

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Posted 25 April 2011 - 03:03 PM

I remember your name idea thread.
Downloading now.

I was a warrior, and couldn't pick up any chest weapons?

EDIT:
Maybe you could add other warriors, and face them in duels at towns.
Or maybe traveling people. Just like the traders, but with a towns abilities. (Buy weapons, tavern, ETC)

Edited by mrpeanut188, 25 April 2011 - 03:25 PM.

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#6 Metzger

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Posted 25 April 2011 - 03:14 PM

I hope that you will not be disapointed :)
Thou remember that this is mainly an engine test this is far from being finished.
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#7 Lightang3l

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Posted 25 April 2011 - 03:25 PM

There are red arrows at the end of the road like in meny other rpg:s.
They might be hard to see inthe dark thou...
Just colliding those arrows will take you back to the map. :)

Torches and light spells will be addad later...



Ok I went back and played and saw the arrows... but i swear they where not there the first time. I went at the bottom af the screen and my character started vibrating an inch above the lower margin.

can't seem to replicate the glitch though. Arrows are working now :)

Nice game. I'll be back with more feedback once I played more! :medieval:
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#8 Metzger

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Posted 25 April 2011 - 03:41 PM

The arrows are always there but the collision masks might be wrong I have to check. :)
Thanks for the info.
I have tested the game about... probably few hundred times an I have nerver walked past them.
Thou if you are at the screens edge in the forest then you wont be transported as you have to be on the road and collide the arrows :)

Oh, and beware of spiders they will kick your ass!!! :)
And Q key switches to bow if you have one...

There will be encounters in towns as well so dont worry :)
Also in the next version you can kill the traders etc...
Bandits might also attack you in towns or you might get into a bar fight :)
Maaaaaaany new things will be there, things that you have seen in other rpg:s and things that you havent...

Edited by Metzger, 25 April 2011 - 03:55 PM.

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#9 Metzger

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Posted 01 May 2011 - 11:10 AM

Just to post a little update on what I have been doing...

All the spell currently in the game
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I have made these for the next version so far, more will be made later :)
- Spells: 6 new, now total 16 spells
- Skills: 1 new skill
- Enemies: spectre, cuses and can avoid damage due to it's ethreal nature
- Engine: Status efects are now drawn better, Night isn't as dark, You can now see what spells/skills do if you move the mouse on the skill/spell icon,
list in the lower part of the screen that shows information like damage exp gain etc,
- Gear: 2 new axes, new amulet types that increase spelldamage
- AI Improvements: Enemies can now open doors and recodnize the players allies and attack them
- Graphics: Orc, dragon and lizard heads improved.
- Misc: Spider attack range reduced
- New places: Witches Capin you can train necromancy and recharge you mana
- Bug fixes: Zombie was almost immortal, error using a fear spell on a certain enemy, only one encounter due to the fact that I forgot to put the variable on random, torches lost animation
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#10 Metzger

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Posted 03 May 2011 - 09:47 PM

bump, Is my game so bad that no one is really interested? :(

Made many new enemies and objects, also lot's of bug fixes.
Next version will be much better :)
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#11 Metzger

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Posted 11 May 2011 - 10:02 PM

Just wanted to inform that those who are following this game project do not fear this has not died!
The project is being developed in another site due to the lack of interest here :(

The game has gone through serious daily development since it was first introduced here.
Currently new thing such as:
- Huge new actual game worldmap
- Many new enemies
- Lots of new gear and effects such as fire damage etc...
- Game is now more easy to play, the game what button to press to pick up,
potions can be used and dropped by pressing them, there is a screen at the lower part of the screen that tells you what happens ( like damage, traps, pick ups, etc )
- Many new places
- Many new shops and places to sell buy and learn skills
- Lots of new spells
- Combat skills were introduced
- AI improvements, enemy regodnizes the players allies and attack them if it wants to, enemies open doors, enemies use spells, enemies van now see over short objects like tables
- Lots of new effects and animations to make the world seem alive rather then the stillnes it is on the version shared here
- Loads of new objects
- New music and sound effects
- Bugg fixes

When I'm going to realease the next version I will put it up here too.
Till then just wait :)

If you have any suggestions or something like that please tell :)
thanks for reading.
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#12 twelveways

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Posted 12 May 2011 - 08:31 PM

I liked the concept of the game and it looks quite promising.

The overworld works well and it seems quite clean from bugs, from what I played.

Im not a big fan of the control system, maybe I will get used to it if I play for longer.

good work so far :)
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#13 Metzger

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Posted 12 May 2011 - 09:51 PM

Thanks for the comment :)
The next version as seen in the screenshots above will be alot better.

Controls have been simplified but the base remains.
The game was first controlled only by WASD keys but people wanted mouse controls.
When I added mouse controlls now people want something else :D

Well I quess you will get used to it.
As I have no problems with it. :)

It will still take time until the next version comes out.
Will try to get some quests done by then.

The owerworld is now also greatly improved as some sayd it was a bit messy.
Now the graphics are simplified and improved. The world is also huuuuuge now :)
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#14 twelveways

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Posted 13 May 2011 - 05:02 PM

Re: controls

I think a better control method would be to make the character walk towards the mouse only when a mouse button is pressed. If no button is pressed then the player can control using directional keyboad controls. If the player is holding the mouse button then the keyboard controls switch to to strafe, advance and retreat.

The way it is now seems very basic and seems like almost every other amateur TDS and like no professional game. The control system is the heart of the game and needs to be as well developed as all the other parts. You need to think how you can make it complex yet simple, expansive yet compact.

Anyway, Im just rambling, too much beer...

Really good demo you have here, keep it up. Maybe consider making a soundless version so it is a smaller download,


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#15 Metzger

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Posted 13 May 2011 - 07:51 PM

I dont think I will provide a soundless version as that is very uncommmon amongst games other than GM.
Many expecially older ( fps, such as TK ) games use this controlmethod so I have grown fond of it :)

I am trying to make this game as a combination of Baldursgate, M&M series,
Eschalon, Diablo 1 and a few boardgames such as Talisman, Descent: Jouyrneys in the dark and advanced heroquest.
Other game influenses are from Nethack and Dungeon Master.

But thanks for the advice I might take it to consideration :)

EDIT: Did as you sayed, the movement style can now be switched :)

Edited by Metzger, 13 May 2011 - 08:54 PM.

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#16 sub

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Posted 14 May 2011 - 06:56 PM

looks nice, sounds detailed.. downloading now. (waiting in que) feedback asap.

if you haven't started work on your dialogue engine yet, feel free to look at the one i made for ilimi's curse.
(you can also use any of the top down sprites i made for it.)

[edit] testing now

1) offer a 'music-free' download while in alpha stage
2) pretty good char. select page. some spelling mistakes. nothing major. good descriptions.
3) entrance to world map. a small popup message might help here.
3) went to ossorth (town?) ...nice little menu system
4) difficulty 'entering' town (must re-click icon)
5) how do i open my char sheet in world map?
6) wandering encounter - slain by something

no prompt for equip menu, i usually hate having to load the WIP page again to see the key usage, this should be described in game? a good start. nice graphics, etc. i'll probably try this again soon.

Edited by sub, 14 May 2011 - 07:57 PM.

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#17 Metzger

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Posted 14 May 2011 - 11:10 PM

Thanks for testing, it's geed to get feedback.
Yes I probably have made a few spelling errors by mistake or I just dont know.
As english is not my native tongue :)

Currently you cant enter inventory in worldmap but that can be fixed in a matter of minutes.
Thanks for reminding me about that :D

As a number of people have asked to make a music free version I must obey the masses :)

In the next version the clicking collision mask has been increased a lot.
Also pressing enter wil help entering places.

The next version will also have starting weapons and atleast one quest that shows you "the robes" so you know what to do.
It will also tell you the keys and let you switch the movement style.

Currently tried texturing the worldmaps ocean, does this texture fit the game or should I keep it plain paint drawn?
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#18 sub

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Posted 15 May 2011 - 02:00 AM

that ocean looks great and fits perfectly. well done. if it's a surface you may as well scroll it and make it animated. get the undersea tutorial to see how this is done.

press ENTER to enter town

the less key'b hopping the better.. make a temporary obj pop up, similar to how you have your menu buttons, allow click on it to enter town or location. make it auto-destroy if player moves away from valid entry location. done.

if you're loading text from text files (for the dialogue, etc) - there's many of us who will fix the spelling errors.

i really dig the goblins skill of finding extra gold, but still haven't played the game long enough to see this in action!? - everything i meet slays me as i'm unable to equip anything.

at least one quest that shows you "the robes"

that'd be - 'the ropes' :)

looking forward to more of this. hopefully with something to do.
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#19 Metzger

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Posted 15 May 2011 - 07:38 AM

I have gotten slighly mixed feedback on should I keep the current texture for the ocean or switch it back.
Can't say yet for sure if I will keep it...

The pop up thing you suggested is a great idea I might just use that thanks :)

Some of the skills are not implemented yet and one of them is the extra gold for goblin, sorry :(
I implemented the hard ones first, like drain life, soul eating, health regeneration, etc.
All the abilities will work in the next version and the extra gold is easy to add. :)

Oh, sorry for that mistake thou that one I count due to tiredness.

I kinda rushed the first version so it's a bit crappy I know.
Wont make the same mistake with the upcoming version.

I will go fix the skills right now :)

EDIT: Goblin Extra gold is now done and will be in the next version :)
EDIT2: All the abilities will now work for all the character classes
EDIT3: You can now enter inventory in worldmap screen
EDIT4: Doors can now be broken by hitting them, thou they are tough to brake, axe and mace do more damage
EDIT5: There is now an intro screen and new skills for a few races
EDIT6: New enemy shadow, I really hate them :D facing shadow = you have been slain

Edited by Metzger, 16 May 2011 - 09:30 PM.

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#20 bit_abuser

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Posted 18 May 2011 - 01:40 PM

Looks interesting, going to check it out when I have some time :)
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