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Post by The Final Rune on Dec 6, 2004 15:55:51 GMT -5
This is the story of a man named Ian Cain.
Cain is a former captain of the Parliament of Torrant's Blood Hound Squad. The Blood as they are commonly called, are a group of 'specialists' that handle all the dirty busniess of the government. Three years ago Cain refused an order and struck his commanding officer for odrering his lieutenant to take care of the order in his place. He was discharged and sent home only to find his wife Sarah was murdered while he was away. Unable to have vengeance he went into a downward spiral of depression and remorse. He couldn't help blaming himself for Sarah's death. After a year of mourning Cain went back to work as a private mercenary, a gun for hire.
Cain lives in the town of Elrook, the capital of country of Torrant. Elrook is a metropolis of life and the center for economic trade in Torrant.
Recently returning from a difficult mission Cain comes home to rest and relax only to find that fate will once again carry him into an adventure the likes of which he has never imagined.
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Post by Doan the Nado on Dec 7, 2004 3:04:52 GMT -5
Very cool. I like the sound of Cain. He's a complicated man with a tough past, and it should make for some good moments of character development in your game. It would be cool if some of that back story that you just gave was related through flashbacks.
I'm definitely just as interested in this "Book" as I was in the first one you told us about.
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Post by The Final Rune on Dec 7, 2004 10:41:54 GMT -5
I originally was planning to call this title ED: The Suffering of Cain, but decided against it in the end. Cain is a constant plague of misfortune (much like my own life) and is always in a form of depression. In this game he eventually falls in love with Faith, but loses her in the end, thus the intro into her story. Alot of history will be told in flashbacks in my game. Also, there is an ITEM I created for my game (just a front for its use), that allows the player to see the game through the eyes of one of his allies during certain events. It's basically a ripoff of the ATE from FFIX but it is the only conceivable way to show events the main character is not involved in.
There will be no - and by the way, let the player in on what your enemy is doing so you can yell and scream at him for walking into a trap - stuff in my game! But I like to let you in on what your friends are doing.
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Post by Doan the Nado on Dec 7, 2004 17:41:34 GMT -5
Good call. I don't think letting the player know about the "bad guys" would be a good idea for your game. Yours seems to be centered around telling the story of the main characters to the player, as they become attached to them and want to help them fight their cause. Flashing to the adversary would take away from the personal feel of your game. I guess what I'm saying is that yours seems to be a hybrid of a first person/dramatic point of view, and to do something like an omniscient point of view would be inconsistent with the rest of your game. So yeah, I'm glad you're not doing that.
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Post by The Final Rune on Dec 8, 2004 14:10:58 GMT -5
Shadows encompass the already dark tunnel hallway. A lone figure steps from the veil of night and cautiously approaches the altar in the middle of the room. Atop the altar rests a curious spinning object, illuminated by a pillar of light from the cathedral ceiling above. The man reaches out his hand and snatches the relic. He coils back ready for anything, but nothing happens. The hollow cavern remains silent. Nothing stirs in the distance, there is no rumbling beast barreling toward him, and the structure is very much not collapsing. Could it really be so easy? Slowly he turns and begins creeping back to the shadows.
Now, back in the dimly lit tunnel he breathes a sigh of relief. “Guess all those rumors about beasts in the ruins really are a load of crap,” he mutters to himself. The beam of welcoming light is now visible at the end of the tunnel. He begins to feel at ease and makes a hurried run for the door, forgetting to regard his earlier warning.
“What ever you do, don’t make a sound!”<br> Suddenly his memory of the messenger flashed back to him. He had forgotten his words. He takes one look back toward the darkness. Was he heard? Everything remained in calm, so quite he barely noticed the light around him dimming. Now aware of the growing darkness he looked back towards his exit only to find a large stone door advancing towards the floor. In a hurried panic runs full blast for the exit. In a diving leap he squeezes under the door and emerges in the blessing light of the day.
Suddenly from behind him comes a terrifying explosion of rock and dust! He’s thrown to the dusty steps before him and quickly rushes back to his feet. A monstrosity like he’d never seen screamed a horrible metallic rage at him. It appeared to be a large piece floating armor, and the glowing stones in its body conveyed that it was quite obviously angry.
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Post by Jugem on Dec 8, 2004 15:07:04 GMT -5
Your stories/characters sound great. I hope you can shift those ideas into an enjoyable game. I can already imagine some emotional cutscenes, and I have no doubt that the story will drive your game along just fine.
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Post by WarDragon on Dec 8, 2004 16:51:57 GMT -5
I love your stories. They are so good.
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Post by The Final Rune on Dec 8, 2004 17:02:24 GMT -5
Cain almost falls through the door in his small town-home apartment. “That damn metal menace nearly killed me. I sure hope it was worth it,” sighs Cain as he places the brown bagged object on the table. His movements are labored as he makes for the welcoming comfort of his bed. “Knock! Knock! Knock!” came a rapping from the door. “Go away!” bellows Cain. “Message from the Minister!” shouts the fool behind the door. Cain grumbles something surly under his breath and move to the door. “I ing swear! If this is a prank I kill you where you stand!” Cain threw open the door. A stuttering palace guard stood before him holding a letter. “I see they still accept mice in the guard.” spouted Cain. “M, m, mes, message from the, the Minister sir!” Cain grabbed the envelope, turned, and slammed the door in the guard’s face. He threw the message on the table with his satcheled prize and returned to his bed to get some much needed rest.
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Post by The Final Rune on Dec 9, 2004 11:31:40 GMT -5
* * * The next morning Cain awoke with stiff joints and aching muscles. His attention, after his morning coffee, went to the interruption he received last night. Cain opened the letter and started to read. Cain, my old friend, I need your help. I know it’s been three years, but there is something I need that you and only you can help me with. This involves some not so legal stuff, so I’ll save the description till we can meet in person. Come by my office tomorrow and I can fill you in on all the details.
With much regard, Minister Stolke Cain tucked the note away and started for the door. “Damn old fool, what does he want from me now?”<br> Cain stepped out into the morning light and took a breath of fresh air. He had twelve hours until nightfall. Nothing to do till then Cain went walking.
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Post by Doan the Nado on Dec 9, 2004 11:53:07 GMT -5
Yes, this is a very good story, Rune. I am liking it more and more with each subsequent post, and it's making your game all the more exciting to play. Just please don't spoil the game too much for us... ;D
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Post by The Final Rune on Dec 9, 2004 11:56:58 GMT -5
Nothing posted here will give more away than the demo itself. Also, since there is a plot twist coming soon I think I'll wait till after I post my demo to continue the story.
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Post by Dungeon Warden on Dec 9, 2004 13:29:31 GMT -5
Man, so many great demos are coming out now. The story sounds pretty good, I look forward to play it.
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Post by The Final Rune on Feb 10, 2005 11:08:34 GMT -5
Ok, I really want to get back to this . . . I got a long weekend coming up, guess I'll spend it going over DW's and WK's conversation on modifing the DBS along with RPG Learner's preset scripts and try, try, deperately try to get my MDBS working.
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Post by Doan the Nado on Feb 11, 2005 4:58:23 GMT -5
Good luck and best wishes in doing that.
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Post by The Final Rune on Feb 16, 2005 15:44:35 GMT -5
I felt this was due for an update:
World Information 101
Tarrysia (TAR - REE - Z - AH) is a large world consisting of three large continents, two small ones, and one major archipelago system making up six distinctly different countries.
The Torrant Republic (TORE – ANT) is a large forest covered country with small expanses of plains dotted across the land. Situated in the northern hemisphere Torrant gets frequent rain storms and even the occasional snow fall, although it’s never cold enough for the snow to stick. The capitol city of Elrook was the only city in Torrant that saw no battle during the 50 year war. Now, five years after peace replaced the war, the people have once again begun living a normal life.
The Kingdom of Barrisia (BAR – RISS – Z – AH) lies to the south of Torrant across the Blue Sea. The only country not to fall during the 50 year war, Barrisia is a land filled with the honor of the kingdom knights. A land spanning the equator of Tarrysia, Barrisia is known for its vast rolling plains. The capitol city Doanthica is wedged between the kingdom’s largest lake, Krystal Waters, and its western coastline.
The Saffulli Empire (SAFF – FOOL – LEE) was the conquering nation during the 50 year war, or 50 year waste as its citizens call it. The empire’s former emperor was slain at the final battle and his son, the new emperor, called a cease to all military action and pulled his armies from battle. Saffulli is a desert continent to the south west of Barrisia beyond the Shallow Sea. Covered in long stretches of mountain ranges and desert dunes, traversing this harsh continent can be hazardous to your health. Having only one major city, its capitol Red Mountain, many people speculate that the armies of Saffulli were not human, but apparitions created with powerful magicks.
Corallis (CORE – ALL – LISS) lies far to north, past the Cold Sea, in an environment that is perpetually covered in winter frost. The only life here is the coastal city of Nashine and the ice temple zealots that call themselves ‘The White’. The temple of ‘The White’ sits at the foot of a massive volcano in the most northern reaches of the globe.
The Nowanni Archipelago (NO – WAN – KNEE) is set dead east of Barrisia running north and south along the equator. Not possessing a ruling government, Nowanni is inhabited by various tribes scattered about its many islands. The larger islands are interconnected by underground caves, but the smaller islands must be reached by way of boat or natural land bridge.
The Kahharii Barrens (KA – HAR – REE) are surrounded by the dangerous and vile Death Sea. A sick green color and full of hazardous rock formations, the Death Sea is considered impassable by ship. Even if a ship could reach the Kahharii Barrens it would serve no purpose, as the entire land of Kahharii is surrounded by unassailable cliffs. Maybe someday travel to these regions may be possible, with the right technology.
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Post by Dungeon Warden on Feb 16, 2005 15:57:03 GMT -5
You seem to have thought through the geography of the landscape pretty well. Your game sounds promising. When can we expect to see a demo?
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Post by Deleted on Feb 16, 2005 16:08:57 GMT -5
Indeed. Demo anytime soon? I really want to see what you've made in the map editor.
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Post by The Final Rune on Feb 16, 2005 16:24:21 GMT -5
If all you want to see are my land graphics I can setup a demo where you can explore the many lands in my game (world maps only) and have it out by monday. If anyone is interested in this let me know and I'll get to writing the warp scripts and vehicle script so you can explore my world.
EDIT: Now, I'm shooting for a monday release, but it may take till as late as friday. No promises
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Post by vespuleth on Feb 16, 2005 16:29:35 GMT -5
i would love to see your maps, if even just floating around in a hot air balloon.
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Post by Dungeon Warden on Feb 17, 2005 11:14:29 GMT -5
Yeah, A demo of your landscape sounds cool. It will go well with your Map FAQ which I am also looking forward to.
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Post by WarDragon on Feb 17, 2005 11:48:52 GMT -5
I can't wait for both.
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Post by Doan the Nado on Feb 17, 2005 13:47:38 GMT -5
Yes, if you'd like, I can even make a video of a walkaround on your map, then take pics of your screenshots, and combine everything together in to your Map Editor FAQ.
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Post by The Final Rune on Feb 17, 2005 20:13:44 GMT -5
So, I finished Torrant today (it took six hours from start to finish) and at the end I used approx. 900 Terrain (land) and 300 Landscape (textures) units and over 10K of memory. And that's just one of three major continents! All together my 'world' map(s) number 25 set in a 5 x 5 grid. Three big contients, two little/medium ones, one island chain, and 19 maps of ocean. If you hated LOZ:WW then be relieved, the hot air ballon and rafts move at 4x normal speed, big ships move at 8x normal speed, airships move at 16x normal speed (the system does 16x right? If not scale back the speed for all by half).
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Post by Doan the Nado on Feb 18, 2005 0:52:08 GMT -5
Are many of your ocean maps the same? If they are, you should be able to save memory by making only a few maps, then use variables to keep track of what map you are on. Then when you reach the warp, you can warp to the correct map based on a variable. Just a little suggestion... not sure how much it will help you.
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Post by vespuleth on Feb 18, 2005 2:23:24 GMT -5
what doan said. and i was just wondering, how much memory are all those maps going to take up? i mean, are you going to have any actual game content?
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