Canceled Dungeons & Dragons UPDATE

Project is halted prior to completion and will not receive further updates.
Very cool, it could also be combined with rain in some stage.  It seems a bit cheap that you get blown away when lying down thou. 

Is there a way to code an animation when the player falls in a hole?
 
Several classic games used this kind of feature.
One more time, I really like to see things that can change a mod's "gameplay" or feeling ingame.
To complete some of the jumps, you really need to match the wind direction.
Again, openbor is passing new steps! :D
 
This game has so many features that I'm not surprised, great job. With a wind so strong (at least in the first video) the leafs should fly faster with random vertical loops and not really fall, and I would change them to something more exotic and fitting the fantasy theme, those leafs are so New Jersey in autumn (tongue in cheek). About reminding where there was such a wind, I can mention Super Mario Bros The Lost Levels, or Hell, especially in the third and ninth circles (of which I can't guarantee, is an old rumor spread by a guy named Dante some ages ago).

PS: what about a level on a sea town ---> harbour (the waves smashing against the dock, the sky cloudy and gusty, drops of water carried by the wind, marine monsters jumping out of water to attack along with the regular enemies, *undersea wooden traps* ready to be triggered...) to embark on a ship and...and... (I am dreaming, I know)

*long story short, it happened in the ancient past for real
 
Yep, although the wind inspiration was Ninja Gaiden (sorry didn't pay attention to number), I've seen and experienced the wind effect in other games as well. Mega Man Zero 4 and Rune come in mind

With a wind so strong (at least in the first video) the leafs should fly faster with random vertical loops and not really fall,

Ah yes, I just remembered that leaves are lighter than player. It's good thing that script for windy effect is seperated, one for players, npcs and items and the other for leaves so I can set different speed

I would change them to something more exotic and fitting the fantasy theme, those leafs are so New Jersey in autumn (tongue in cheek).

Do you have suggestions?

Is there a way to code an animation when the player falls in a hole?

There is a way, just need to decide which entity will run the script.

Are there spells/abilities from certain chars that can stop the wind or make player ignore wind ?

Nope
 
Bloodbane said:
Do you have suggestions?

What about borrowing leafs from the trees that surely are present in your mod, so it would give  consistency. I would have a game in mind* but it has a too small leaf animated, looks like a simple rotation of the same sprite.

*My idea was Secret of Evermore (even backgrounds) at first but it's really too far stretched, then it came to my mind something from Joe and Mac: Caveman Ninja.
 
I would use a combo here are some leaves from this girl from sengoku 3
Kurenai.png

and her she has sprites at the bottom where her fan turns into a flower and the petals that fall off of it can be those one things in fantasy movies
Okuni.png


also i found another deamon for you
Byakki.gif
 
We are closer to finishing, Bloodbane finished up another update and I'm testing all the new stuff.  Here's one peek - there's a Golem that you can control.  In order to do so, you must first find 3 components:
1) Clockwork Assembly Kit
2)  Gears
3)  Power Core
They are scattered throughout various dungeons.  Once you get them and bring them to the gnome inventor Garn Greygaze, he builds the Golem for you.  Also, only the Dwarf can summon the Golem.
If it gets destroyed, you can pay to get it repaired.

GOLEM VIDEO:

http://youtu.be/azRCP5g5vk0
 
maybe you should do something like that for every char.. Like you could have the theif summon a demon or shadow person elf could summon an ent or forest spirit mage could summon an elemental etc
 
We did a bit of that, it's more about balancing them out.
Stongheart the Paladin meets NPC's as he progresses and can summon 3 - Elkhorn the Dwarf, Peralay the Elf, Ringlerun the Wizard (he can summon them all at the same time, which means beginner players who want an easier game should use Strongheart).  He meets Elkhorn right when the game starts but the others come later.

Our Mage, D'Raven, can learn a Summon Imp spell that only he can use.

All the players can hire Sarken Mercenaries, and later they can steal a dragon egg and a trainer hatches it for them (for a fee) and they can then summon a baby dragon helper.

Each character class is unique, they all can do special things the other ones can't (and all are true to the original D&D rules).  For example:

Paladin – Cure Light Wounds, Turn Undead, Summon Allies (Elkhorn , Peralay, Ringlerun)
Dwarf – Resistance to magic, can find Axe of Dwarvish Lords, command Golem, infravision (see in dark)
Mage – Cast wizard spells, use magic wands,  can learn Necromancy Spells, can’t use swords
Priest – Cast priest spells, Heal allies, Turn Undead,  find Mace of St. Cuthbert, can’t use sharp weapons
Thief – Steal, Hide In Shadows, Backstab, double-jump, Unlock metal boxes & disarm traps
Elf – can use Triple Bow, cast some wizard spells, can learn Druid Spells, use swords


 
This might have to be one of the most hyped projects I've followed. I'm really looking forward to play this baby.
 
The slutty elf was something a friend of mine found going through Shadow Over Mystara using artmoney (I believe).  It was unused sprites from the game, you can tell it was the female dark elf but she was always riding a wyvern in the game, never walking around with a staff.  And these unused sprites had her as a regular elf, same palette as you see in the pic.

Maybe you didn't see my posts and video in this thread, but I got inspired to make her a Druid character.  Here's the video again:
DRUID
Druid

I'd like to have it so when you complete the main quest you unlock a new quest which takes place in a different part of the world (the Sea of Dust) and you play as 'evil' characters: the Shaman, Necromancer, Assassin or Druid.  I realize Druid's aren't usually perceived as evil, but she's got an interesting backstory.

This new quest was going to be a sequel demo originally.
The 4 evil characters, world map, the levels, the town with NPC's, the cut scenes are all done and ready for Bloodbane to do this thing.  But he's still working to finish up the main game.

Adding this unlockable 'evil' quest means the release of the game would be delayed.  The alternative would be to just make the Shaman, Necromancer, Assassin and Druid as enemy boss or Hippodrome arena combatants.

 
As you guys know, Dungeons & Dragons has tons of monsters -- just flip through the Monster Manual and there's a lot to choose from.  One of our goals with this game was to use all the monsters that Capcom put in their Tower of Doom and Shadow Over Mystara games -- the sprites already are done after all.  But we also wanted to add more monsters that weren't in Capcom games (and we used King of Dragons ones too).  The D&D toyline had some interesting ones, so we created sprites for them.  Here's a peek at a few of the new monsters appearing in our game (and there's LOTS more).

Pictured here are:  Carrion Crawler, Grell, Hook Horror, and Neo-Otyugh.

NewMonsters_zps382def9e.png~original


NewMonstersArt_zps60b53b95.png~original
 
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