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Legend of Korr

Canceled Legend of Korr v1.3

No permission to download
Project is halted prior to completion and will not receive further updates.

showmaker

Active member
Legend of Korr Alpha Build

a few words what you get:

- you can play all 12 levels. some levels have more stages so all in one there are 25 stages + the final level, that only apears on the worldmap when you have finished all other levels. there is no intro, no outro and no story or dialogs at this stage. the game ends when your done with all levels.

- you can check the movelist under how to play. a kill move is only possible when the enemy is near death so check his energy. the decapitions work on the most enemys and also some bosses. the only enemy where you can make 3 diffrent killmoves is the bandit. its easy to figure out. the normal moves are slash, jump, block and one special. you also can grab some enemys but this works automatic when you are near enough. i hope i found out how to place the grab attack on a button...when you grab an enemy you can kick him away or make the decapitator killmove but only when the enemy is near death.

- the taverns that apears after every finished level are placeholders at this stage...atm you only can change korrs colour. i will add diffrent weapons to korr like a battle axe so you can take your choice in the taverns.

known bugs: the game crashes when you have lost all your lifes. borlog: Fatal: can't find any player models!

what is planned for the future?

- new enemys
- places to unlock on the worldmap where you will find new weapons
- many kill animations
- new moves
- a complete story with dialogs
- new levels with new sounds and music

i hope you have fun and make a big bloody massacre ;D
please give me feedback, ideas and bugreports if you will find.

DOWNLOAD LINK UPDATE LATES BUILD 08/2023:
Legend of Korr pod - Google Drive
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It looks like your Legend of Korr mod is going very nicely thanks to the changes made like the newly detailed quest map now looks entirely different and exotic from the map of Karameikos, and I also like how you added the fighters from Weaponlord as enemy characters too Showmaker. You're doing well following the steps of improving your fan game like I did when I started making mods for the Openbor engine, keep it up with delivering the momentum that you got going right now Showmaker, because I believe in you!  ;)
 
thx guys;) atm i am bussy with level design, new lifebar, new enemys, a lot of new sounds and the combat system. i will not mix enemys in the levels. each level/stage has his own style of enemys...for example when you are in a castle you only will face knights, when you are at the desert you will face sandworms etc. i try to choise the right enemys to the right level design like you can see in the videos. the plan is also to make diffrent barbarian clans around the map and also monster stages. the player not only face a endboss at the end of an level...sometimes they spawn in the middle and at the end. it is not any longer endless quest! legend of korr become a complete new story later. the world map is also under constuction...at first i was thinking abaout to make more playable characters but korr will be the only playable character because i need the other weaponlord chars as enemys. i am allways up for good ideas or inspirations! back with new videos the next days. stay tuned.
 
here comes a new boss...the giant kraken. maybe he will guard the entrance to a water dungeon...not shure atm where to place that beast. i will make a video the next days when i am done with the sounds...




 
Great progress.
Suggestions: add a grab attack with those "tentacles" and also an attack with the mouth for the sandworm (it's strange that, with so many teeth, it doesn't use it to attack ;)  )
Perhaps a burrow and surprise attack too.
You should consider adding a heavy dust trail around it on the ground when it moves, to simulate the earth being moved.
 
I had the same thoughts about the sandworm. Great sound effects there, though. Makes it very creepy. I like the overall feel of the game so far. The full-on orchestral soundtrack gives it the feel of a Sega CD game.

What game is the main sprite you're using from? Is he also from Weaponlord?

I'm going to check your other posts to see if you linked to a demo at any point.  :)
 
erf_beto said:
Great progress.
Suggestions: add a grab attack with those "tentacles" and also an attack with the mouth for the sandworm (it's strange that, with so many teeth, it doesn't use it to attack ;)  )
Perhaps a burrow and surprise attack too.
You should consider adding a heavy dust trail around it on the ground when it moves, to simulate the earth being moved.

not easy to make those attacks because i must paint the frames first...maybe later with an update when i am done with rest...yes! the heavy sand dust around is a cool idea...i will make it bigger and a bit more sand on the body of the worm...when i found time for that i will test things out mate;) thx!
 
Gaixer said:
I had the same thoughts about the sandworm. Great sound effects there, though. Makes it very creepy. I like the overall feel of the game so far. The full-on orchestral soundtrack gives it the feel of a Sega CD game.

What game is the main sprite you're using from? Is he also from Weaponlord?

I'm going to check your other posts to see if you linked to a demo at any point.  :)

jey thx...some tracks are from the endless quest and they are placehoders atm...i will add more atmosphere sounds in the levels like wind etc and smooth music in the background and big music when boss fights but i must sample and mix things up first...stage by stage... creepy!? jey i try to give the game moments like that:-D yes...its korr from weaponlord but i give him a new blade because i dont like that little knife he normaly have lol. there is no demo out mate and there will be no demo in the future,,,the game is ready when ready...a few guys can help with beta testing when i think i am done with all i want to add in the game.
 
Ah, that Kraken from Shining Force 2 :)

I don't know if someone has ripped this giant squid boss yet but it's great boss to be used (if it were ripped)

 
Bloodbane said:
Ah, that Kraken from Shining Force 2 :)

I don't know if someone has ripped this giant squid boss yet but it's great boss to be used (if it were ripped)

hmm... the kraken is not bad but i use the kraken from shining force 2...
but the level idea is great...the kraken more in the back...dont know atm with that water and kraken level...must think about it.

 
The whole concept of this game looks brutally awesome! I've been a barbarian fan since Conan the adventurer first aired on Fox Kids as a kid. I can't wait to try this game out!
 
samurai gunman said:
The whole concept of this game looks brutally awesome! I've been a barbarian fan since Conan the adventurer first aired on Fox Kids as a kid. I can't wait to try this game out!

jey man! thats what i exactly try to create here but its a hell of work and the more i paint, code and test, the more i feel that the motivation is runni'n out...last days i finish the world map with details but no names there at this stage...my plan is to make 3 parts of the game with diffrent story lines...but as i sayed...its a one man show here and i cant say when i am done with part 1.

here is the game map:
 
Late reply... but anyways :)

showmaker said:
the swamp stage...now think about a good endboss...


Looks good. I think the mud golem should be tougher than this. If you want regular monsters for swamp level, you could use this swamp monsters from this game:

 
you mean that mud monsters in that blue stage right? hmm...i take a look at legend when i start with all that but i dont realy like that chars...that monster i use atm have better details i think...

i found this for month but its hard here to figure out what is what :/


i like the detail of that monster---maybe i can build something ...dont know.
 
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