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Antagonist (complete game)
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MenosTorpe




Joined: 10 Apr 2008
Posts: 9

PostPosted: Fri Sep 26, 2008 9:56 am    Post subject: Antagonist (complete game) Reply with quote

The initial version is complete (expect 4-8 hours of game time). It's almost entirely built with the graphics from Vikings of Midgard, but I hope that the gameplay will be enjoyable and I feel that it carries the story I wanted to tell. I can't personally accept it as anything more than a prototype of a game, but I present it for your comments nonetheless.

Download

A few notes:
- Some people have complained that the first boss is too hard. Provided you don't enter that scenario at level one before doing anything else, you should be fine. When I redesign, I will force this.
- If anyone gives me comments about the plot after playing five minutes, I give up. Once you understand the plot I welcome discussion or criticism, however.
- There shouldn't be any game-ending errors, but it isn't perfect. Please mention any bugs you find.
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NeoSpade
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Joined: 23 Sep 2008
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Location: Wales GB

PostPosted: Fri Sep 26, 2008 10:16 am    Post subject: Reply with quote

can't wait to give this a try! I'm downloading it now!
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NeoSpade
Of course!




Joined: 23 Sep 2008
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Location: Wales GB

PostPosted: Fri Sep 26, 2008 10:27 am    Post subject: Reply with quote

sorry for double posting but...
I'm reworking a tile set that I got from FF4 (to make it 20 by 20) and I've got a base for some walk abouts. Want them?

Edit:
PM me if you want em, also I'll give you a good site for game music, its called: http://www.rpgamer.com/games/games.html
hope this helps, the plot is origional, can't wait to get deeper into it!

Edit2:
Oh and don't MSN me or e-mail me...I'm not on my best computer.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Fri Sep 26, 2008 11:22 am    Post subject: Reply with quote

Hi, I've started playing this. I'm keeping notes as I go on what I perceive as problems or things I like. Take them for what they are.

- Like the humor, but the intro seems kind of off-putting to me. Is this a joke game? I'm not sure if it should be taken seriously or not.
- Sound effects and weapon graphics need to be placed properly--especially the weapon graphics. They shouldn't be too hard to fix.
- I love starting the game out with legendary equips (and the fact that they barely raise stats). Makes me wonder where this is all going.
- The first boss battle is absolutely raping me. (3 tries so far) Leveled up until I learned a Skill. At this point, Abel seems to be a much better character than Chris in battle.
- Due to the fast nature of the battles, I would probably recommend turning on "Pause on battle menus" bitset if it isn't already on.
- The game could really use an introduction to inform me of what's going on here, preferably with dialogue and characters involved. I feel pretty confused. I know you said not to talk about the intro, but come on man, the beginning is one of the most important parts of a story. If there are lots of complaints, you should really think about what is and isn't wrong with it.
- Chris's walkabout graphic looks funny when he's facing downward. In particular, the arm animation looks incorrect.
- When Apostle Joe heals the party, it would be really cool if you used a sound effect and a screen flash. It's not hard to add; just link to a script from the text box. Happy
- The map design in the first area is very good overall. I wouldn't change it a bit.
- If you wanted to, you could make the Sennin Shinobi more interesting. Maybe give them an Evasion-raising spell or the ability to throw Shuriken?
- The plot seems pretty generic, even though the equipment and characters are different than in the usual OHR game
- I honestly think I would prefer original graphics even if they don't look that fantastic. This game even uses VoM's cutscenes. I'm glad that you were able to complete so much of the game this way, of course, but I hate that it isn't as original as it could be because the graphics follow another game's so closely.
- You misspelled 'ultimately' as 'ultiately' in one box. In the same box, you might want to make sure to capitalize "Himself" since it refers to the Christian God, yes?
- The Tanis battle is very well-balanced. Gives a great illusion of possibility to win, but is still meant to be lost.
- The teleportation could have looked snazzier.
- Are you using the latest OHR Version? I don't see any "who can equip what" boxes in the shop. :/ If not, I would suggest updating.

I'll try and play more later. So far I like it, but there are definitely some flaws that can and should be addressed.
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MenosTorpe




Joined: 10 Apr 2008
Posts: 9

PostPosted: Fri Sep 26, 2008 1:26 pm    Post subject: Reply with quote

JSH357, thank you for your response. It is good to hear from someone who liked it in general but has suggestions for improvement. However, it is difficult to answer a number of the points you made because it seems clear we are not on even close to the same page as far as the philosophy of the game. For example:

JSH357 wrote:
- Like the humor, but the intro seems kind of off-putting to me. Is this a joke game? I'm not sure if it should be taken seriously or not.

It isn't meant to be humorous, except in a very mild sense. As ridiculous as absolutism can be, it's ultimately a tragic worldview.

JSH357 wrote:
- Sound effects and weapon graphics need to be placed properly--especially the weapon graphics. They shouldn't be too hard to fix.

That's a matter of changing the X,Y coordinates for the equipment, yes?

JSH357 wrote:
- The first boss battle is absolutely raping me. (3 tries so far) Leveled up until I learned a Skill. At this point, Abel seems to be a much better character than Chris in battle.

The idea is for it to be possible (but difficult) at level 2, relatively manageable at 3+. As I said, I intend to make the bottom area larger so that players can't go here immediately.

JSH357 wrote:
- Due to the fast nature of the battles, I would probably recommend turning on "Pause on battle menus" bitset if it isn't already on.

It's on.

JSH357 wrote:
- The game could really use an introduction to inform me of what's going on here, preferably with dialogue and characters involved. I feel pretty confused. I know you said not to talk about the intro, but come on man, the beginning is one of the most important parts of a story. If there are lots of complaints, you should really think about what is and isn't wrong with it.

The point (for both of those issues) is that in the beginning you aren't supposed to know what's going on. It fits the theme and sets the tone in the way I want; I just didn't want people to assume things before any of the plot had been revealed. Critiquing the intro is fine, but only for those who understand why it is as it is.

JSH357 wrote:
- The plot seems pretty generic, even though the equipment and characters are different than in the usual OHR game.

Case in point. There's the very real possibility that once you finish the game you'll still think it's generic, but if you're only a bit past the first area the plot hasn't really been introduced.

JSH357 wrote:
- I honestly think I would prefer original graphics even if they don't look that fantastic. This game even uses VoM's cutscenes. I'm glad that you were able to complete so much of the game this way, of course, but I hate that it isn't as original as it could be because the graphics follow another game's so closely.

I hate that as well. However, my aversion to art is not to be underestimated. Later on you'll see a few sprites that took me 5-10 minutes apiece; that's nothing for an artist, but even that made me feel like my frontal lobe was dying.

JSH357 wrote:
- You misspelled 'ultimately' as 'ultiately' in one box. In the same box, you might want to make sure to capitalize "Himself" since it refers to the Christian God, yes?

Remember the specific conversation so I can try to track that down? As for the non-capitalization, it's intentional.

JSH357 wrote:
- The teleportation could have looked snazzier.

Any suggestions?

JSH357 wrote:
- Are you using the latest OHR Version? I don't see any "who can equip what" boxes in the shop. :/ If not, I would suggest updating.

I made this game back when voxhumana was the most current release. If there wouldn't be compatibility issues, I should definitely upgrade for the next version of the game.

NeoSpade wrote:
sorry for double posting but...
I'm reworking a tile set that I got from FF4 (to make it 20 by 20) and I've got a base for some walk abouts. Want them?

Edit:
PM me if you want em, also I'll give you a good site for game music, its called: http://www.rpgamer.com/games/games.html
hope this helps, the plot is origional, can't wait to get deeper into it!

We'll see what happens, but I'll keep this in mind.
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Chenzi
User was banned for this post




Joined: 02 Aug 2003
Posts: 190
Location: Grand Rapids, MI

PostPosted: Fri Sep 26, 2008 1:48 pm    Post subject: Reply with quote

NeoSpade wrote:
sorry for double posting but...
I'm reworking a tile set that I got from FF4 (to make it 20 by 20) and I've got a base for some walk abouts. Want them?


Oh for christ sake, if you're going to use stolen music, do it right. Take it from lesser known musicians -- a good example would be the newgrounds audio portal. However, if you still insist on using music from games, don't rip from a bunch of square enix games, it's too obvious. Use music from lesser known games. A large selection of vidya midis can be found at http://vgmusic.com
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Fri Sep 26, 2008 2:36 pm    Post subject: Reply with quote

Updating to the latest stable version won't create any compatibility issues unless there's some unknown bug I'm not aware of. You might shy off of the nightlies if you are worried about stability. though.

I really don't mean to beat this into the ground, but I think there's a difference between making the player confused or alienated and making the beginning of a story mysterious. There's nothing wrong with starting a game in the middle of the action (it's preferable), but this game doesn't start in the middle of any action. My character just appears in a field. I know lots of older RPGs do this, but to put it simply, I've never seen it as a high point in any of those games.

I totally understand about not wanting to put lots of effort into graphics. Was just offering my two cents on that one.

To find the spelling error I mentioned, use the text box search function and search for "ultiately." (It's right under all the other options in the text box editor)

Using some colored fade outs or panning the camera out (not to mention adding a sound effect) would make the teleportation sequence look cooler.

To clarify, I didn't have a problem with the first boss battle really. I had forgotten that there was a healing pool below in case I needed to level up.

What I mean by the intro sounding like a joke is the fact that it sounds like two teenagers bantering back and forth ("Shut up!", all caps repetition of lines, "..."). If you meant for it to sound serious, then it didn't. I wasn't commenting on the absolutism, which is not as deep as you seem to be implying in my mind.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Fri Sep 26, 2008 3:06 pm    Post subject: Reply with quote

OK, I played a little more:

- When the priest sends me to the dungeon, it would be nice to have a yes/no option instead of having to warp back every time. I wasn't done exploring the house (monastery?).
- In the text box that starts out "Beyond this point are the Apostles private airships" you are missing an apostrophe.
- Again, adding a sound effect/animation for the healers would make them look a lot better.
- Thank you for allowing saving everywhere. Not enough OHR games do this.
- Got an Aegis shield. No one can equip it, so I'm assuming I'll be getting a character who can soon.
- Kind of confused about what Ishmael is supposed to be. His command set is called "Music" but the spell names and animations don't really match up with that. (Edit: just noticed the guitar in his weakness frame)
- On that note, you might consider adding some spell captions for flavor, even if they only displays the names of the spells. (In case you don't know how to do this: in the Attack menu, go to Appearance and write the text in the Caption section. It can take some testing to determine how long it needs to be displayed) The reason I mention this is I like putting the full names of spells in these captions in case I had to abbreviate them due to the character limit on spell names.
- Again, the enemies in this area seem well-balanced. Good work.

The story's a little more interesting at this point, but I'm still enjoying the battles a lot more. I like the challenge level in this game, actually. Not too hard, not too easy.
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LeRoy_Leo
Project manager
Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
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PostPosted: Fri Sep 26, 2008 3:22 pm    Post subject: Reply with quote

Chenzi wrote:

Oh for christ sake, if you're going to use stolen music, do it right. Take it from lesser known musicians -- a good example would be the newgrounds audio portal. However, if you still insist on using music from games, don't rip from a bunch of square enix games, it's too obvious. Use music from lesser known games. A large selection of vidya midis can be found at http://vgmusic.com


If you want to use music composed by me, just pick one you like and ask me permission. I'm usually pretty generous as long as credit is given.
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MenosTorpe




Joined: 10 Apr 2008
Posts: 9

PostPosted: Fri Sep 26, 2008 4:55 pm    Post subject: Reply with quote

JSH357 wrote:
I really don't mean to beat this into the ground, but I think there's a difference between making the player confused or alienated and making the beginning of a story mysterious. There's nothing wrong with starting a game in the middle of the action (it's preferable), but this game doesn't start in the middle of any action. My character just appears in a field. I know lots of older RPGs do this, but to put it simply, I've never seen it as a high point in any of those games.

This is a fair point; the beginning isn't exactly what I wanted either. My original plan was to begin with the flashback you see at the top of the mountain, then another scene that would naturally flow to the beginning, but with the sprites I had there wasn't room for an entire character. With him cut from the plot, this beginning didn't make sense anymore, so I opted to begin with immediate gameplay.

JSH357 wrote:
To find the spelling error I mentioned, use the text box search function and search for "ultiately." (It's right under all the other options in the text box editor)

I hope that's an addition in the newer versions, because otherwise I completely overlooked it. Good to know.

JSH357 wrote:
Using some colored fade outs or panning the camera out (not to mention adding a sound effect) would make the teleportation sequence look cooler.

I barely got into the code for music or sound, so perhaps I should consider integrating this with the rest.

JSH357 wrote:
What I mean by the intro sounding like a joke is the fact that it sounds like two teenagers bantering back and forth ("Shut up!", all caps repetition of lines, "..."). If you meant for it to sound serious, then it didn't. I wasn't commenting on the absolutism, which is not as deep as you seem to be implying in my mind.

Hm. This may require reworking, because the intro was supposed to set the tone and obviously didn't for you, at least. However, I have to ask: viewing it as a joke, how did you interpret the "So be it" line at the end?

I didn't mean to imply the dialogue itself was deep, but it does somewhat relate to the main theme of the game (which is what I was getting at with what I said earlier).

JSH357 wrote:
- Got an Aegis shield. No one can equip it, so I'm assuming I'll be getting a character who can soon.

Shortly.
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JSH357




Joined: 02 Feb 2003
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PostPosted: Fri Sep 26, 2008 5:14 pm    Post subject: Reply with quote

The "so be it" line made it seem like a conversation between two people joking around, one of them probably demonic or evil in some form.
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Bob the Hamster
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PostPosted: Fri Sep 26, 2008 7:55 pm    Post subject: Reply with quote

no need to include g_debug.txt in your zip file.

As far as I know, this is the first game I have seen that uses Vikings of Midgard Graphics. I am really please to see that VoM provides such a solid base for, as you say, "prototype" a game.

Also, regarding the lack of weapon alignment; you inspired me to improve on that feature. See here
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NeoSpade
Of course!




Joined: 23 Sep 2008
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PostPosted: Fri Sep 26, 2008 10:51 pm    Post subject: Reply with quote

I'm about at the same point as JHS in the game, and I have an idea abouts whats going on, so the openning seems to make more sence now, but I'm not sure.
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MenosTorpe




Joined: 10 Apr 2008
Posts: 9

PostPosted: Sat Sep 27, 2008 6:50 am    Post subject: Reply with quote

Thanks for all the interest/feedback; I'm compiling a list of changes for the theoretical 1.1 release of the game. Perhaps after Xocolatl is released that would be a good time, as I could take advantage of new features as well as make various fixes. Plus by that time I should be able to clear away enough work to focus seriously on a game.

James Paige wrote:
no need to include g_debug.txt in your zip file.

I wasn't 100% sure so I decided to leave it. Good to know.

James Paige wrote:
As far as I know, this is the first game I have seen that uses Vikings of Midgard Graphics. I am really please to see that VoM provides such a solid base for, as you say, "prototype" a game.

I'm quite surprised to hear that. With such a easy base of graphics to work with, I assumed that these would already have been done to death. I mean, I threw this game together in three weeks and it would have gone a lot faster if this wasn't my first effort.

NeoSpade wrote:
I'm about at the same point as JHS in the game, and I have an idea abouts whats going on, so the openning seems to make more sence now, but I'm not sure.

The next dungeon should provide a lot of information, if you do have some idea about the plot. If not, red herring city.
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Newbie_Power




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PostPosted: Sat Sep 27, 2008 7:01 am    Post subject: Reply with quote

Quote:
- Some people have complained that the first boss is too hard. Provided you don't enter that scenario at level one before doing anything else, you should be fine. When I redesign, I will force this.
I think if you just tell the player that he has items in his inventory somehow, that would help. I didn't know I had a few potions when I began the game, but after realization, it made the first boss more manageable.
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