Project: Heart Forth, Alicia
| Project Started: |
28th January, 2011 |
Last Update: |
24th March, 2013 |
| Project Owner: |
Alonso Martin |
Project Members: |
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| Project Type: |
Platform Adventure |
Project Progress: |
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| More Info: |
http://www.hfalicia.com |
Faves: |
32 |
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| Project Overview |
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HEART FORTH, ALICIA is a platform adventure with RPG and Metroidvania elements.
STORY
In the sky, above the clouds, there is a small floating island named Auster. Along with its uninhabited twin island Quilth, Auster is the last piece of land that survived the great Catastrophe that destroyed the Old World.
There is a small village in Auster named Brenia, an old settlement dedicated to the magical craft. Alicia and Höstra, the two and only young apprentices in Brenia, live happily with the rest of the grown-ups. They are the only children that haven’t died at birth in decades.
One day, a certain god appears. It kills and devours one of the wizards. The young wizard girl and her best friend flee to the neighbouring village Florenia in hopes to bring help. However, Höstra, apparently under the influence of the god, attacks Alicia and throws her off the Edge of the Island.
Below the Island, under the clouds, there is only the Void—the place into which the Old World fell after it dropped from the skies hundreds of years ago.
Alicia wakes up in the Void. She is alive. She meets a couple of mysterious people who seem to know more than they show. With their help, Alicia sets off into Éliadin in search for a way of returning to Brenia.
TECHNICAL INFORMATION:
The game will feature:
-An involving story
-A carefully designed world that is easy to navigate.
-A map engine to help you navigate said world.
-7 magical offensive powers
-Over 20 special abilities and skills
-A defensive fairy
-Four offensive elemental fairies
-A night and day cycle
-A scheduling system that lets you set appointments and quests.
-An inventory system
-Some NPCs with 24-hour routines
-An in-game cutscene system
-Animated cutscenes (to be determined)
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Public Forum Public forum for open project discussion |
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Oh. My. Goodness.
By: Alonso Martin
On: 27th Sep 11, 2:47:23 AM
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Private Forum Private forum for project members only |
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No Access
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February / March updates
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Posted 24th Mar 13, by Alonso Martin
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1 Comment
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It's been a while since I've updated this project page. I wish there were a way to add content on the website and automatically feed it into here, Facebook, Twitter, etc. I guess this is just a small re-hash of the updates I've done to the website, so I'll be brief.
I have been working full time on this game for about 4 months now, and it's moving very quickly, at least considering that I'm a one-man team. On the website, I made an update about the early world map sketches. I'm attaching them if you want to take a look.
I went to a gamedev meeting and presented the game to a public for the first time ever. It went very well. I got very nice feedback and someone might come on board to help me with the marketing side of the game.
There's also a musician working on the soundtrack now. His name is Jonathan Geer. His work is filled with charm and quality, so I'm excited to see what comes out of it.
In any case, here's the website if you want to catch up:
www.hfalicia.com
Also, please follow the game on Facebook or Twitter at:
www.facebook.com/HeartForthAlicia
www.twitter.com/hfagame
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Nasty bugs
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Posted 19th Jan 13, by Alonso Martin
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1 Comment
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I found a couple of bugs in the engine that gave me a few days of headache. One of them concerned Alicia’s ice spell and enemies susceptible to it. It took me a bit of time to realise it wasn’t really a bug, just an oversight from my part. At least I was glad there were no serious problems with this.
The second bug was more troublesome. Enemies have higher experience points during the night (as well as defence and attack), but experience modifiers for each enemy were ignored if the experience rate was increased beyond a certain point. Not only that, but the experience points kept on variating by a small unknown factor, and sometimes they were doubled. Considering the amount of rooms I’ve done, and due to the nature of the program I use to make this game, this made me very dispirited. I decided to re-code the experience routine from scratch and replace it on every room… But it wasn’t as bad as I thought it would be. So things seem to be okay for now. On the upside, no game-ending bugs have been found in the beta-tests (up to now!), which means this is probably something that’s not going to happen very often. Let’s just hope me saying this is not a turning point!
In terms of development, I have been working on this game more than I ever have. I've taken some time off to work full-time on it, so I can dedicate 12-14 hours a day to it. I'm hoping this will get things moving quicker. I'll try to keep this updated.
On another note, I gave a quick lift to the website so it's more up-to-date and looks a bit nicer ( www.hfalicia.com ).
Thanks for reading!
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Morning getaway
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Posted 2nd Dec 12, by Alonso Martin
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3 Comments
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Things have been going along well! Even though this thing has proven to be a monster to develop, I have found a way to go through it steadily.
I’ve been extending the (interactive) introduction for a few weeks now. It takes about 35 minutes to get through it. It seems dialogue takes more time to make than graphics! Before you get scared, I understand some people really hate dialogue, so the game will automatically skip about 15-20 minutes of game intro by default (except if you enter a special keyword in the name select screen). You can also skim quickly through dialogue.
I’ve also revised the spells/fairies formulas so that you can’t attack enemies of a much higher level than you. I don’t know why I never saw this problem until now, but I’m glad it’s solved.
As for the story, I’m really wondering what people will think of it. It gets really strange in the end, mainly because it ends with a shortfilm. Unfortunately, I can’t say anything about it without spoiling it. But just so you know, I guess. I’m also wondering how far I can go into explaining some key-notions in the game without it seeming like an indoctrination. I’m leaning for leaving some things unsaid rather than saying everything.
Thanks for keeping an eye on this!
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Beginnings
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Posted 8th Oct 12, by Alonso Martin
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6 Comments
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I’ve been working a lot on this game throughout this year. I must admit I’m a little ashamed this game has taken so long to make. I feel updates must at least have something other than “I’m still working on it”, which is why I haven’t posted in a while. To those that still visit, thanks! I’ll try to update more often, but you know me.
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