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Project: Feral Chronicles
Project Started: 9th August, 2008 Last Update: 19th August, 2008
Project Owner: Introversity Project Members:
Project Type: Episodic RPG/Platformer Project Progress:

Project Overview  
Preview Feral Chronicles

Genre
RPG

Gameplay
Platformer

Premise
Make an original platformer game with RPG elements.

Concepts
Multiple playable Bears each of which has it's own unique character arc, styles of attacks, and special abilities/talents.

The game will be released episodically, with each story taking place a few months after the previous one ended (except for flashbacks).

Stamps will be collected or gained through the storyline or through advancing a character's Style. Stamps are just different attacks, basically.

Battles will be in Real Time, although selecting attacks will pause the screen to give you a chance to consider the possibilities.

There will be no good guy or bad guy. There will be a lot of fighting, though.

Story
The spirit of Feral is being summoned into an object to give the wielder enough power to protect a village from danger. Certain bears wish to prevent this from happening, others are just trying to save themselves, and others are just plain confused about everything.

Art
Screenshots and videos available in the blogs.

Progress
Movement is complete.
Multiple characters are playable.
The Paws system is up and running.
The Conversations/Cutscenes system is working.

Project Forums Topics Posts Last Post
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3 6 suggestion?
By: alastair john jack
On: 20th Oct 08, 09:17:08
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0 0 No Access

6. Dance Party
Posted 19th Aug 08, by Introversity 5 Comments
All of the PCs (that's Playable Characters for all you young folk) are now actually playable. They're all virtually the same, but they each have their own special abilities (maybe not now, but certainly as the story progresses there will be major differences between characters).

Alright, so enough talk about the future. Actually, speaking of "talk", I've decided to take the advice of some friendly Clickers and stop putting terrible music in the background of my videos. Instead I've decided to use a microphone that I have lying around to commentate on the videos as they play. This should make it easier for me to illustrate things in future videos that end up going for longer than expected.



Yay! So as you can see the Rabbit is happy to jump higher, and the Bear (who I'll always consider the main character) can run a bit faster (but I guess that's what all the main characters are doing these days *cough* Sonic). The dog also has a decent starting ability which can get him places, but since it's not programmed yet (no, it's not double jumping, although maybe in a future episode...) you'll have to wait until next week to see.

I think that's all I set out to say today, so until tomorrow... take care!
5. Speaking of Which...
Posted 18th Aug 08, by Introversity 4 Comments
Okay, so the first Stamp has been created! It's not exactly the most exciting stamp in the world, but it will probably be the most used. It's the "speaking" Stamp. Yes, you need a Stamp to be able to speak, you're an animal so it doesn't come naturally to you!

Anyway, this video gives a basic idea of how speaking will work in the game. I set up the conversation system so that I can make cutscenes with it (without having to revamp the whole thing later on).

It's also a good example of how the Stamps will be placed around the circle. An explanation of the system follows the video.



Pressing S will pause the screen and bring up the Paws menu ring and the Stamps available in the given context (so sometimes there'll be an option to talk to one of two people, or give a yes or no answer, or open a door, or there might just be a series of attacks). There will be a maximum of 8 Stamps available to select at any one point in time, and you select one by pressing the key next to S (so to choose the top Stamp, press W).

Tomorrow I have a great surprise for everyone (it may involve a dance party), should be awesome (if it works).
4. The Paws Function
Posted 17th Aug 08, by Introversity 2 Comments
So I finally stopped lazing around doing university work and decided to do a bit of work on the engine; so the pause function is fully implemented, and it took a lot more work than I thought it would to iron out the bugs and make it more versatile for the future. Hopefully now I can focus more on the gameplay and storyline; I guess I just have to get the combat system and the conversations system up and running. Oh, and the whole collecting stamps thing will have to be dealt with soon.

Okay, so there's a lot of work still to do before I can focus on storyline and actually making the game; but once I'm ready to do all that it should take very little time.

Here's a video of the Paws function!

3. Testing Movement Limits
Posted 12th Aug 08, by Introversity Post A Comment
I spent some time looking at all the different things I can do with the movement engine, it's pretty fun. Unfortunately I took down the wall climbing, wall grabbing and wall jumping; but I kept the water, hills and springs. The hills don't have to be diagonal, they can be curvy and round and they still work.



Apart from that, I've retrofitted all of the movement so that when you press the S key "time" freezes, and then when you press the S key again everything resumes, including previous momentum (which means if you pause just before running into a wall... better brace yourself for a collision when you unfreeze time).

The pause screen will be where you select an attack for battle, which will otherwise be in Real Time. I think I'll check out Tales of Phantasia and see how they did it, since Jon222 suggested that I might find it helpful.
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