The Daily Click ::. Projects ::. FableQuest Origin of the Phoenix Knight
 

Project: FableQuest: Origin of the Phoenix Knight
Project Started: 30th July, 2009 Last Update: 25th September, 2011
Project Owner: Strife Project Members:
Project Type: Action Adventure RPG Project Progress:

Artist's Cramp Shall Stop Me Not
Posted 4th Dec 09, by Strife  
I might as well give a quick status report on the latest version. Not much has been completed due to the blasted problems with artwork, but i've still made noticeable progress. :3

- Updated various graphics, including some of the monsters and scenery, as well as the sky background.
- Added a few new monsters to the early areas. They're pretty weird, but they add some more variety to the environment.
- Finished the Grand Council entrance to a satisfactory level, as well as the main hallway. Now i'm working on the chamber where one of the most important scenes takes place.
- Completed several of the books for the library. I have a few volunteers helping me out by writing some short stories.

Once I get the so-called "chamber room" done, i'll need to work on all of the NPCs that appear in it. There's quite a few, so my graphical task is far from over. ; Ugh.

But I shall soldier on as always, for I know that the next dungeon will be loads of fun to build.
Preview

Preview

Preview


Posted by Lazernaut 4th December, 2009

While working, know that there's at least 1 person looking forward to you finishing it
 
Posted by HitmanN 4th December, 2009

Make that two people.

This project was in fact one of the motivators for me to get started on my own project, The Bubble.
 
Posted by UrbanMonk 5th December, 2009

This is just amazing looking!

I hope this isn't a joke, and you actually have a game behind all that artwork cause I'd be mad.
Comment edited by UrbanMonk on 12/5/2009
 
Posted by Strife 5th December, 2009

Thanks guys! I'm flattered.

And don't worry about it UrbanMonk. If you need absolute proof that this is a game, I posted a video in one of my earliest devlogs. Plus there's a trailer of the game in Episode #15 of Klikcast. So yeah, i'm not bluffing.
 
Posted by ILIKESCIFI Games 5th December, 2009

One Word: Epic!
 
Posted by Jon C-B 5th December, 2009

Awesome!!!
 
Posted by Fanotherpg 5th December, 2009

Count me as third.
 
Posted by Del Duio 6th December, 2009

NPC troubles got you down?

Just do what lots of RPGs have always done: Use like 6 types of generic sprites for everybody! Young girl, Soldier w/ armor, peasant #1, peasant #2, the token old guy, etc.

This game does look boss by the way, good job already!
 
Posted by Strife 7th December, 2009

That's what i've been doing, actually. Thing is, most towns have different races of NPCs, and as far as the council chambers go (which i'm having the most issues with right now), there are at least 5 new characters there that are important enough to warrant using a non-generic sprite.

This wouldn't be the first time i've run into graphics problems, so we'll see. Thanks again for the comments, amigos.
 
Posted by Del Duio 7th December, 2009

Well another way you could go about it for different races is to put MMF's color replacer to good use. On frame load in an elf town (for example) you could just replace all the flesh tones of your human sprites with some different shades of green. That's kind of cheap but it'd work. Just make sure to run the replacer only once at frame load-up because running it a bunch during normal execution slows everything down. Plus there's no need to constantly replace the color during the same frame.

Seriously, the color replacer is awesome. It instantly recolors whatever color you choose with whatever else color you choose and furthermore does it for every instance of animations for that sprite. Saves shitloads of time in my experience.
 


 



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