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:

Long-Overdue Status Report
Posted 11th Apr 10, by Strife  
I gotta remember to start updating this more. Quite a few additions and tweaks have been made to the game thus far:

- Graphical upgrades to some of the earlier areas of the game, particularly the forest dungeon (which is the second dungeon in the game). The scenery was kinda boring on its own, so I decided to freeze over a few of the rooms and corridors to add a bit of variety.

- Monsters in certain areas can have special "attributes" attached to them that make them far more dangerous to deal with. Examples of this include Berserk (which causes the monster to move and attack insanely fast), Health Buff (which doubles/triples the monster's HP), and Iron Body (which makes the monster immune to all sword attacks except Power Strikes). This has the advantage of allowing me to reuse weaker monsters in later dungeons in such a manner that the player can't easily dispose of them.

- I'm in the process of revamping the title screen so that it's more ambiguous towards the story. Ikkin no longer starts her journey on a sailboat, making the old title screen's graphic moot.

- The mana shop in the second town is complete. One of its features is a spellbook where you can trade items in exchange for a temporary bonus on your character. Only the first spell in the screenshot (Solar Walk) is accessible so far, though. The others have ingredients that aren't possible to obtain yet.

- Last but not least, the swamp region is now complete.

I'm currently continuing my work on the Solar Temple, which is over halfway done at this point. Its construction is pretty tricky for me, since I want to keep the player on their toes with new surprises, yet I'm rapidly running short of ideas. On the other hand, the temple's already far more complex than the previous dungeon, so maybe I should just stick with the elements I have for now and save some of the more clever gimmicks for later dungeons. We shall see.
Preview

Preview

Preview

Preview


Posted by ILIKESCIFI Games 12th April, 2010

This will be ONE NICE PIECE!!! How big (how many hours) will the game be? It looks like hours and hours and hours of fun!
 
Posted by Del Duio 12th April, 2010

Suggestion: Could you use transparent string objects for the spell names? The solid brown box can be seen and it ruins the effect of the names supposed to be on the page itself.
 
Posted by Strife 13th April, 2010

Thanks Jot! As far as the length goes, I still don't have an accurate idea of how long the game is so far. I can play through from the beginning up to the end of the second dungeon in around 2-3 hours, and that's taking into account that I know exactly where to go and what to do. The third dungeon (which I'm currently working on) should stack another hour on top of that, at least. I'm planning on making at least 9 dungeons, so I think a solid 12-15 hours is a good goal to aim for.

Del Duio, that's a bother for me too. Thing is, I really would prefer to use the IconView object for the list of spells (since I also use that for the inventory), and I can't figure out how to give it a transparent background. I could also try and see if it's possible to add a background image to it, in which case I'd just add the appropriate texture.
 


 



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