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Post by Dash on Jul 26, 2011 23:31:01 GMT -5
I wish it would get posted already, so I can post the download link to the track.
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Post by JMC47 on Jul 27, 2011 3:43:31 GMT -5
You know what time it is? Yup, it’s time for ASH Dev Video 2… and this time, it’s going to be a bit more of a challenge. We’ve spiced up the random ruin with a few unwelcome guests… and things go… well, let’s just say things get a little bit more complicated than last time. Enjoy! Narrated Video Link hereNo Voice Narration Link hereNow, I hate to have to say this, but it’s worth noting that there are a lot of incomplete animations, special effects and temporary graphics within the engine. They’re issues we were unable to complete in time for the video, but they will be addressed in time. Anyway, as usual here are a few vivid screenshots for the latest builds. If you have any questions, comments, complaints, or want to help out, feel free to PM me or email us at AnotherStoryinHalcyon@gmail.com
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Post by Dashe on Jul 27, 2011 4:14:40 GMT -5
The new Foo-Roos are AWESOME. I think that treasure chest looks familiar, too. Good going!
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Post by Loken on Jul 27, 2011 13:31:29 GMT -5
Wow, it looks like the Foo-Roos will be a fairly serious threat! I love their complexity, with the eye-shot kills, the antenna, and the ability to alert the other fooroos. I can't wait to see more ruins and reaverbots. I have one question and I understand if you can't quite answer it now. Will the above ground be on a comparable scale with Kattelox? Like with a city and stuff?
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Post by JMC47 on Jul 27, 2011 20:07:20 GMT -5
Kattelox was actually a very small area for a game, and as such, I'm going to guess that we're going to have a bigger overworld. We haven't been focusing on that outside of ideas and design, but, we plan to have a overworld with the same care to crafting it as the ruins.
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Kaerth
Foo-roo
Mr. Nothing special
Posts: 32
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Post by Kaerth on Jul 27, 2011 20:30:49 GMT -5
Wow that was excellent. I like your adaptation of what was formerly a weak enemy. It makes the fooroo actually seem like an effective reaverbot.
A quick question. In the screenshot, are you looting the fooroo? Or is the message mentioning the grenades lingering from when you opened the treasure chest? It'd be interesting if you actually allowed for salvage from some enemies. (more than just the refractors)
I hope we get to see more of this pickup system! (I want a Gorubeshu shield... or better yet, his hat!)
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Post by JMC47 on Jul 27, 2011 20:45:21 GMT -5
Actually, it's just a coincidence, but, we actually have plans for just a system! I'll reveal more in time, but, figuring out how to disable reaverbots can be just as important as figuring out how to destroy them.
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Post by Loken on Jul 28, 2011 8:43:48 GMT -5
Wow that's fantastic JMC, I was expecting a little bit of top ground, but I had thought it was going to be primarily all in the ruins.
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Post by Dash on Jul 28, 2011 22:10:48 GMT -5
Hey peoples. I have a slight update for the "Foo Roo Hell" Dev Video track...which is also called "Foo Roo Hell." The update replaces the guitar samples with 10x better sounding guitar samples. Download link is still the same at the video, but it's right here for your convenience. Enjoy.
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Post by tominator on Jul 28, 2011 22:56:13 GMT -5
Holy Crap Batman. This is the first I've read about this project and I am thoroughly impressed. This is I believe the best looking fan project from any series I've seen.
A 3d environment with a ground up custom engine, sounds quite ambitious. Various lighting effects, enemies with damageable models, damage detection which alters AI. If you told me any of these features would be in a fan game I frankly would not have believed it if proof was not shown to me. The music is great as well. It's different than the original music, but in the same vein and I like it. Color me impressed, I am looking forward to updates.
I'm interested to know how this will fit in with the established timeline; before, after, on concurrent with DASH. While it certainly seems to be in the DASH universe; from what I have seen, it seems to have a different feel to it compared to the DASH series. More Tomb Raider-esque. Not that this is a bad thing, actually it's probably rather good that you are setting yourselves apart from the series to avoid comparisons. Besides, this is a new game with a new cast, why shouldn't it play different?
I'm also interested in seeing what the atmosphere is like. You guys are planning to have an over world (sounds like you are shooting for bigger than Kattelox at least). What will the people be like? Will it still have that lighthearted charm, or will it take a more serious note? Is the character part of a team, or a loner? I'm sure whatever you do will be awesome, and all these questions will be addressed in time with updates.
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Post by JMC47 on Jul 28, 2011 23:05:53 GMT -5
We're keeping much of the story a surprise, but, I'll address some of the basic details in an upcoming video, such as some of the island's inhabitants, the diggers, and the style of ruins.
Now, one thing I can answer is the tone, and theme being more like tomb raider. It's not necessarily what we're going for directly, but the idea I wanted was to make the ruins legitimately scary again. Our character, Lexi, isn't some superhuman purifier unit built to fight, she's just a normal ordinary digger, so I felt that the tone should reflect that the people have a harder time digging than Trigger.
I can't speak on how the overworld will turn out yet, but I think it would balance out the seriousness of the ruins by having a more lighthearted and fun feel to it. That's not to say it'll be silly, but, they don't have any reason to be deadly serious like the ruins. But, since the game is so early into development, there may be changes.
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Post by tominator on Jul 30, 2011 15:36:15 GMT -5
Now, one thing I can answer is the tone, and theme being more like tomb raider. It's not necessarily what we're going for directly, but the idea I wanted was to make the ruins legitimately scary again. Our character, Lexi, isn't some superhuman purifier unit built to fight, she's just a normal ordinary digger, so I felt that the tone should reflect that the people have a harder time digging than Trigger. Ah, I get what you guys are doing. I suppose by Tomb Raider-esque I meant that instead of jumping around like Trigger with his jump springs, running around corners with buster blazing you are more poking along in a more strategic manner. Then there's the darkness factor that reminds me of it as well. But it all makes sense with you trying to show the trials of digging as a standard Carbon. In actuality I have to give you commendation for branching out into a new play style instead of trying to recreate the experience we are all familiar with.
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Post by Dash on Jul 30, 2011 17:37:01 GMT -5
lol Truner.
I've never played Monkey Island...let alone the sequel. I could check them out and see what the team thinks. But generally, the music is similar to Dev Video 1's track. Kinda that ambient feel, but more with strings and an orchestra as well.
Foo Roo Hell was literally just for fun. XD
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Post by Dash on Jul 30, 2011 19:16:40 GMT -5
Ah, I know what you mean then. We'll probably have something similar in ASH. For instance, JMC would like to have different variations of themes in particular Ruins. A theme would fade-in and play at certain points or certain areas.
Then there's also the "Combative" variations that need to fade-in quickly and accurately for when Lexi is fighting Reaverbots. It's similar to MML2, I guess you could say. MML2, would pretty much start a new track for the combat, and then fade back into the BGM of whatever area you're in. But we're trying to get it to where the Combat theme can happen at any point in any track.
Personally, I haven't done much to help this process happen. I'm fairly positive a lot of it would have to do with the engine. But it's still on me to make sure every theme, varied theme and combative themes work together and flawlessly.
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Post by Dashe on Jul 30, 2011 19:46:27 GMT -5
So that means it'd be possible write a short segue piece for every music change in the game, and then have the game script programmed so that when Lexi entered a battle, the segue would play first and then smoothly transition into the segue and connect the two pieces? Or am I not getting it?
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