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Project: Tharyn's Tale
Project Started: 25th June, 2008 Last Update: 13th June, 2009
Project Owner: Zezard Project Members:
Project Type: Adventure/Action Platformer Project Progress:
More Info: www.zesapolis.com Faves: 8

Project Overview  
Preview Hi!
As it is for most persons, my larger projects tend to progress very slowly after the first initial steps. This is an old project which I have picked up and left off several times.

Plot:
Cate Tharyn witnessed how her parents and several others from her pirate clan (all pirates being humanoid versions of various animals) were anihilated in a final battle with the Empire (humans). This incident isolated the pirate clan in their lagoon, as the cliff gate which united their water with the ocean collapsed from the explosion of the Pirates' battleships (a final solution to keep the Empire away from their families and treasures). Cate has since then grown up into a formidable treasure-hunting warrior, who long for the revenge of her lost family.

Game:
It's a 2D platformer with some graphics being fake 3D to add a little something extra. The gameplay will include an intruiging storyline to be revealed, puzzles to be solved, treasures to be unburied and intense battles to be fought. The combat system basically consist of one button for normal attacks and one for special attacks, but lots of specific moves and skills involved (simple, yet advanced).

In the beginning of the game, you will have to go to various smaller islands within the pirate's lagoon and search for the treasures that were hidden there before the confrontation with the Empire. This is a task that Cate alone can be responsible for, being the strongest warrior left among the buckaneers, and due to the fact that mysterious evil creatures have begun to appear in the lagoon... Later on, you will have to travel across the oceans of Cate's world, and in time learn the full truth of the Empire and the dark menace that arose after the battle of the lagoon.

Videos:
¤ New voxel graphics and new platform engine:
http://www.youtube.com/watch?v=vv17lejYg9c

¤ First "3d" engine and old platform engine:
http://youtube.com/watch?v=MDbkuQmGJI4

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1 21 Goodluck :D
By: Otter
On: 6th Jun 12, 06/06/2012 03:20:45
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0 0 No Access

It's back.
Posted 13th Jun 09, by Zezard 7 Comments
Preview

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Hi, anyone who feels like reading this!

After a long time of little progress and many set backs I have finally gotten the time, inspiration and tools to continue with this project. It's summer holidays for me, except for a few summer courses I'm taking for fun, and I have returned to the country side of my childhood island to refuel my inspiration (and live for free at my parents house).

Though I took up this particular project just a few days ago, I have already built some things that became instantaneously useful such as the basics for a flexible physics engine. This engine is now more developed and mostly implemented, and allows for many features in the coming game to be included easily.

The voxel engine has been looked over as well. It's now much more controlled and potent than it was before.

I feel so satisfied with my recent progress that I am actually going to add another percent of completion (very symbolic though, it is probably more finished than that).

There is still more to be done with the physics before I continue with the battle system, but I'm making progress...
It's back!
Posted 9th Jan 09, by Zezard 2 Comments
Yeah, I got my laptop back, after about half a year of pain and confusion. Everything is there, so I'll proceed working on this project as soon as I have done some upcoming exams.

The videos are old, and laggish, so I'll probably upload something soon. To make this log a little more interesting, I'm attaching a poster-like picture which is half finished.
Preview

On hold :C
Posted 19th Aug 08, by Zezard 5 Comments
Preview

This project is currently on hold, as some bacon fat accidentally leaked into my laptop. The harddrive should be ok, so it's mostly a matter of getting a working machine again. It will probably be like 2 weeks until I get it all as it should be again... :C

The last thing I accomplished before this little incident, was that I had just made various arm-movments possible for the idle and walking animations of Cate's sprite. I had also made two arm-objects which are to be used for things like fencing and shooting.
Inventory
Posted 10th Aug 08, by Zezard 5 Comments
Hi again!

Now the base for the inventory is complete. It consist in a circle menu which can be rotated clockwise or counterclockwise. If there is an item which you can have multiple of in a slot, a stock counter will appear next to it.

It handles three types of items; edible, drinkable and throwable stuff. There are also a lot of items which will serve a more specific use, like the Chain Sabre, but these are handled with their own sets of events.

The information about the effects caused by items is stored in an array object. The first 50 columns are reserved for edible items, the next 50 for drinkable. The 50 after that are for throwables, and higher are specific artifacts. Depending on the type of item, the information is handled differently.

I don't think I will use all this room that I have made for items, but I don't want to run out of it when I realize that I forgot to include cake as an edible item. I want the items to be a little like in River City Ransom, where you buy and try a little of this and that. Not like Secret of Mana 2 where you get tons of stuff which you never have any use for.

A problem I have thought of before, but which became very concrete for me now, is the difficulty of making good controls. All inputs are custom variables, but there is still the problem of finding good combinations of these, and events in the game, as there are much more than 6 things you can do.

I use 6 buttons excluding the arrows and 2 of these are item and magic buttons. When these are pressed, other buttons work in a different way. When the item button is pressed, left/right (will change to up/down as it is useful to be able to move sidewise while using an item) rotates the inventory and the action button uses the selected item.

I think these controls might work if you play the game with a gamepad and use the buttons on the back of it for item and magic activation. I'll see how it works when I get home to my apartment and gamepads in a few days.

Now I will fix the holster and draw events for the Chain Sabres and pistols, and then begin working with the battle system!
Do you have any ideas for what could be included or changed with my project? Just something to comment on? Give me your input, it feeds my motivation.
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