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Thread: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

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    Conducting the Heaven's Light 8oy Skylark's Avatar
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    NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns


    NEPETAQUEST 2011

    Back in early December, Hussie posted the following snippet to his formspring:

    "There are major characters, and there are minor ones. If you're waiting for me to fire up NEPETAQUEST 2011, don't hold your breath."

    Long story short: we're making this hapen. What started as a joke has somehow graduated into a full-fledged plan for an indie RPG game, with around a dozen active contributors. Below you'll find a rough overview of the project; if you want to get involved, reading through the OP should give you just enough context to jump right in. To save derailing the thread, feel free to PM me with any small questions you might have.

    One thing that I think needs to be made clear: this project isn't a hopeless pipe dream. We've designed it from the ground up to be achievable by a relatively small and disorganised team. Don't worry about the things you contribute going to waste.

    While the information in the OP here more or less informs you well enough to help with the project, we strongly encourage use of Our Wiki page for the sake of organization; we'll try and keep the OP up to date as well. If you post something in the thread please post it in the wiki as well, but unless it's been finalized don't delete any previous versions.

    CURRENT FOCUS

    We're currently working on the game's introductory level, Karkat's Lawnring. An exterior tileset has been sprited, and the level itself has been constructed from it; we've also managed to get a working interior and begun programming for cutscenes in the area. The interior is currently being touched up with various things to fill the space and possibly different ways of doing the map.

    To do list:
    - Spriting an accurate Thermal Hull for Karkat
    - Spriting an Ablution Trap for Karkat's bathroom.
    - Making a large variety of tilesets and props to be used for the Alternian Wilderness
    - Enemy design and spriting for the Alternian Wilderness



    Working interior:


    Any of the current walking animations could be adjusted if you feel it's necessary.

    PLOT

    A vast amount of the plot has been finalized thanks to a ridiculous amount of discussion. As such, we're not really looking for any complete rewrites, although if you have issues with the current ending feel free to bring them up and we can try to address them.

    The levels:


    Ending:


    Since the plot is more-or-less one massive fanfic, we're going to be writing a lot of dialogue, and doing a certain amount of choreography for the field scripting. If that interests you, you're welcome to chip in.


    PROGRAMMING

    The game is being programmed as a standalone Java application. It will therefore be playable on any major OS.

    We currently have two programmers; Frost, and Geekthras. The distribution of work, and the fact that they're well on top of the workload, means that we're not looking for additional programmers.

    An up-to-date testing version of the game will be kept track of here. Here are the most recent test builds, for bug reports.

    Most recent update includes a version of Karkat's Hive interior and is now webcam friendly!

    It's functioning on a WSADEQ control scheme, with E being the action command. If the game isn't loading the field test or the battler and is stuck on the menu, rename the file to nepquest.

    Frost has also recently released a Field Editor which can be used to make levels. It can be downloaded here (warning, large download):

    http://www.mediafire.com/?16grgzybktb3y29

    This isn't quite finished.
    Last edited by 8oy Skylark; 03-31-2011 at 03:25 PM.

  2. #2
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    GAMEPLAY

    The game will play as a fairly typical 2D roleplaying game, along the lines of Paper Mario, Golden Sun or Final Fantasies one through six. The player will adventure through levels and dungeons, collecting treasure, fighting enemies and bosses, and holding big plotty conversations. Thinking of Final Fantasy VI for the walkaround segments, and Mario RPG for the fighting segments, wouldn't be too far off.

    For simplicity, we're going with a two-person party: Nepeta and one other troll. Based on the above plot summary, the playable trolls will be Nepeta, Karkat, Equius, Gamzee, Eridan and Vriska.

    While our ideas for the battle system are condensing relatively slowly, we know the following things:
    • Most battle abilities will be interactive. For instance, if the player presses the correct key just as a troll's attack connects with the enemy, that troll gets a free second attack.
    • The battle options will be Fight, Special, Run and Item. Items will play a non-trivial role, and will be used for offense as well as healing. Ideas include using tea for various effects, and having attack buffs.
    • The only equippable items in the game are fursuits, worn by Nepeta. Each fursuit influences her stats, and is represented on her battle sprite by a palette swap.
    • Each troll gets their own special attack. These aren't quite finalised, but our most current ideas are below:
      • Nepeta gets Roleplay, an ability based on her current party members. It will likely be themed on a companion troll's zodiac sign or lusus. For instance, Roleplaying with Vriska might produce a "Spider's Poison" attack.
      • Karkat gets Rage. We've discussed several options for this, none of which we've found to be very satisfying. A slots-style attack that generates a random ability; a party-wide buff or enemy-wide debuff; a Bide-style ability; or an ability that allows Karkat to counter when attacked until his next turn. In terms of animation, opinion is split between "Karkat rants at the enemies" and "array of spectacularly violent physical attacks".
      • Equius gets Strongjump; he leaves the field for twenty seconds or so, then returns to execute some sort of powerful attack on the target.
      • Gamzee gets mIrAcLeS. This allows him to use some type of item that isn't accessible through the Item command to perform various effects. Some possible effects are below.
      • Eridan gets Improvvise. This allows him to reverse the effect of a given item, using up two of them in the process. Potions deal damage, antidotes inflict poison, and so on.
      • Vriska gets Steal. This might steal items, attributes, or exclusively luck. Vriska's Fight command will also, of course, be modified to reflect her unique weapon. It's possible that stealing luck will cause the Flourite Octet to conjure more powerful effects.

    In terms of "bonus content" and replay value, we seem to have boiled it down to two things: A "Replay Mode" in which you can play through any of the levels with your choice of party member, and a single challenging secret boss in the final dungeon, who can only be fought if the player has scored 100% completion.



    GRAPHICS

    The game's graphics will be low-resolution; that is, the game will be rendered onto a halfsize framebuffer, giving it a "pixellated", "retro" or "scaled up" look. This should make graphics creation much faster and more straightforward.

    The following pieces of artwork still need to be completed:

    • Field and in-battle sprites for various trolls (see below).
    • Field and in-battle sprites for each of perhaps 25 enemies; robots, pirates, wildlife, and the residents of the final dungeon. We might get lazy and do some palette swaps somewhere. The game has only three bosses that are going to require difficult oversized sprites: Crabdad, Equius' Computer, and the final boss.
    • Sprited tilesets for each of the game's settings: Karkat's hive, Karkat's town, The Alternian Wilderness, the Temple's exterior and interior, Terezi's forest, Equius' hive, Eridan's hive, and the High Seas. The Lawnring's exterior tileset has been completed; the next one we'll be working on is a tileset for the interior of Karkat's hive. If you're interested, be sure to speak up.
    • Digitally painted battle backdrops for each of the above.

    All of the game's graphics have so far been developed collaboratively. If you expect your contributions to be heaped with praise and used without question, you're going to be extremely disappointed. Please don't donate artwork to the project if you're uncomfortable with the idea of it being butchered beyond all recognition.

    Our talksprite graphical style will be similar to this.

    Below are the idle versions of battle sprites; for the most part the animated ones are done and the others aren't quite finished (although animations can be edited, and Eridan's cape isn't done yet obviously). Feel free to play with these at any time. If you wish to work on an attack cycle, however, it needs to be discussed among the thread; rather than spriting it propose your 5x attack combo with a storyboard.

    Proposed battle animation storyboards:
    Nepeta
    Karkat

    Just to be clear, the sprites posted above aren't guaranteed to be the most recent revisions. If you're looking to modify any of them, you should probably post to ensure you're working with the most recent version; if you modify an out-of-date sprite, your work is likely to go to waste.

    We also have a certain amount of field work done beyond what's necessary for Karkat's lawnring.

    Field sprites:

    Generic troll base for NPCs:

    Field walksprites (Please if you're going to edit these put them in the format of the first one):


    Tile work:







    MUSIC

    Music is now being produced at a fairly rapid rate, but more contributors are of course welcome. We're looking to have at least one walkaround theme for each level, probably multiple battle themes, and of course auxilliary tracks for things like the introduction and main menu.

    Spoilered below is a near-complete catalogue of which tracks we'll require for the finished game. Some of these tracks have already been created, which I've indicated where appropriate. Bear in mind that many such tracks are in the WIP stages, and some tracks (particularly those from Hearts onwards) could be replaced outright in the finished game.




    IRC: #nq2011 at Esper.net

    DevBlog: http://nepetaquest2011.tumblr.com/

    Thread 3: http://www.mspaforums.com/showthread...awful-cat-puns

    Thread 2: http://www.mspaforums.com/showthread...ridan+portrait

    Thread 1: http://www.mspaforums.com/showthread...PETAQUEST+2011

    Google Docs For Script: https://docs.google.com/document/d/1...thkey=CJ3BsMEN
    Last edited by 8oy Skylark; 03-31-2011 at 03:27 PM.

  3. #3
    Unsolicited Opinion Snuffleheim's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    I modified my ending slightly. This post may be deleted if need be.

    Ah! This new thread is so roomy!

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    Unsolicited Opinion Snuffleheim's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Your spoiler tags are a little screwy on the interior tileset so that it has nommed up part of the plot section.

    Thanks for linking for us thar, Ham. Much more useful than my notification up there. X3

  5. #5
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Damn I was having a lot of issues with the BBCode. I think it's all cleared up now.

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    Totally Metal Mr_Ham97's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Under the programmers, it says "myself" and Geekthras. You'll want to change that.

    Also if you or Snuff can break up the ending into paragraphs that would be great, as text walls turn people off.

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    Unsolicited Opinion Snuffleheim's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    I think Skylark's still busy finalizing the OPs.

    Speaking of which, maybe only the quadrant levels and Tutorial level should be lumped in with "what we already have".

    *Bother* *Poke* *Criticize*

    EDIT: I did that with mine, Ham! A separate spoiler for each section of plot. So did Obsel.
    Last edited by Snuffleheim; 02-16-2011 at 01:05 AM.

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    Totally Metal Mr_Ham97's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    No, I mean under the spoiler that says "Final Level" on your ending. It's a pretty big unbroken text wall.
    Last edited by Mr_Ham97; 02-16-2011 at 01:11 AM.

  9. #9
    Unsolicited Opinion Snuffleheim's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Hm. Might be difficult, and would require Skylark to change it again. I'll see what I can do, but you might have to wait until tomorrow.

  10. #10
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    I found a break in the thought process to put a paragraph split in. If you can write it up more cohesively it'd be better but that should break it up okay for now.

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    Totally Metal Mr_Ham97's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Also we have a side-walking sprite for Nepeta already; it's in the build (although I don't know where the gif is).

    Although I'd prefer it if we can edit that SUPER SMOOTH Karkat one for Nepeta's use as well, it's just really awesome.

  12. #12
    Bane of Style kgy121's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Figured that I might as well repost the direct link to the IRC.

    http://01.chat.mibbit.com/?channel=%...=irc.esper.net

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    Unsolicited Opinion Snuffleheim's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Quote Originally Posted by 8oy Skylark View Post
    I found a break in the thought process to put a paragraph split in. If you can write it up more cohesively it'd be better but that should break it up okay for now.
    It wasn't as hard as I thought. Really, the stuff on the Architect's writings should have been its own paragraph from the start. Also, I made some other changes before then. I'll edit into my last post on the other thread for easier access.

  14. #14
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Okay, replaced Snuff's with the most recent fix to it.

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    Totally Metal Mr_Ham97's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Don't forget to PM a mod to lock the old thread once you're done there.

  16. #16

    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    We're the 100th thread in Fan Projects. MAKES ME PRETTY HAPPY.

    Anyways, Eridan with a bit less jarring cape movement. I think tomorrow I'm gonna move the cape closer to his body so that it's less distracting, but I'm leaving it here so any other comments can be posted throughout tomorrow and I can attempt a SUPER MASS REVISION COMBO.
    Also, for the OP, take this: it's the idle Eridan without the cape. Pretty finalized, might change the shoes a bit.
    EDIT: Oh man it's hilarious how there's 5 Eridan sprites in my post I love him so much xD
    Last edited by elementalpenguin; 02-16-2011 at 01:34 AM.

  17. #17
    Unsolicited Opinion Snuffleheim's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Quote Originally Posted by 8oy Skylark View Post
    Okay, replaced Snuff's with the most recent fix to it.
    Yayzors.

    Are you gonna do this, too?
    Quote Originally Posted by Snuffleheim View Post
    Speaking of which, maybe only the quadrant levels and Tutorial level should be lumped in with "what we already have".
    Also (geez, I'm critical) I don't see anything on the Temporary Weapon Buffers items or the tea...
    Quote Originally Posted by Snuffleheim View Post
    Temporary Weapon Improvements: Consumable items that temporarily buff the regular attack. Think poison slathered on a blade. Obtained via enemy-specific drops, and weaker kinds might be able to be bought in Tavros' shop.

    Tea: Undecided. Either a healing item or a buffing item. Obtainability unexplored.
    @eP: I think the cape looks a little too long.

  18. #18
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    The battle options will be Fight, Special, Run and Item. Items will play a non-trivial role, and will be used for offense as well as healing. Ideas include using tea for various effects, and having attack buffs.
    Admittedly a bit short, but not much is finalized.

    I'm pretty sure I did that for the finalized plot stuff as well.

  19. #19
    Frost's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    That ericape is much too energetic. As I see it, when it comes to cape animation, you have two options:

    • Subtle movements. The cape swings back, swings forward, and repeats, probably in sync with his idle animation. I'd strongly recommend this, but it takes away the "hyperdramatic" feel, and to look realistic it'd require that you sprite the cape to appear much heavier (that is, it hangs almost straight down rather than flowing out behind him).
    • Moving as though it's very light and the wind is very strong. This is what you're aiming for right now, but you've made two errors: firstly, you haven't included enough frames (so the cape looks like it's spastically shivering rather than blowing in the wind), and secondly you've made the movements far too vigorous to be realistic, even if the cape was as light as tissue paper (look at the corner of the cape that's furthest from Eridan, for example). Convincingly animating cloth in this way is extremely challenging, and I'd strongly advise against it.


    Also, that idle animation is faster on the "rebound" (hips go down) than it is on the "upswing" (hips go up). I also think you've put a single "pause" frame just before the upswing, and it doesn't really work. The end result is more-or-less "Thrust. Thrust. Thrust".

  20. #20
    Totally Metal Mr_Ham97's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Here are two things I did that seemed to get lost in the other thread:

    Possible menu animation mockup:

    I think it would be good to get what we want it to look like down before we start programming it, which is why I made this in the first place.

    Karkat with a not-as-curved or long sickle (made because of that sickle discussion):

    I personally like this more than the current one, as it looks more like it may actually be able to be slashed with.

    Any critiques/comments would be appreciated.

  21. #21
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    I put in the sickle thing.

    As for the opening thing, I didn't put it in because I wasn't sure whether or not concept art should be put in.
    Last edited by 8oy Skylark; 02-16-2011 at 01:54 AM.

  22. #22
    Totally Metal Mr_Ham97's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    I'm not asking you to put them in the OP (although you can if you really want to), I'm just asking for comments/suggestions for improvement because only one person commented on that menu animation and nobody commented on the shorter sickle Karkat.

  23. #23
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    Ah. I think that the symbols would benefit from being shrunk down and treating them like coins/gems. That is, when they're selected, they spin once and glint. Just a thought I had a while ago.
    Either way I'd suggest shrinking them a bit.

    I think a subtler transition would be beneficial for the title bar, as well.

  24. #24
    LORD SWEDISH Cucurbita's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    I guess I'll have to settle for the Aradia in Snuffs ending. Admittedly my addendum did shift the focus quite a bit. Oh well, we still get the bittersweet touch, right? That's really all I want.

    Ham, the sickle is good. Try maybe making it a bit longer?

    EP, I'd try something like this for the cape.

    As for the art for the title screen, I'm pretty sure there's been complaints regarding Nepetas posture. I may work out some quick sketches for alternatives. Currently I'm thinking either Jumping into the air with one of her fists raised, or curled up in the fetal position, depending on what kind of theme we're using for the title screen.

    Skylark, I've been having the same thought as you regarding the symbols. How big do you think they should be?

  25. #25
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread :33 < yes we're using the same pawful cat puns

    I'd probably cut the size in half, maybe a little more. A little shorter than the lowercase lettering in the text right now, I think.

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