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Thread: NEPETAQUEST 2011 Thread 4: Oh god, the quadrants!

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    Conducting the Heaven's Light 8oy Skylark's Avatar
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    NEPETAQUEST 2011 Thread 4: Oh god, the quadrants!


    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 mostly done with Karkat's Lawnring now, although there is some level design going on there; right now, our focus is on the Wilderness. A tileset is in the works as well as several enemies, but we need some more work on both tilesets and enemy sprites for each area.

    To do list:
    - Making a large variety of tilesets and props to be used for the Alternian Wilderness
    - Enemy design and spriting for the Alternian Wilderness

    - Battlesprite attack animation storyboard proposals and animations of our current storyboards (Karkat currently done being animated, frames need editing)

    Wilderness enemy/area concepts:
    Area:


    Enemy Concepts:


    Enemy Sprites:


    Editing anything you think looks wrong is encouraged, please help us fine-tune our current work.

    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 for Windows which can be used to make levels. It can be downloaded here (warning, large download):

    http://www.mediafire.com/?8xwjyk530465id6

    Please read the manual for the field editor while messing with it. You can import your own tileset if you put it in the "tileset" file, but make sure it's the same format as the pre-existing tilesets.
    Some recent tilesets have yet to be imported to this version of the field editor.
    Last edited by 8oy Skylark; 04-22-2011 at 05:28 PM.

  2. #2
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Memfurs of the Midnight Crew.

    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.

    Attack animations:

    Karkat animation frames for editing
    Proposed Nepeta storyboard

    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

  3. #3
    LORD SWEDISH Cucurbita's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Memfurs of the Midnight Crew.

    Yes we are making some strict progress.

    Still a party going on on in the IRC sort of.

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    『  』 saddestsad's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Memfurs of the Midnight Crew.

    Oh, so it's irc.esper.net. No wonder it didn't work.
    hit/him/his
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    It has a robot, it's in U4G, and there hasn't been an update in a week.

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    Revitalized from stasis! Orangestar's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Memfurs of the Midnight Crew.

    Quote Originally Posted by Orangestar View Post
    If you'd like me to take a video of that techdemo thing, I'd gladly do it.

  6. #6
    Philosopher of Truth enragedFingernail's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Memfurs of the Midnight Crew.

    Here is 2 enemy concepts at a possible battle veiw.


  7. #7
    LORD SWEDISH Cucurbita's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Memfurs of the Midnight Crew.

    Quote Originally Posted by Orangestar View Post
    Quote Originally Posted by Orangestar View Post
    If you'd like me to take a video of that techdemo thing, I'd gladly do it.

    Yes that would be appreaciated.

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    This Immortal GenetiXientist's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Memfurs of the Midnight Crew.

    I'm going to repeat my request for a checklist in the OP (arranged n order of importance.)

    ...Also, this thread title should be NEPETAQUEST 2011 Thread 4: We are all Mempurrs of the Midnight Crew.


    Quote Originally Posted by enragedFingernail View Post
    Here is 2 enemy concepts at a possible battle veiw.

    Both look fine.

    8oy Skylark, can I get a list of possible enemies? While I don't have a scanner on my printer here, I might be able to sketch something some other time (Or just contribute ideas as to what the enemies should look like.)
    Last edited by GenetiXientist; 03-31-2011 at 04:03 PM.

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    『  』 saddestsad's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    Shadow Mew?
    hit/him/his
    Mechanomagic
    It has a robot, it's in U4G, and there hasn't been an update in a week.

  10. #10
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    Quote Originally Posted by 8oy Skylark View Post
    Alternian Wilderness Enemy brainstorming:
    - Unrecognizable wreckage (hints to Quadtych Golem guarding the temple entrance that we've talked about in the past; broken and/or partialy dismantled version covered in foliage)
    - Nostricated Fangbeast (Weaselbeast.)
    - Cholerbear Cub (duh)
    - Feral Lusus (open ended. Having one of these hidden in each level as a bonus boss fight for fursuit equipment might be fun :3)
    - Domesticated Tusksnout (Pigbeast to go with our Weaselbeast! )
    - Wild Tusksnout (Boars are fun to kill. And tough.)
    - Armored Cholerbear (Higher level cholerbear)
    - Cholerbear Matriarch (Boss version. Maybe Hearts fodder)
    - Wandering Undead (Lingering from the last day cycle)
    - Depressive Homewrecker (SSSSSSSSSSSSup)
    - Culling Survivor (A little dark but hey)
    - Unfinished Android (old small robot possibly recyclable for Diamonds)
    - Leo (duh they've been discussed a million times)
    - Alpha Leo (Metal Slime version)
    - Winged Squawkbeast (some kind of bird)
    - Winged Screechbeast (some kind of bat)
    - Humanimal (Arthour type enemies, healers)
    - Infant Musclebeast (We're not going to be able to kill a big version of these.)
    - Confounded Fairfolk (Elf!! Probably healer or summoner)
    - CaPrIcIoUs CuLtIsT (Clown.)
    Should I put this in the OP? Or on the wiki, or both.

  11. #11
    This Immortal GenetiXientist's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    Quote Originally Posted by 8oy Skylark View Post
    Quote Originally Posted by 8oy Skylark View Post
    Alternian Wilderness Enemy brainstorming:
    - Unrecognizable wreckage (hints to Quadtych Golem guarding the temple entrance that we've talked about in the past; broken and/or partialy dismantled version covered in foliage)
    - Nostricated Fangbeast (Weaselbeast.)
    - Cholerbear Cub (duh)
    - Feral Lusus (open ended. Having one of these hidden in each level as a bonus boss fight for fursuit equipment might be fun :3)
    - Domesticated Tusksnout (Pigbeast to go with our Weaselbeast! )
    - Wild Tusksnout (Boars are fun to kill. And tough.)
    - Armored Cholerbear (Higher level cholerbear)
    - Cholerbear Matriarch (Boss version. Maybe Hearts fodder)
    - Wandering Undead (Lingering from the last day cycle)
    - Depressive Homewrecker (SSSSSSSSSSSSup)
    - Culling Survivor (A little dark but hey)
    - Unfinished Android (old small robot possibly recyclable for Diamonds)
    - Leo (duh they've been discussed a million times)
    - Alpha Leo (Metal Slime version)
    - Winged Squawkbeast (some kind of bird)
    - Winged Screechbeast (some kind of bat)
    - Humanimal (Arthour type enemies, healers)
    - Infant Musclebeast (We're not going to be able to kill a big version of these.)
    - Confounded Fairfolk (Elf!! Probably healer or summoner)
    - CaPrIcIoUs CuLtIsT (Clown.)
    Should I put this in the OP? Or on the wiki, or both.
    I'd say in the OP, in a spoiler tag under 'enemy design and spriting for the Alternian wilderness' in the To Do list. And on the wiki I guess, if you have the time and/ or patience (because I don't have the latter.)

  12. #12
    Revitalized from stasis! Orangestar's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    [Video Removed]

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    Master Derpgineer Geekthras's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    .... Interesting, the interior of Karkat's Hive is non-existent for me and the game crashes when I go in on the SVN copy. The interior is looking awesome, though. I just wish there were more sprites for the battle module, which is obviously lacking here... sorry, school has been absolutely insane the last month or so. I'm working on the tutorial system a bit right now, unless there's something more pressing people want out of it in this very small window I have for working on it?
    abstractPrescriptus on Pesterchum - Nepetaquest 2011 programmer and musician - Soundcloud and Tindeck

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    LORD SWEDISH Cucurbita's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    Oh uhm.

    Could you just do the crabdad scene and not the rest? don't wanna spoil them too much.

  15. #15
    Revitalized from stasis! Orangestar's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    Quote Originally Posted by Cucurbita View Post
    Oh uhm.

    Could you just do the crabdad scene and not the rest? don't wanna spoil them too much.
    well alrighty then

  16. #16
    Philosopher of Truth enragedFingernail's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    Quote Originally Posted by Cucurbita View Post
    Oh uhm.

    Could you just do the crabdad scene and not the rest? don't wanna spoil them too much.
    Not to mention the battle demo is kinda lacking a lot, turns people off....

  17. #17
    LORD SWEDISH Cucurbita's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    And also hide that video from regular youtube people. I am paranoid about all this.

  18. #18
    This Immortal GenetiXientist's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    Geekthras, I empathize with you in terms if schoolwork volume. If you have the time, maybe you could help Frost with trigger regions? It needs to be done, and should be straightforward.

  19. #19
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    Nah. Tutoring Geekthras about the exact inner workings of the field engine would take much more time than just putting things together myself, and wouldn't have much lasting benefit.

    Geekthras, your errors are probably just due to lazy SVN maintenance on my part. I'll try to do a more thorough commit some time soon.

  20. #20
    spacetimeCounselor -Benedict's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    All right, so I guess I'm going to make wilderness tilesets now. We have made so many progresses today, it is amazing.

    also i should take this opportunity to say that i think the new thread title is super dumb
    oh my god color code efefef is best hiding place


    wheeeeeeee
    wait what if people are using other forum themes
    or they try to quote this post
    I'M GONNA GET FOUND OUT
    CHEESE IT
    IT'S THE FUZZ

    EDIT: or what if the post edit notification betrays the length of the message
    :facepalms:

    MEMPURR IS A RIDICULOUS PUN AND YOU SHOULD BE ASHAMED
    THE CONNECTION BETWEEN NEPETAQUEST AND THE MIDNIGHT CREW IS TENUOUS AT BEST
    AAAAAAAAAAARGH
    Last edited by -Benedict; 03-31-2011 at 05:37 PM.
    Here is my Tumblr and here is my Dangan Ronpa forum adventure and honestly both of those are pretty interesting you should check them out.

  21. #21
    Conducting the Heaven's Light 8oy Skylark's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    Heh.

    Just so you know the MSPA style skin's color is fafafa. Also I liked your title but I agreed with the people saying we should save that for our ultimate or penultimate dev thread.

  22. #22
    LORD SWEDISH Cucurbita's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    sC quit being such a stick in the mud!

    Otherwise I will deliver vicious cane drubbings >:]

  23. #23
    spacetimeCounselor -Benedict's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    oh shit not the cane

    Oh, and I've got to go pull out all your Wilderness tilesets, Skylark. Which ones did we agree to use as the base for the ground there?
    Here is my Tumblr and here is my Dangan Ronpa forum adventure and honestly both of those are pretty interesting you should check them out.

  24. #24

  25. #25
    LORD SWEDISH Cucurbita's Avatar
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    Re: NEPETAQUEST 2011 Thread 4: we are all Mempurrs of the Midnight Crew.

    Thanks! The dev blog has been updated :33

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