There are major characters, and there are minor ones. If you're waiting for someone to fire up NEPETAQUEST 2011... wait no more. We're making it happen. We've taken Hussie's dare, and put together a functioning RPG game engine, loads of sprite assets, tilesets, artwork, music, writing, and more. But we're not done yet, and we need your
help to get this finished.
But What is a Nepetaquest?
Nepetaquest 2011 follows the adventures of Nepeta Leijon through the dangerous wilds and not-so-wilds of the planet Alternia, in her ceaseless search for the fabled Fountain of Cute. NQ2011 is a turn-based RPG, which will feature a timing-based attack combo system, variable special moves and character attributes, and a number of partner characters. The player will navigate environments from a top-down perspective, encountering enemies on the field (engine coded by Frost) and moving to a battle screen upon engagement. The game will be split into six major areas- an initial tutorial/beginning level, a final dungeon, and four separate chapters that can be tackled in any order- one for each quadrant of troll romance.
Nepetaquest's battle system is being coded by the inestimable Geekthras, who's put together a functional stage for the actors to move around in, including a tentative HUD and provisions for dialogue boxes. Player characters will use a timed hits system to use special attacks and increase damage on their basic attack- the pattern of which differs for every playable character.
Nepeta's special attack is called Roleplay, and unlike most specials, its effect can vary widely depending on different conditions- from which partner is active in your party to which piece of armor (or rather, which fursuit) is currently equiupped I mean equipped.
The game will include five playable partners, who will move in and out of your party depending on the stage. You'll be able to pick and choose partners in the final level, as well as possible secret levels or level replays. Party members include:
-Karkat Vantas, who attacks with an elaborate 5-hit combo. His special attack is Rage, which we're still deciding the effect of. It might confer status effects, activate party buffs, or force enemies to flee from battle.
-Equius Zahhak, who fights with brute strength. Special attack ideas include STRONGjump, in which he spends a turn in the air in order to crash down for massive damage next turn, or some other display of unbelievable force.
-Gamzee Makara, who wields his Deuce Clubs to deadly effect. His special is likely to be a grab bag of item or status effects, chosen at random, although a timed club-throwing juggling act has also been proposed.
-Vriska Serket or Eridan Ampora. You'll choose whose side to take in the Clubs level- you can pick Vriska for her dice effects and agility, or Eridan for his charged rifle attacks.
BATTLES on the Wiki
Art and Graphics
The game's sprite-based graphics are the most work-intensive part of the project. The high-detail combat animations form the largest challenge facing our artists, but there are plenty of other art assets we'll need to piece together our levels and complete development.
Through the combined efforts of Cucurbita, Benedict, 8oy Skylark and others, we've completed the walking animations for all the playable or NPC trolls. Some work still remains, though- a few nameless NPCs will need overworld animations, as will the game's menagerie of deadly Alternian wildlife.
OVERWORLD on the Wiki
The game's environments are built from two distinct classes of sprite- the 24x24 tiles that compose the terrain, and a number of individually placed objects that don't stick to the grid. These tiles can always use touching up, since the player will be looking at them for a good chunk of their play time.
TILESETS on the Wiki
Traditional artists, who may not be as skilled with the pixel as they are the brush, can also contribute. Battles will feature long, digitally or traditionally painted backdrops, with a few layers of depth to simulate parallax.
There's a few more assets we can use- character dialogue portraits, HUD elements, menus, inventory icons, et cetera- but that's the bulk of our art production.
We've got plenty of opportunities for writers to help out. We've more or less finalized our story, and we won't be making any major changes to the script as it stands. However, the actual composition of scenes, dialogue, and flavor text still remains to be done, so there's a wealth of openings for contributions there.
We've also got some long-form journals and background exposition scattered throughout the game- Obselescence and Snuffleheim -okay guys i think those are the main people what did the writing there correct me if i frigged it up- are the folks to go to if that's your cup of literary tea.
LEVELS on the Wiki
Nepetaquest 2011 will feature a large soundtrack! We've got musicians dropping fresh jams and ill beats on us every which way, and it's all pretty incredible stuff. You should give it all a listen on the wiki's Music page!
MUSIC on the Wiki
Hehehehe, we haven't really assigned titles and credits yet, but we will be featuring contributor pages on the wiki, in order to keep track of whose contributions are whose. Watch this space for contributor pages as they appear!
But hey! How can I help?
Well! In case you looked at all that stuff up there and didn't notice that it's not complete, here's the lowdown: We still need to do a lot of work, here. And we've... pretty egregiously violated the titular deadline, but I think we can do this if we get people involved. Here's some stuff that you can do!
-Battle animations! We're still looking for complete animated storyboards (such as those for Karkat, Nepeta and Terezi, as you can see on the wiki), as well as a bunch of "reaction" animations- characters recoiling from a hit. Enemy battle sprites will typically use a three or four frame idle animation, plus a number of static attack frames for their different moves, and one "recoiling from a hit" frame. The trolls, however, will be fully animated, so they'll require a lot of work.
-Enemy battle sprites and overworld animations. We'll need sprites that scale to the overworld, in which the enemies move north, south, east and west.
-Battle backdrops- ideally, the sky would be one image, sections close to the horizon would be another, and the rest of the screen would be the top layer, which would stick to the player characters. Parallax! Sort of.
-Music is another need- we've got plenty of general-purpose tunes, but you may want to look at the specific music needs on the wiki before contributing a tune that we've already got something for.
-Flavor text- most or all objects in the game should be accompanied by Nepeta's observations and reactions- in the second person, that is, "You find so-and-so! Purrfect!" or some such description.
-Tilesets and overworld objects are also a need. Tiles are 24x24 with no borders, and we still need some stuff for Eridan's hive, the Temple of Cute, ocean areas, and assorted terrain variances for partially complete levels. Object sprites don't really have size limitations, although we typically use black borders, and you'll want to make sure they scale to player size appropriately.
-Room building! Nepetaquest 2011 features a room editor, used to compose game levels from tilesets, objects, and collision types. It's well-documented and easy to use- download it and see what you can do.
-AND MUCH MORE!!!! Follow the thread and you'll likely get an idea of the current, specific needs that can be filled, some of which may lie outside of these main categories. Your help is greatly apurreciated! :33