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 Paragons: Year of the Ebony Crown
#45
BUMP

As Paragon is now a copyright trademark of Epic Games, I will be changing the name of the game again, and I feel that going forward, I will need to concentrate on name unique enough to not be trademarked elsewhere unless I'm the one doing it, and be lore-friendly enough to get the job done.

* So, as creating Themed sets will be in the future, I'm going to be working on parallax sheets of repetitive shapes so that I can create massive dungeons using the idea of Hime's "Map Folders" to create multiple versions of my game, save those maps directly into the main game folder. Here's how that breaks down.

Games like Skyrim, Fallout 4, Oblivion, Dragon Age, and others don't actually map the entire dungoen or path based on one coninuous mesh. It'd be practically impossible. Likewise, putting custom events and textures on large maps of 300x300 can become problematic. However, with that being said... Skyrim might have a cavernous piece that angles down and around to a door, go through the door, and you open into the rest of the room, which was added to the map using their own engine and the 'puzzle' pieces they needed to get their map to work. A Disc folder can include 300 variations of map types for a given location, and then used to create the OTHER folders needed to generate a location map. Once a map has been replicated from the original map piece, unique stylings can be added to make this particular hallway and dungeon section can be stylized for that particular situation (quest holder)


As there are planned to be over 300 locations within the game now possibly named 'Kharis: Epics of the Second World' this could make for several LARGE folders, but as textures and graphic resources are shared throughout all the maps, the maps themselves will only be reference to a given parallax, or given set of events to work with, and maybe a certain set of textures for tiles.

*As RMVXAce has a limited tileset, I have found a way to maximize the ability to customize dwellings by studying how autotiling works and creating maps that have the specific autotile combinations already created so that I can simply shiftclick my way to some tilesets. This won't be as prevalent, for ground tiles, but I believe that I DO need to set up tiling again in a way that best fits what I'm trying to accomplish, a good amalgum between tiling and parallax. If I can't tile anything I WILL engd going to a specific eventing and parallaxing map system.

Often when creating tiles, I heard that my blocks look too square. I wanted to add some angles to tiles, and vastly increase my tileset stylings. A set that I purchased from Pioneer Valley Games has a vast amount of items for me to use, but they are all combined in one tileset, so, I am grabbing each set, each stylings, and creating versions of that tileset to create more create customization for those types of tilesets... Screenshots promised to follow.

*There's been a big emphasis across bridging the gap between working with DaVinci sprites or having some sort of visual equipment script. Seems daunting but I would definitely be interested in partnering with someone who would want to spritesheet various renders I have created and create a new template style. As it stands right now, I have a ton of sprites specifically from the PVG sets purchased, so I think that visual equipment modules may be out of the question.

*Still redesigning the Item menu to take advantage of Yanfly's "Ace Item Menu" to give the items more of an MMO appearance. As I'll be using pictures, I can add extra information for Items specifically on miniature cards, and then of course have the nodes for specific game rulles for status effects, HP/MP heals. I can also use it to add more depth information (Lore and fluff)

* Working on a new questing graphic overhall of Modern Algebras "Quest Journal" to match the aesthetic of the other screens. Again, screenshots to follow.

*Finally, even though battles WILL be set up Front Style Battle systems, there WILL be some emphasis on showing those monsters and enemies on the map. Therefore, most probably, there will NOT be a surprise Battle mode within the game, but enemies can be Stealthed (opacity of zero) and become more visible as they rush on the player.

So, while the project may be very much alive, still no demo to show for it yet.
[Image: yy7iKKb.png]

ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
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Messages In This Thread
Paragons: Year of the Ebony Crown - by JayRay - 09-02-2012, 12:28 AM
RE: Roguehaven (RPGVXA Rehash) - by Ahzoh - 09-01-2013, 05:10 AM
RE: Roguehaven (RPGVXA Rehash) - by JayRay - 09-09-2013, 09:33 PM
RE: Roguehaven (RPGVXA Rehash) - by trexrell - 10-15-2013, 02:21 AM
RE: Roguehaven (RPGVXA Rehash) - by JayRay - 10-19-2013, 11:09 PM
RE: Roguehaven (RPGVXA Rehash) - by JayRay - 11-04-2013, 02:28 AM
RE: Roguehaven (RPGVXA Rehash) - by JayRay - 12-19-2013, 08:03 PM
RE: Roguehaven (RPGVXA Rehash) - by JayRay - 01-23-2014, 03:44 PM
RE: Roguehaven (RPGXP Rehash) - by MechanicalPen - 03-31-2014, 07:47 PM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 03-31-2014, 11:43 PM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 04-12-2014, 03:52 PM
RE: Roguehaven (RPGXP Rehash) - by DerVVulfman - 04-13-2014, 09:10 PM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 04-14-2014, 05:16 AM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 04-27-2014, 02:13 PM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 10-02-2014, 06:07 AM
RE: Roguehaven (RPGXP Rehash) - by greenraven - 10-02-2014, 06:09 AM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 12-06-2014, 11:46 AM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 12-13-2014, 04:37 PM
RE: Heroes of Roguehaven - by JayRay - 01-23-2015, 03:38 PM
RE: Heroes of Roguehaven - by JayRay - 01-25-2015, 04:24 AM
RE: Heroes of Roguehaven - by JayRay - 02-27-2015, 05:56 PM
RE: Heroes of Roguehaven - by Miharu - 02-27-2015, 10:07 PM
RE: Heroes of Roguehaven - by JayRay - 03-01-2015, 12:29 AM
RE: Heroes of Roguehaven - by JayRay - 03-09-2015, 10:29 PM
RE: Heroes of Roguehaven - by JayRay - 04-17-2015, 02:20 AM
RE: Heroes of Roguehaven - by thephantom - 04-18-2015, 05:44 AM
RE: Paragon - by JayRay - 01-19-2016, 06:54 AM
RE: Paragon - by DerVVulfman - 01-25-2016, 01:54 AM
RE: Paragons: Year of the Ebony Crown - by JayRay - 12-20-2016, 06:56 AM

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