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Posted: Thu Nov 30, 2006 8:43 pm
by linflas
wooo.. fast ! next release in one year approximately ;)

Posted: Fri Dec 01, 2006 12:35 am
by Sabreman
Very impressive!

Excellent atmosphere, and it goes without saying that it looks a treat. Clearly a lot of work has gone into it. Maybe leans a bit too much towards the visually realistic for my personal tastes, but I'm very much looking forward to more of it.

Posted: Fri Dec 01, 2006 3:34 am
by arturus
This is the first time I've looked at it......fantastic :o :o
Very reminiscent of Ishar....great memories. Thank you.

Posted: Sat Dec 02, 2006 1:08 am
by Parallax
It's gorgeous, and very intricate. I was particularily impressed by Yaztromo's tower and how you've made it visible from 6 squares away. I tip my hat to you.

Posted: Sat Dec 02, 2006 1:57 am
by Gambit37
This is absolutely bloody awesome! I am so pleased to see such an effort made on the visuals and sound as this is the aspect of RTC that always interested me the most and you've made an incredibly detailed and rich environment. I love how you've blended all the various trees, bushes and plants together -- it must have taken a lot of working out!

The sky and fogging effects are excellent too and create a great sense of depth and distance.

Love the haunting music that kicks in after you meet Yaztromo and are put back in the now dark forest.

My only criticism would be that the big boulders a little too regular and appear a bit out of place compared to everything else.

But wow, simply wow. Can't wait to see the next version!

:D :shock: :D :shock: :shock:

Posted: Sat Dec 02, 2006 6:07 am
by arturus
Just played your demo dungeon....very atmospheric. I hope you're able to finish it.

Posted: Sun Dec 03, 2006 1:05 pm
by Trakl
Wow. This is brilliant. It feels like a completely new game, yet the game mechanics are the same.

Absolutely amazing concerning gfx and music. Might need more puzzles, but I won't complain until the finished version.
Keep on going, this the best effort made in the history of RTC!

Posted: Tue Dec 05, 2006 1:57 pm
by boyflea
Man alive, this is very impressive-looking!

Well, that's made my mind up then - I'm sticking to retro, DM1!
I don't fancy my chances going up against anything this graphically rich. :)

Posted: Sun Dec 10, 2006 3:38 am
by Opa-Loka
I'm crap at computers. Cant play the alpha demo what program do I need to run it. Sorry I know its a s**t ask.

Posted: Sun Dec 10, 2006 12:21 pm
by linflas
get RTC at www.ragingmole.com/RTC
put the RTC file in Modules directory
run RTC and choose Forest of Doom

Posted: Sun Dec 10, 2006 12:37 pm
by Zed5Duke
Ishar 3 should look that way, very good graphics & sound

But ofcourse its demo and you should hear few sugestions:
Dont change too quick scenery (into dark forest) remember ishar1, entire game got the same background (plus some different trees) and it was good. Just add more objects (more buildings, some water) and fix these stones (better replace it to bushes) Dark forest scenery look much better (probably because more objects and one fit to others)

I could play it for hours but i walk some 5-10 minutes and appear "here demo end" If its forest you dont need create dungon manually, just use random dungeon creation (i like this RTC option) Build some big forest several random maps filled with some monsters around (travell one level to other using unvisible teleport so it will look like one gigantic level)

Ofcourse it could be some dungeons around so i suggest made one big forest with many entrances to 3-5 level mini dungeons. Its Might & Magic style, i like it very.

Uh and i forgott tell about begining- start in heaven & resurect here heroes is very good original idea!

Posted: Mon Dec 11, 2006 11:25 am
by linflas
Of course, the forest wallset looks better than the land because it's easier to fade black with a big shade value (150) than light grey. I fixed the stones as Gambit suggested already :
Image
Bushes maybe are a better idea, but too "Ishar" imo.
About your random level suggestion, i'd say 'no' because i want to follow the original gamebook literally. The important parts, the important items from the original story will be in the game. Then, maybe i'll try to extend it a little but i don't want to make a pure 'hack-and-slash/get levels' forest..
Mini-levels are planned for some caverns, crypts, houses. Yaz's tower, which is a transition between the land and the forest, is one of them.

Posted: Mon Dec 11, 2006 1:27 pm
by Zed5Duke
Understand that you want made adventure game based on some story, but risk is that it may be too linear.

Too many big rocks look unreal thats why i suggest replace it by bushes.

Also i found when i walk near dwarf and dont stop here he still talk something crazy to me when i was long away from him (game should freze when you get close to him)

Posted: Mon Dec 11, 2006 1:38 pm
by linflas
yep, i will add some teleporters, as i did for the crow.
and yes, this will be a linear adventure, mostly.

Posted: Wed Jan 10, 2007 11:42 am
by linflas
2 new screenshots : big rocks in the land have been replaced by Ishar-like bushes, as suggested. there are still some rocks but they are very rare now.
Image Image

Posted: Wed Jan 10, 2007 2:07 pm
by Gambit37
This is looking really, really good -- gonna have to get some questions ready for you when I start my custom RTC adventure -- though the rate I'm going on other projects, it won't be for a few years yet!!

Posted: Wed Jan 10, 2007 10:57 pm
by Zyx
impressive. I can´t even detect the tiles!

Posted: Sat Jan 13, 2007 1:53 pm
by Adamo
I tried your demo Linflas. it is really beautifull!! Ishar-like style. BTW, how big (in tiles) is the outdoor area? (I couldn`t load your demo to the editor).
Keep up the great job !!!

Posted: Sat Jan 13, 2007 1:58 pm
by Gambit37
Adamo wrote:(I couldn`t load your demo to the editor).
You're not supposed to. The whole point of the RTC format is that it's protected from this sort of thing. It protects the user's work and it prevents cheating.

If you ask nicely, Linflas might release the uncompiled source, but if I were him, I wouldn't! ;)

Posted: Sat Jan 13, 2007 3:24 pm
by Adamo
if I was Linflas I wouldn`t publish an uncompiled source either!! As for my dungeon, except me, only two persons seen my dungeon (still in developement) unencrypted so far. I want it to be a secret forever. But that doesn`t mean I don`t like watching someone`s else work :D The ideal situation (for me!) was if I could see all the dungeons and no-one could see mine. ;) I know its unfair but that`s the way I think. I was hoping that Linflas forgot to encrypt his dugeon or doesn`t care so I could see it... :)
But I don`t mind if Linflas wouldn`t show me an uncompiled source - moreover, I would ABSOLUTELY understand him !!!

Posted: Sat Jan 13, 2007 3:36 pm
by Adamo
Gambit wrote:
It protects the user's work and it prevents cheating.
not only that. There`s also an aspect of game toughness. If you can look in the editor, a game would be easier and, IMHO, loose some of its climate (if you know where to go, you won`t loose in the dungeon so easily). BTW - sometimes drawing maps by hand is a sort of fun - like revealing game`s secrets (ok, drawing maps for Conflux was quite masochistic work - I gave up quickly) ;)

Posted: Sat Jan 13, 2007 4:33 pm
by Trantor
Adamo wrote:Gambit wrote:
It protects the user's work and it prevents cheating.
not only that. There`s also an aspect of game toughness. If you can look in the editor, a game would be easier and, IMHO, loose some of its climate (if you know where to go, you won`t loose in the dungeon so easily). BTW - sometimes drawing maps by hand is a sort of fun - like revealing game`s secrets (ok, drawing maps for Conflux was quite masochistic work - I gave up quickly) ;)
I'd say that falls under "cheating".

Posted: Sat Jan 13, 2007 4:36 pm
by beowuuf
Well, for example sharing spell knowledge wouldn't be cheating, but definitely removes a fun challenge in a game like conflux where the rules have changed!

Posted: Mon Jan 15, 2007 9:55 am
by linflas
@adamo : of course, i won't release all the uncompiled source but i'll make a pack containing all the bitmaps used in the game and the graphics parts of the source.
@zyx : grand merci au format PNG et à ses couches alpha ! ;)

Posted: Mon Jan 15, 2007 10:06 am
by ian_scho
Making the images available after release of FoD would be excellent!
Do add a note as to how you would like to be referenced... My english is getting worse, what's the proper term :?:

Posted: Mon Jan 15, 2007 10:09 am
by linflas
tell me in spanish then :)

Posted: Mon Jan 15, 2007 10:14 am
by ian_scho
¡I'm English!
That's the worst part of it.

Anyways, I consider referencing the original author of the images I use an important part of creating a dungeon.

Posted: Mon Jan 15, 2007 10:21 am
by linflas
well, i don't really need to be referenced : i release FoD as "Linflas" and nothing more... but if you prefer my real name : it is Guillaume Romero.

Posted: Mon Jan 15, 2007 11:43 am
by Trantor
Guillaume I knew about, but Romero? Does that mean we will see lots of Zombies in FoD?

Posted: Mon Jan 15, 2007 5:53 pm
by linflas
there will be only one but very powerful mummy... :twisted: