Canceled Dungeons & Dragons UPDATE

Project is halted prior to completion and will not receive further updates.
In one of the quests, you have to sneak into the enemy capital to the jail to free a prisoner who has important information.  One of the rooms in the jail is a barracks, with sleeping orc guards.
You have to sneak past the guards without touching them to reach the exit.  If you accidentally (or on purpose) touch one of them, they all wake up and attack you.

SLEEPING ORCS VIDEO

http://youtu.be/TxRdLUahwng
 
Very cool!

I suggest adding a "snooze" icon over them, so players who don't understand English (or won't bother to read) know that they are sleeping and not dead.

I know it's too much trouble (and it doesn't matter if you do it, because it's already great as is), they could wake up if you press attack button, cast spells, or anything that makes the characters shout YAAAH!! :D
 
Good ideas erf!
I made this animation for the sleeping:
sleeping2_zps901601ea.gif


I'll pass along the idea to Bloodbane about waking them up by attack, casting - makes perfect sense.
 
erf_beto said:
I suggest adding a "snooze" icon over them, so players who don't understand English (or won't bother to read) know that they are sleeping and not dead.

But the snoring is an international convention that everyone understands.

Good idea about the noise waking up the orcs.
 
Tull said:
But the snoring is an international convention that everyone understands.
Oh no, I meant reading the the text that (probably) appears when you enter the stage, explaining the mission. Without any visual identification over the orcs, I suspect people will take them for dead and not sleeping if they don't read that text.
 
The text that appears for the mission is much earlier, several levels back which basically says 'Sneak into the capital city of the enemy and rescue so-and-so from the dungeon'. 
Once you go through the sewers and come up into the jail, this is just one room you pass through, there is no text telling you not to touch the guards.  You just hear the snoring.  But I do like the idea of adding those animated Zzzz over their heads to make it clearer.
 
erf_beto said:
Tull said:
But the snoring is an international convention that everyone understands.
Oh no, I meant reading the the text that (probably) appears when you enter the stage, explaining the mission. Without any visual identification over the orcs, I suspect people will take them for dead and not sleeping if they don't read that text.

I know that Count Monte resolved the issue with his reply, but I am just adding my opinion. It would be nice if the player discovers at his expense that they are only sleeping (but the snoring is audible), I think that as a general rule something should be left to trial and error, and using wit to understand and avoid problems as trying to not wake up the orcs, and let's not underestimate the surprise effect. Or with other examples, to not use fire magic or burning arrows near a magazine* , or in front of a drunken orc (or, in this case, it should be done!). Now the problem is that I should stop watching these videos to not spoil the game, but it's difficult to resist against such a promising mod.

*deposit of explosive ammunitions
 
Tull, as a design philosophy I'm totally with you on this.  I liked playing old school games where everything wasn't laid out for you and you had to figure things out through trial and error.  When you did finally get it, the feeling was so much more satisfying (and addictive!).  A really good example of this was Maniac Mansion.  I actually never did figure out how to beat it as a kid.

Don't worry about spoiling the game by watching the videos -- we're just giving you the tip of the iceberg in these glimpses:)
 
Unfortunately I didn't have the occasion to play such complex games as graphic adventures, I am oriented on side-scrollers and action-RPGs, where maybe logic is less consistent, but I had my harsh moments on some NES games (Zelda II, Rad Gravity, Simon's Quest...) and I completely understand and agree.

Count Monte said:
Don't worry about spoiling the game by watching the videos -- we're just giving you the tip of the iceberg in these glimpses:)

Hahaha, so this game will have a humble size of some Gbs (I'm almost kidding).
 
We have done many updates to the mod. Some of them can't be shown to prevent spoilers but we can show you these shots:

Furnished Rooms

Furnished_zpsee5d9ea5.gif


We have placed bookcases, alchemy tables, weapon racks, fireplaces and wall torches in multiple rooms making the room look better :)

We have also added 2 more demons, thanks to a sprite sheet from zvitor (by jhfer I think) and another one ripped by esn23 :D

DemonsN2_zpsab287371.png


DemonsN1_zps8f1d6f83.png


Now, we are working on new dungeon currently named Windy Dungeon, this is pathway before entering dungeon:

Windy Pathways

Windy_zpsd6666923.gif


It might look like regular pathway but it's not named "Windy" for nothing, there is strong wind here which pushes player to left nullifying any progress if players wait or get hit by a fire trap.
And don't underestimate the fences cause they are hard to destroy with strong wind pushing you back and fire traps in the way! ;)

TBH there are small falling leaves which shows the wind here but they aren't shown well here
 
Cool stuff Bloodbane.

I can't help but keep noticing, some of the playable chars and other sprites have very bright colours, they would could use new palettes to fit with the stages and other sprites.  The mod is very detailed but there is a lot of contrasting colours from mixing sprites.  It would be great to see them all altered and colours balanced to suit each other. 
 
Wow, very original and quite hard. Vertical and multidirectionnal winds are new for me, never saw that feature in a game !  8)

Bloodbane said:
Does third video remind you of a game? ;)

Nope, but i'm curious. Can anybody guess ?

Are there spells/abilities from certain chars that can stop the wind or make player ignore wind ?

Wille we see a release for Christmas 2014 ?  ::)
 
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