Showing posts with label progress report. Show all posts
Showing posts with label progress report. Show all posts

Friday, January 8, 2016

Legends of Adrigal Progress Report - 1/8/16

It's been a month since the first Legends of Adrigal Progress Report, so let's jump in and allow me to share some of the work I've done since then. We'll start off with a map of Adrigal City. If you click on the image, you can see highlighted grid spaces. These are where events take place, such as entrances into buildings and NPCs.


The main hub of Adrigal City, the center of the kingdom of Adrigal, has been populated with NPCs. Not only that, but all of the connections between the outdoor and indoor areas have been completed. To give you an idea on how many indoor areas that is, take a look at this screenshot. The kicker here is that this screen doesn't show the entirety of inside houses and buildings of Adrigal City.


Something tricky about making entrances and exits to the houses of a given town, especially one the size of Adrigal City, is making sure that the exit of a house puts the player in the right spot. You don't want it where entering a building and then exiting it takes you to a completely different house. With so many building entrances and exits, I had to test each one to make sure that if a player enters a house, when they exit it, they are put back near the entrance of that house and not some other building! That can make a person go crazy!

Additionally, NPCs will change their dialogue depending on the player's progress in Legends of Adrigal. This lends some depth to the world and to the characters that fill the various towns of the game. Here's a sample of some of the dialogue I wrote for the game.


Currently I'm working on Adrigal Castle, where Casey and joined party member Nemus need to head to deliver Mayor Wendell's letter to the king. This is so the two can have an audience with His Majesty, allowing Casey to inform the king of his situation. Here's that map:


The next step is to create events inside Adrigal Castle, particularly the event to progress the story, Casey's aforementioned talk with the king. After that, it's work on Dorter that needs to be done, the next town and point of interest in Legends of Adrigal.

Tuesday, December 8, 2015

Legends of Adrigal Progress Report - 12/8/15

Welcome to a new recurring segment at StortzumSoft! It's a progress report for Legends of Adrigal, an RPG I've been working on for several months now, off and on, when college, my other blog, and life in general allows me to work on it.

I shared months ago the opening scenes of the game. Today I share some screenshots of Mabel, the opening village that our hero Casey wakes up in when he and his friends are transported inside the video game. I made up the town to have a homely feeling to it, somewhere that players will want to come back to because of how warm and cozy it feels.

One of the things I wanted in Legends of Adrigal was to have a living world. While it's not in my capability to do something like The Legend of Zelda: Majora's Mask with the manpower I have (or lack, that is), what I can do is have the world feel like it is one connected kingdom. I have done this by updating NPC (non-playable character) dialogue as different major events in the game take place. This is not only to make it seem like the NPCs are living their lives like the player's party, but also to keep dialogue feeling fresh. I want there to be a reason for the player to continue chatting with NPCs.


Another way to keep players engaged with NPCs to create entertaining dialogue that doesn't feel like a machine wrote it. My previous game, Super Push Adventure, used dialogue in a way to make for some fun scenarios and conversations. While the story of Legends of Adrigal is somewhat serious overall, the NPCs allow me to get wacky and sassy with my dialogue. I want the player to speak with NPCs not because out of a necessity and duty, but because they want to see what entertaining things the characters will say.

NPCs also talk about events that happen in other places. For instance, this next screenshot shows a miner from Dorter talking about an issue with the mine. I wish to have it where countless NPCs will help create a feeling of cohesiveness with the world of Legends of Adrigal, helping to build the game's lore in the process.


Another important thing to have in an RPG for longevity is that of side quests. Legends of Adrigal will have a quest system that is incorporated into Adrigal City, the central hub of the game. However there are also side tasks that can be done in the game just by talking to specific NPCs. An early example is a game where a Mabel child hides three coins in three patches of grass. In finding them all, Casey receives a Healthy Steroid, a vitamin that grants permanent upgraded attack strength. Though it is a bit humorous that a child would take a steroid from his father's drawer to give as a prize to a stranger. That's just my goofy sense of humor chiming in here.


There is also fun to be had with exploring and investigating different objects in town. While not everything that the player examines will have text to it, there are some interesting discoveries to be found.


The latest events I've done story-wise are when Casey introduces himself to the mayor of Mabel, Mayor Wendell. He suggests that Casey go to Adrigal Castle to meet with the king to ask for any leads on where his friends might be, and also how to get home. He then offers advice that Casey should visit Mabel Academy for battle advice, and asks his grandson Nemus to tag along as a chaperon along the dangerous Mabel and West Adrigal Roads.


My next duty will be filling Adrigal City with NPCs and creating houses for the east side of the metropolis. This city is the most crowded and largest in the game, but I find it fun to inhabit it with different NPCs with updated dialogue as the game goes on. I hope you'll look forward to the next Legends of Adrigal progress report, as much as I am looking forward to continuing work on the game!