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Post by Basse on Jul 6, 2010 16:18:07 GMT
The Epic Adventures of Marvin and Rob
If you've played Gwyndlegard you may have noticed that the heroes from Gwynhill, Marvin and Rob Tallneck, never come back with the reinforcements promised. What happened to them? Did I forget to add in their return in the scenario? Did they get killed trying to reach Gwynhill? Neither, actually; after realizing I had forgotten to trigger for their return with some forces, I decided not to let them return at all and make a bonus scenario with them instead. This spin-off tells the story of what happened to them after they left you in Pumpkindon. In this scenario you play as Marvin and Rob, who were ambushed by a force of Xaphira's men as they were trying to reach Gwynhill. They were forced to run for their lives and got lost in the deep forests, somewhere south-east of Gwyndlegard. Your quest is to get them home safely, and as you go you you cross the countries of North Ondoria, South Ondoria and Arthalien, meeting new odd characters (and some old ones), and more. In the same style as Gwyndlegard, except this time it's an all out RPS scenario, no large armies under your control and no B&D, just your small group of involuntary adventurers. As this was originally meant as a bonus scenario for Gwyndlegard, only to be playable if you found a specific code in the main Gwyndlegard scenario, there is little backstory included. A brief summary of what Marvin and Rob have been through will of course be included, and a little more detailed version in the History section for those who never played Gwyndlegard. FEATURES: - All-out RPS style gameplay,
- Strictly linear storyline, but with multiple ways of overcoming each challenge you face,
- A new design trick!
- Despite the previous point, focus is still on story and entertainment, although the quality of the map is (in my opinion) higher than much of Gwyndlegard was,
- Pretty much everyone talks, some more than others,
- You can read gravestone inscriptions,
- Etc. etc.
SCREENSHOTS: The map is tiny, so there isn't too much I can give away without showing the entire scenario; The town of Arelstad | The circus has come to town | You're going to love this quest! | Barelstad, Arelstad's worst enemy | A swamp | Chase scenes! Action! Drama! PROGRESS: Map: 100% Triggers: 85% * Story: 100% Music & sounds: 90% Overall progress: 85% To be released: August 13th 2010. * Out of my estimated 420, which is starting to look like a plausible number.
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Post by Basse on Jul 7, 2010 1:54:11 GMT
Triggers up to 35%. I'm counting on ending up with maybe 300-400 triggers, and after about 20-25 minutes in game time I'm at 140.
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Jatayu
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Jatayu
Posts: 1,064
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Post by Jatayu on Jul 7, 2010 3:27:23 GMT
Good luck.. I have to complete Gwyndlegard first tho
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Post by Basse on Jul 7, 2010 23:02:35 GMT
Thanks. I'm progressing quite fast, switching between map design and trigger work daily, and sinced the scenario is split into quite defined areas it works great just taking one part at a time chronologically. Also, map design up to 60% and overall progress to 40%.
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Post by jon. on Jul 8, 2010 0:53:08 GMT
Looks pretty solid so far, Basse. I prefer RPS over FF, so I should probably enjoy this more.
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Jatayu
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Jatayu
Posts: 1,064
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Post by Jatayu on Jul 8, 2010 2:19:02 GMT
Good luck,I just finished Gwyndlegard
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Post by Basse on Jul 8, 2010 11:41:59 GMT
Added up another screenshot. @turt, Well there'll be some elements of FF, except on a rather small scale (your six guys against six-ten bandits for example), but no large armies you have to march around with like in Gwyndlegard. Hope I didn't bore you too much with those parts. Jatayu, Neat! Any thoughts on it, except the Hard difficulty being too hard at Maruvian's?
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Post by jon. on Jul 8, 2010 16:39:12 GMT
They aren't boring; it's just that I usually suffer from But-I-Might-Need-It-Later syndrome whenever I play FF games.
I think what you're doing here sounds fine.
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Post by Basse on Jul 9, 2010 11:25:21 GMT
Heh, same here actually. I have trained it away for regular units without names and character though. Triggers up to 50% and the same for overall progress. I have two out of five sections of the map done, but the last one will probably require the most triggers of all. Also, this is the first map I've ever made that features an all new trick. At least I think it's all new, I don't recall ever seeing it being used before. Hopefully it hasn't.
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Watson
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Post by Watson on Jul 10, 2010 14:26:44 GMT
Exploiting the Gwyndlegard universe, eh? How the heck do you make a mountain out of a molehill?
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Post by Basse on Jul 10, 2010 21:14:55 GMT
That's actually a very accurate description of this project. At first it was just meant as a quick miniscenario, a small bonus to Gwyndlegard like the turkey racing scenario in Macbeth. Then it turned into a bigger scenario with a more proper storyline and several sections, and now it's a more or less standalone scenario. To answer your question though... well, I don't know, I just have an ability to make things our of proportion I suppose. You should've seen me in my prime making ridiculously big projects. Search for "A Dream of Conquest" in the SD&M forums and you'll see what I mean. In other news, this is progressing quite smoothly and I'll probably make it public at AoKH quite soon. Map design up to 65%, and a new screenshot added. Also, I added a features list and set the release date to this summer.
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Post by Julius CMXCIX on Jul 10, 2010 21:27:42 GMT
Or rather, not making them.
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Post by Basse on Jul 10, 2010 21:31:37 GMT
Or better still, start making them then leave them to their fate three quarters through.
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Post by jon. on Jul 10, 2010 22:25:47 GMT
Ha, I think I have some of the playtesting files laying somewhere on my HD.
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Post by Basse on Jul 10, 2010 22:29:10 GMT
Quite possible, I don't remember all the people who playtested it, except Von who did an amazing job with scenario 4. It's a shame it had to come to a complete halt, but it really was one of those projects bound to die under its own weight. Which is a shame because not all of it is bad, and because I spent almost two years on and off on it.
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Post by Basse on Jul 15, 2010 0:02:04 GMT
Map to 70%, triggers to 55%. Overall progress 55%. I'm off to Italy this Friday and will probably not work on this until I get back. Unless our appartment has a balcony where I can sit at night writing, and thus possibly designing since I bring my laptop, like I did last year in Greece. A big maybe though since I want to focus on writing a longer story I have had lying around for about a year. Not that you would get to see anything more even if I did design continuously, except once it's finished.
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Post by Basse on Jul 27, 2010 13:55:30 GMT
Map design to 80%, overall progress to 60%. I shall be announcing this project sometime soon over at AoKH, starting today in the Current Scenarios thread. Got to start building up the hype.
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Watson
Stormwind Member
Second Rate Exorcist
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Post by Watson on Jul 27, 2010 15:47:13 GMT
Today morning I thought of asking whether this was still active. Looks interesting, and its also related to the Gwyndlegard universe, so I have to try this one. ;D
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Post by Basse on Jul 27, 2010 16:25:41 GMT
Well I've been in Italy for over a week without working much on it at all (I found and fixed a bug), so now I need to get back into my working mood. It's definately not abandoned though.
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Post by Basse on Jul 28, 2010 14:35:46 GMT
Triggers to 65%, same for overall progress.
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Post by Basse on Jul 29, 2010 22:46:32 GMT
Map up to 90%, triggers to 70% and music/sound to 90%. Overall 75%. EDIT - Oh, and a new screenshot. ;D EDIT 2 - Map to 95%. Overall progress hasn't changed since I decided to add in a DTS at the end of the scenario. That is, one of the endings of the scenario.
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Post by Basse on Aug 6, 2010 10:32:51 GMT
Quad-posting, hooray. Triggers to 75%, overall progress 80%. And forget about that DTS I mentioned, I decided to stick to the script. EDIT - Triggers to 85%. I.e. 340 out of 400. Although I'm starting to think I'll end up with about 450 in the end, but for now I'll be counting with 400.
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Post by Basse on Aug 9, 2010 10:41:55 GMT
Map design finished, overall progress to 85%. I have some bits left to trigger, but with a script and all units placed out it shouldn't take too long.
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Post by Basse on Aug 14, 2010 0:16:53 GMT
Finished and released. Download link coming up when Mashek approves it.
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Post by Mashek on Aug 14, 2010 1:11:58 GMT
Sorry I didn't get around to playtesting it all, Basse. I guess I got about half way but life always calls me away. Instead, how about a review? It may prove more beneficial than a mere playtest report anyway. Your file will appear saturday sometime.
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Post by jon. on Aug 14, 2010 1:24:45 GMT
Saturday? But... that's tomorrow.
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Post by Basse on Aug 14, 2010 1:55:38 GMT
No worries Mash! Can't say no to that! EDIT - 1337 posts. ;D
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Jatayu
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Jatayu
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Post by Jatayu on Aug 17, 2010 18:27:53 GMT
Okay, started it. I have five guys ( incl M and R ) and can't cross the bridge because it tells me to get more guys. No one else seems to be joining up. wtf?
Also there is a weird patch with skeletons that keeps sending me away when I come near it, what's that?
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Post by Basse on Aug 17, 2010 18:32:18 GMT
You need six people to continue; Marvin and Rob, the two mercenaries Iacob and Boris (at the baracks), and Esmeralda and Hubert (left of the Mayor). That's an effect I don't quite remember why I still have it in... but I suppose it makes the place more mysterious. Once you've crossed the bridge, you might return to that area.
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Jatayu
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Post by Jatayu on Aug 18, 2010 14:16:59 GMT
Ok, got to the bridge, where the scenario bugs out on me. The ai doesn't respond no matter what taunt you give it, nothing happens.
Edit: never mind, chat to all solves.
Okay next problem. The sound file at 'we need your help' crashes the game.
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