Legends of Kiralia: Shadows Dawn
Our last Pyweek entry Shadows Dawn was rather buggy and incomplete.
We polished it a little during the first Pyggy. :)
Awards
Scores
Ratings (show detail)
Overall: 3
Fun: 2.7
Production: 3.7
Innovation: 2.7
Files
File | Uploader | Date |
---|---|---|
zK-P1_kiralia-fullscreen.zip
— final
Final submission.. |
ServalKatze | 2009/01/31 23:43 |
title.png
Yes, that's a title screen. ;) |
ServalKatze | 2008/11/21 15:13 |
Diary Entries
Legends of Kiralia 1.0 - Soon! ;)
Greetings! ^^
Actually we won't have much time until February but we've already fixed a lot of bugs in LoK (right after Pyweek) - so I thought we might as well do a Pyggy entry and keep going.
To do:
- find new bugs and fix them
- fix conditions
- let (some) monsters cause conditions
- some more music (we already have 2 tunes)
- maybe more sound effects (we already have basic battle sfx)
- images for items in inventory
- images for intro
- some kind of "You win!"-screen
And if we don't know what to do anymore:
- simple NPCs (they stand around, they talk)
- animated outro
- prettier UI
- a mini-map
Status: Just 3 weekends to do..
... to do just about everything we've intended to do last year. At least Zahme has created images for all items and repaired some dungeon maps. Yay! \o/
I didn't to much except making the inventory, battle and shopping screens transparent. Now you have the worldmap as the background image. But you don't see that much because the text boxes are rather huge. Oh, well. At least I've made 1 and 1/2 song.
Zahme's sister will draw pictures for our epic intro and that's great! We should remind her to register here... looks like we have a third team member. :)
So it seems like we have way too much to do, not enough time to polish the game as much as we like and... hey, that's kind of like Pyweek! I guess we will be most productive during the last week(end). Heh.
-Serval
Oh, well... Final submission.
As expected we didn't manage to implement all ideas and features but at least some things are finished. Of course, there are still a lot of bugs, so save early and often while testing.
New stuff:
- Music! - That was done rather hastily within 2 days, so don't expect too much.
- New Bossmonsters - be afraid. Be very afraid. o.o
- Sound effects - at least some..
- Spells - You can now cast spells. Unfortunately, the monsters can do magic, too. ;)
- Outro and new Intro!
- NPCs - They talk to you.
- Dungeon entrances - decorative and shiny
- More balancing! - if they hit hard, it's meant to.
- Other things.. I don't remember everything.
And btw the game gets quite bloody in the last level. Just as a warning for those who don't like a little gore or want to let their 2-year old sister play the game. ;)
zk_kiralia feedback
Much improved !!! I am not a fan of the genre but a combination of presentation and good enough hints made me into the game by two hours. More activities: As I see the gameplay, the player is in a loop: repeat: wander fight sometimes: trade in city break in castle with most of the time in the first two. And this feels a little repetitive. What about adding more activities to happen in the wander, by example: . find things ( for trade or improve powers ). Things visible only from short distance. . RPG condiments: have NPCs on the road (static and wanders). Get pieces of map or critical info from them. . Portals where the player warps can be protected by a spell that must be broken; this gives another reason to interact with NPCs and find things. Also, this protect the player for going too fast into the more dangerous zones. . show in the wander mode where near enemies are, allowing to chose alternative route if available . with more things to do while wander, the number of fights can be reduced after a while: too much in a row and begins to feel repetive. Clarity factor: In general it is clear whats going on, and what is reasonable to do. But: after a while, I was wondering about where to find the strings. The only things found by wandering were enemies and sites to trade. Enemies are invisible in the wander map, will the string be invisible ? Will be captured in one of the road fights ? The story can tell that the 'Dark Lords' has taken the string ( the word 'lord' more assosiated with 'castles' ), NPCs can give notices about diferents 'Dark Lords': this way you reduce the 'I dont know what to do' factor. Found the first castle, issue enter, win the guardian round, not realized that you must issue a second enter. Can be better if you put the guardian out of the castle or if after kill the guardian the player goes automatically into the castle. Possible bugs: Elixirs are supossed to be persistent boosts, but inteligence elixir over athon vanishes.