Knightmare - The New Age
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The Eye shield sequence, would probably be easiest if it were a sequence of film taken on a video camera, and then put onto a PC and changed to AVI.
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I considered that... unfortunatly, I know very few dank claustrophobic dungeons with torches down in Southampton.
Besides, my artist comrade who I work with on these things has dabbled in 3D, and is quite good. He's working on a test sequence - something similar to the opening corridor shot of Series 8.
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Well, AGS is capable of both a DOS and Windows version. I'll be making it in a Windows version of AGS, and I may be able to release both Windows and DOS packs.
The problem is time. XP can't run DOS AGS games, and Windows AGS games run on pretty much every system. If I can release both versions without having to recompile every single thing (effectivly making the game all over again) then I will.
I take it ye have a DOS system?
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Could be MAC, Linux, etc etc compatability isues. The game itself is an EXE, and so it should work fine on any system. It would require testing however.
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Not a problem. There are plenty of AGS-Linux converters out there. Will most definatly do multiple ports.
Right. Time to start knocking some ideas out.
I plan to feature mostly dungeon based levels, as this I think epitomises the 'true' spirit of Knightmare. However, I want this game to be also an AGS adventure, so there will be plenty of players who do not know Knightmare, and as such will want a 'pure' adventure with the modern day adventure elements.
Here's my idea - a 'tutorial' kind of section set outside the castle, in areas such as Wolfenden and the surrounding forests. Guided by Pickle, you will learn all the basics of gameplay (spellcasting, scrolls, items, spyglasses, all the standard stuff) in a death-free environment to get new players aquainted with the whole getup. I'm thinking of having this section hosted by Pickle. A good way to tie him in without having an artifical 'lets bring back Pickle' scenario.
This will appeal to people who A) are not familiar with knightmare and B) those who liked the outdoor segments of Knighmare in later series.
Of course, when the game begins properly... its dark dingy dungeon all the way.
Good? Bad? Ugly?
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Perhaps you ought to have a message that says:
If this were real, you would lose life force - be careful next time!
Oh, and perhaps if there is going to be a save function, have specific save points - possibly in the first room of level 2/3
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Yeah, this is something I have considered. Since there are oppertunities to get 'stuck' (unable to proceed any further without dying) embedded in the Knightmare gameplay, saving would have to be at key save 'points'.
For example, arrival in each level, before a major arcade sequence, final confrontations, and so on.
That means in death, you can either 'continue' onto the next quest, or 'restore' from the last point.
Nice idea about the training, BTW. Will be sure to put that in.
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Sounds cool! Could there be a dungeoneer design screen or something...
It could even have a series select if it was that big, like the Block and Tackle in series four, and the Great Causeway in the sixth...
Or is that too big?!
Nonetheless a great and promising game...
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Well, since there would be four quests to embark on, it wouldn't do to have EXACTLY the same rooms... I'm seriously considering chucking in at least one causeway. Block and Tackle would be tricky... but it would be good if I can pull it off.
Now then: Level Themes. Here are my ideas.
Level 1: Classic Dungeon look from Series I-III. All medieval looking, castle-esque.
Level 2: Series VIII Dungeoneseqe look - all slimy, dark and murky.
Level 3: Linghorn and Marblehead. Nuff' said.
Thanks for the feedback folks. Over the next few weeks (when I get time off from exams - AS REVISION, ARRRGH THE PAIN) I'll see what I can post in regards of prelim rooms, interface ideas and sprites.
And yes, customising dungeoneers... names will be easy, and naturally I'll make it so it can be male or female. Of course, this'll mean for convinience, that one person will be used for all the quests - even if death results. I know that's knida breaking Knightmare tradition, but I'm sure I can swing it so if you want to continue, you just appear back in the Quest room.
What do ye all think about this? I don;t wanna get all 'the little things' wrong. Such things often make or break something for people. Just look at the SW fanboys.
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The idea of Restore/Quit/New Game would work best I think. That way, they would have to do all of the skilled bit again. And if it were possibel to have random room slecetion, that would make it allt he better
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Now then now then now then!!!
Exams are OVER baby. Four more weeks of college, then glorious 6 weeks holiday. C'est Woooo!!!
Ahem.
Anyhoo, I been hard at work on my first game, The Return of Frank Malone, but I'm gonna be turning my attention in the coming weeks to Knightmare: The New Age. As we speak, I'm drafting out a one level game design for a Technical Demo, showing about 6 rooms or so. A Clue Room, character room, obsticle room or two, puzzle room, ya know. Just to see what can be done in AGS.
I intend to have an original interface showing Life Force, spells, action commands, the drill. This will take some time, so an actual demo is quite far off. But check back in the next few weeks. Will see if I can get some sprites and background ideas online.
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That's awesome, I think everybody is looking forward to this!
Hope to hear more about this in future
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Heya folks.
Work on Frank Malone coming along nicely, and it's given me the oppertunity for a bit of Knightmare related fun.
See, in all the games in the Reality on the Norm series, there's a crazy homeless weirdo with shifting personalities who think's he's a different person each game. I thought it would be quite fun for the guy to think that he's Rothberry. It ties in nicely with the plot - you need a Hangover potion he has to revive one of the characters, and you can pay for it by stealing a golden plaque from a nearby office block.
I wanna get the characterization right though. I don't remember Rothberry very well, but I think I know enough of his character. Can anyone give me a hand? Maybe mention some memorable quotes of his so I gauge him better.
EDIT - No worries folks, got him done. In terms of KM:TNA, I'm kicking around ideas for an interface. I'm thinking one at the bottom, in the style of early LucasArts games, containing the basic commands and a Life Force Portrait.
I can do spellcasting two ways - either have the spells 'added' to a spellbook, and you open up and click on the one you want. OR, I could use a text parser and you type in the spell. I think typing would work better. It's more involving with the KM style.
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I've been playing the Reality-On-The-Norm games recently, and it reminded me about this project. How is it going? Is it overly optimistic of me to hope that it might yet be finished one day?
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I know you've visited the forum since I made that post. Surely it's flattering that I'm taking an interest in something that others may have completely forgotten? Please, I hope you won't ignore me.
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No, no, I'm still around. My initial ideas have now warped into the Knightmare Surrounds stories, specifically the Fire and Ice series. I still do plan on doing a KM game though, I think it could be done right. I've been using this time to get better in AGS. I think I've come on quite nicely.
Don't worry, one way or another, things will be done.
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