Hero of Allacrost
Hero of Allacrost is a single player 2D role-playing game inspired by classic console RPGs. In Hero of Allacrost, the player explores rich environments, solves challenging dungeon puzzles, and fights strategic battles in an active-time based system. The game is free open-source software and is currently available across several platforms including Windows, OS X, Linux, and FreeBSD. In addition to the game, we also develop and release a custom content editor for the game. Development on the game and editor began in June 2004.
So this little gem has been my pet project since I graduated from university (I started Allacrost one month after commencement because I was bored). Its been a long time coming, mostly due to our initial inexperience and the fact that we developed a complete game engine from scratch rather than using an existing one. But its been worth it. At the time of this post we've released several demos over the years and have begun working on the main story. I won't ramble on too long about the project and the game since most of this information you can find at our website, http://www.allacrost.org, but if you have any questions feel free to ask!
We do make use of OGA content and have uploaded some of our own original work to OGA as well, with much more to come in the future. Our artistic style is a mix of high-quality pixel art combined with some traditional painting-style artwork for portraits, backgrounds, and landscapes. I'll leave you with some select screenshots, artwork, and video clips. You can find more of this on our material on our website as well.
Screenshots
Artwork
Video
http://www.youtube.com/watch?v=Aok94zFs9Jc
I remember playing through it a few years ago, it was shipped with my distro. I played it for about an hour, until where a guy said "hey you can't go there, that's all for this demo" and I was like "too bad, it was fun". It is really an enjoyable game! I check its updates from time to time.
I decided to play it this last weekend. Build it and ran it. Worked my way through the cave level and then it stopped. I think the engine is good and the art work is great, now only something that is a bit longer to play then ~20 minutes, I think that should be possible.
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The art for the crab-like boss at the end needs to be improved... that was so out of place.
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Woah, Allacrost was shipped with your distro Pompei2? What distro was that? That's the first time I've heard of our software being included like that. Really cool! Yeah, that version you played was probably one of the demo 0.2.x ones. We're finally done with releasing demos and ar e now moving on to the full game.
Myckel, yeah the reason why it wasn't longer than 20 minutes was because we don't have the artwork yet to create our next map (a castle/town). I've been working on creating artwork for it myself because we have no artists on the team currently doing map art. :( The crab-like boss (its actually a giant scorpion) does need to be improved. Its placeholder art that still needs to be shaded and given detail. Its on our long list of things to do. Also the release you played was a development release, which is basically an unfinished snapshot of what our next release is going to be. We're still missing over half of the maps for that release, so don't worry, there's more to come. :)
You have good desert tiles (intro and I though there was another desert map in an earlier release) and cave tiles that look great. I think it should be possible to create something that is playable for longer, just with these two tilesets. You just need writers going on creating fun side quests. The intro (where the soldiers? walk through the desert) could be a map on its own, with multiple caves to explore (with loot and side quests).
It was opensuse, and I think allacrost was either in the main, the games or the packman repository, all three being repositories that I enable immediately :)
I agree with Myckel's post. That would be cooler. It feels monotonous and a filler to just to cross desert like that. A map and clues and path-finding would be so much cooler.
According to the website there will be a new development release this evening... looking forward to it!
There is one annoying bug. Pressing escape gives you a menu to go back to the main menu, but pressing escape again quits the game (instead of going back to the game)... hit by this two times now (and no save option as far I can see).
Cool game, I do have a suggestion though: please please change the soundfx for slashing. It sounds like a garden rake against cement.
I have played this game and its cool, although seems the guys are sleeping. The above screenshotss although I have not seen, esp. 2 & 4 . I do see that the project sadly is now in limbo, see http://www.allacrost.org/forum/viewtopic.php?f=1&t=5441
Seems to me they are missing any artist, any volunteers ?
Hi everyone. I thought I'd bump this topic since it's been a while. Unfortunately, the project did go through a temporary death for much of 2011 and 2012. I got busy with other things in my life, and so did everyone else so everything kind of stagnated. I've spent the last two months breathing life back into the project and it's now under active development once again. Yesterday I recorded a video showing the current state of the game along with commentary about it and some of the design decisions that we're currently debating on. If you have a few minutes to check it out, the link is below.
http://www.youtube.com/watch?v=x9scSYkFK5o
I'll be more active in this community again and I'm working on filling in our missing artwork at the moment, both with material from OGA and what I can make myself. If you'd like to help out (in any capacity), we'd be happy to have you. We especially need artists and game designers (people who tie together code and content to make maps, events, etc).
Allacrost is an active project once again. I returned in September after being inspired by the new release of Valyria Tear, our sister project. I've been hard at work and rebuilding a team to finish what we started. We're actually not that far off from being ready to start producing release candidates. Here's a summary of what's going on with Allacrost right now:
Right now we're shooting to make our next development release (a release snapshot) available in the first quarter or first half of 2015. If we keep our current pace, I think we hae a good shot of achieving that goal. Our Roadmap has been updated, so you can see just how far we've come and what we have left to do before this release is ready. Finally, we could use some additional help. Specifically, we're looking for people with the following skills:
Thanks! I'll update this thread in the future with any important updates or major releases.
Wow this looks beautiful! it's so retro.
Just out of curiosity, why are you making your own map editor instead of using Tiled? Or is your editor a somewhat customized version of it?
Good question noway. The reason is simply because Tiled didn't exist when our project was started. We already had a working editor and didn't have any reason to change. I considered moving to Tiled a while ago when I was evaluating our options, but we use a special feature in our game that tiled doesn't support, so the choice was between improving our editor or hacking up our own version of Tiled to support that (not to mention we use a different file format). I think our sister project, Valyria Tear, was considering using Tiled at some point as well, but I'm not sure what their current plans are with it.
I do fully support Tiled though and I think it is an awesome tool. I just wish that it came sooner than it did so we could have made use of it.
wow. looks quite amazing. something I would love
Any updates Roots ?
Well I'm about two weeks away from finishing work on our map editor. It's working great now and is a lot easier to use than it was before. Doing this took longer than I thought it would, but it will pay off in the long run. After this work is complete, I'm going to produce a video demonstrating its use. We never got anyone interested in doing map design work for us, so after I finish that video I'm going to renew efforts to find someone for that.
We did manage to find an artist who did some amazing work for us in a very short period of time. We've had a couple people interested in joining as programmers, but so far no one has made a commitment. Kind of bummed about that to be honest, as I enjoy working with other programmers more than working by myself.
Here's a rough outline of the next steps that we will take and a conservative estimate on when things will be completed:
- Finish map editor work and demo video [End of January]
- Create and script remaining maps [End of February - Mid March]
- Publish development snapshot release [End of March]
There's still a handful of features, artwork, etc. that needs to happen after that, but the main goal right now is to get something playable out there that we can use as a milestone to continually improve until we have something polished enough for an official release.
Here's a video I uploaded tonight demonstrating our vastly improved map editor. I spent the past several weeks giving it a major overhaul and I'm very pleased with the result.
https://www.youtube.com/watch?v=2Su31AWg3t4
At the end of last month we published our first release in quite a long time. I made a walkthrough video with commentary if you'd like to watch it.
https://www.youtube.com/watch?v=2EX9K1kCF0M
If you want to play it yourself, visit our download page for instructions.
I also updated the About page on our website to describes several of the game's core features and how they enable us to meet our major goals. I did this after receiving some feedback that people visiting the site for the first time still didn't understand what we are trying to create and what's special about it. FYI, our three pirmary design goals are:
Our next release is planned to be in September. I'll try to remember to update this thread when that gets published.