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FLARE [ARCHIVED]

Flare v0.13 "Quests"

Clint Bellanger
Monday, May 2, 2011 - 00:38
Clint Bellanger's picture

Flare v0.13 is here, and the focus is on Quests.

Many thanks to everyone who contributed to this release!

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CyberTroll
joined 14 years 6 months ago
Monday, May 2, 2011 - 04:16

Hi,

I've just tried v0.13. it rocks !

Few remarks/feedback:

-quest log will be helpful for long quest, this is a great improvment.

-if you receive money or xp when you are speaking , these information are at the bottom on the left side and above there is the dialog box, it is not very clear/readable. Mayebe these information could appear in the dialog box.

-I've tried two characters : one pure physical, it works with potions ; the other one both physical and defense, it works with few potions, block is very powerful (maybe too much) but very immersive : block, run, block, run and hit !

Thanks!

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Anonymous (not verified)
joined 0 sec ago
127.0.0.1
Tuesday, May 3, 2011 - 14:28

Truly awesome. At this point, the game is very enjoyable (much more than previous releases, there's a real gap due to the quest chains).

 

What lacks the most and should be prioriterize is content, content and content again: more maps, more quests. Not necessarily more tilesets, but more maps and obviously more quests.

I know the next release is focused on gamestates management, which is necessary to have a complete minimal game. But If you can get about 20-25 maps and 30-40 quest atoms, it could make a truly complete game. Plus, the only actual way to test highest power is either to hack the save file or to die of boredom farming...

Maybe you could set up a wiki to get ideas for quests and the associated background generation.

 

Again, awesome work. This is to become one of the major libre games, but I think it is already.

 

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Clint Bellanger
joined 15 years 8 months ago
Tuesday, May 3, 2011 - 15:03
Clint Bellanger's picture

Cybertroll, I'll look for a better way to show quest rewards.  I agree that it's hard to read as is.

Anonymous:

I like the enthusiasm!  Obviously my current plans are to build up a ton of assets, but I'm open to the idea that putting out playable content is more important.

One thing I can do: focus on a good set of tutorials on making maps and quests for Flare. Then let the community build content while I work on more core stuff.

Another option: I could switch gears and try to make a good random level generator. But that's better for plain hack & slash, and it sounds like having quests and story is making the game significantly more interesting.

I'm about 16 months into this project, and I'm only 1 or 2 big code releases away from having that "complete minimal game" done. After that, I definitely agree that content should be the focus.

I definitely want to set up a wiki to collect story ideas. Look for one soon.

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nander
joined 14 years 8 months ago
Wednesday, May 4, 2011 - 11:44

You should create a multiplayer over network feature.. That would be truly awesome.

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Redshrike
joined 15 years 9 months ago
Wednesday, May 4, 2011 - 13:59
Redshrike's picture

Alas, multiplayer isn't planned ATM (as much as I think it would add a huge new dimension to it).

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Clint Bellanger
joined 15 years 8 months ago
Wednesday, May 4, 2011 - 14:01
Clint Bellanger's picture

Yeah... if I tried to add multiplayer the game would never be complete.  It would be easier to start with an existing multiplayer engine and build an action RPG onto it.

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Anonymous (not verified)
joined 0 sec ago
127.0.0.1
Saturday, May 7, 2011 - 08:52

I discover this game "Flare" ! it's an addict game ! like diablo. Nice gfx nice engine !

In a next release can you add a sort of gates to go directly to the seller ?

I must to play more and i will give some idea.

Thanks a lot for this very good game, i am impatiant to try the next release.

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Clint Bellanger
joined 15 years 8 months ago
Saturday, May 7, 2011 - 12:23
Clint Bellanger's picture

Anonymous,

At some point I hope to add scrolls that return players to a warp point, usually in a town or near a trader. It will probably be one-way though, and not two-way like Diablo's Town Portal.

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Anonymous (not verified)
joined 0 sec ago
127.0.0.1
Sunday, May 8, 2011 - 14:02

Yes it's a good idea !

In a futur, Flare will be a real game or just a technical demo for your engine "Flare" ?

Why just 4 emplacement slots (i have read something about this, but i don't remenber where..sorry)

Is it possible to add characteritics's player (defense, attack, ....) ?

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Clint Bellanger
joined 15 years 8 months ago
Sunday, May 8, 2011 - 17:54
Clint Bellanger's picture

Anonymous,

I will make a real game. I hope to make several games, and make the engine stronger each time.

It's not easy right now to add custom attributes. If people want new stats I'd probably consider adding them at the engine level.

Right now there are only 4 equipment slots so that art is easier. Compare Flare to Diablo 1 and 2:

  • Flare: body slot, main and off hand. (also: artifact slot not visible on the character).
  • Diablo 1: body slot, helmet slot, main and off hand. (also, ring and ring and jewel slot not visible on the character).
  • Diablo 2: added gloves and boots (also, belt slot not visible on the character)

I will be adding a "head" slot to Flare to match the character's portrait (chosen when creating a new character).  Later I want to add support for configurable equipment slots.

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