That would be great. I'll set the topic to filled. I'm looking forward to your progress and the end result. Any indication on how long this would take you to complete?
@Clint Bellanger, how would the code handle the bridge? I guess the images for the hero would have to be rendered on a different height when crossing the bridge then when going over the normal height level of the land?
My experience fo far with this tileset is that it takes some time to assemble a house, because it is quite difficult to see where tiles belong and which don't. Would it maybe not an idea to provide another tileset, based on this one, with some pre-made houses? People who want their own set of houses can then use this tileset, others can use the pre-made ones.
How about provide a basic level and let people submit stuff to be included, as long as it fits somewhat in what is already there and see where it goes?
Game starts with a group of thieves doing a great heist and the player is one of the thieves (the rookie). During the break in the leader finds a nice dagger and decides to keep it. The thieves do their heist and escape from the place (the user is introduced into how things work, inventory, fighting, etc.) The thieves walk back to their lair (in a forest), but the leader decides that one person less is more profit for the others and stabs you with the dagger he found. The thieves leave you in pain and the player looses his conciousness.
A monk finds you and decides to take you to his temple. The other monks take care for you, but when you wake up your body hurts (feeling of burning). You soon find out that the dagger was magical and you are "cursed" by it. The dagger was made magical by exposing it to an element source (in this case the fire element). First part of the story will be finding the water element source to undo the curse and other elements will come in the story, but not in a lineair way as "find all the elements and defeat the bosses". The state of the sources can also have an influence on the game world, for example if the wood source is corrupted/damaged, all trees in the game look dead or ill. The elements could be blended into the magic system and could even be used to create magical weapons.
Also, a possible side quest is to take revenge on the group of thieves.
Preventing the cliche part will be difficult, because you already have chosen a direction (map progression/type of dungeons and the use of elements (although it might help they are Chinese)) that is quite cliche on itself in respect to the fantasy setting of your game.
I hope that you're not fixed on the map progression, because some places might be better to switch if that is better for the story.
I'll have a thought about this today and see what I can come up with. Here is already one thing:
Dungeons (metal boss): One thing could be an old crashed and burried space ship (with the metal boss being a sort of powerfull robot, advantage is that tile sets from this could be reused for sci-fi related games), other idea is to have the metal boss to be some metal golem/construct in some sort of dwarven ruins (although this is going slightly into the cliche direction again, so that would have to be wrapped in the story quite carefully).
According to the website there will be a new development release this evening... looking forward to it!
Ok, thanks for the comments.
@Lamoot, ok, lets see how it goes then. Licenses wouldn't be a problem then, as long as they are compatible with FLARE.
That would be great. I'll set the topic to filled. I'm looking forward to your progress and the end result. Any indication on how long this would take you to complete?
@Clint Bellanger, how would the code handle the bridge? I guess the images for the hero would have to be rendered on a different height when crossing the bridge then when going over the normal height level of the land?
Do you also have the bitcoin address somewhere around? I used it a few times to donate.
<edit>
Nevermind: http://opengameart.org/content/donate-bitcoins
</edit>
Ok, thank you. Didn't know that. Tiled allows to rescale maps (you loose a bit on the edges though), so that would not be a problem for this map.
It belongs in a museum! ;)
My experience fo far with this tileset is that it takes some time to assemble a house, because it is quite difficult to see where tiles belong and which don't. Would it maybe not an idea to provide another tileset, based on this one, with some pre-made houses? People who want their own set of houses can then use this tileset, others can use the pre-made ones.
How about provide a basic level and let people submit stuff to be included, as long as it fits somewhat in what is already there and see where it goes?
Ok, have been thinking about this today.
Game starts with a group of thieves doing a great heist and the player is one of the thieves (the rookie). During the break in the leader finds a nice dagger and decides to keep it. The thieves do their heist and escape from the place (the user is introduced into how things work, inventory, fighting, etc.) The thieves walk back to their lair (in a forest), but the leader decides that one person less is more profit for the others and stabs you with the dagger he found. The thieves leave you in pain and the player looses his conciousness.
A monk finds you and decides to take you to his temple. The other monks take care for you, but when you wake up your body hurts (feeling of burning). You soon find out that the dagger was magical and you are "cursed" by it. The dagger was made magical by exposing it to an element source (in this case the fire element). First part of the story will be finding the water element source to undo the curse and other elements will come in the story, but not in a lineair way as "find all the elements and defeat the bosses". The state of the sources can also have an influence on the game world, for example if the wood source is corrupted/damaged, all trees in the game look dead or ill. The elements could be blended into the magic system and could even be used to create magical weapons.
Also, a possible side quest is to take revenge on the group of thieves.
Preventing the cliche part will be difficult, because you already have chosen a direction (map progression/type of dungeons and the use of elements (although it might help they are Chinese)) that is quite cliche on itself in respect to the fantasy setting of your game.
I hope that you're not fixed on the map progression, because some places might be better to switch if that is better for the story.
I'll have a thought about this today and see what I can come up with. Here is already one thing:
Dungeons (metal boss): One thing could be an old crashed and burried space ship (with the metal boss being a sort of powerfull robot, advantage is that tile sets from this could be reused for sci-fi related games), other idea is to have the metal boss to be some metal golem/construct in some sort of dwarven ruins (although this is going slightly into the cliche direction again, so that would have to be wrapped in the story quite carefully).
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