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Dark Gaia
  Wed Nov 17, 2010 3:47 am
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See, basically it's a way for me to add a bit more to the game. To get the game finished, I cut about five hours worth of stuff. It didn't harm the game in the end, but it didn't sit right with me that it wasn't as long as I intended it to be. Hence, expansion pack.


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Dark Gaia
  Fri Nov 26, 2010 9:59 am
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Friday, November 26th, 2010

Today, I'm officially announcing the closure of Legionwood's development. After almost four long years and two different game engines, I'm finally proud to say I'm happy with the state of the game and with what I've managed to accomplish. Thus, I've now uploaded what should be the final ever release of Legionwood (Build 5.5) which includes some final tweaks, small additions and some resolution with regards to Zanthus (making me feel much better about the game's "completed" designation). Unfortunately, I must inform you all that a hard drive error has resulted in the loss of the planned Legionwood expansion pack. As such, I've no choice but to announce its cancellation. It's now time to move on to bigger and better things, such as Legionwood 2 and an as of yet unnamed literary project I'm working on.

Thank you for all your support, feedback, beta testing, criticism and inspiration that you have given me throughout Legionwood's development. If it were not for you, the game would be very different and probably worse off than it is in its current iteration. Keep an eye out for the next big Legionwood adventure!


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Amos36
  Wed Dec 08, 2010 2:04 pm
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I know that this won't be a tremendously detailed post but I thought since I've played this game I might as well post some feedback for you!! :grin:

The story's a little cliché, but the occasional moment is pretty strong. One thing to say here is that if a character isn't developing, you need to work on that just like in a book, really - if necessary then just take them out of the picture somehow and it's a lot better.

There's a lot of evidence of story-padding such as "oh no - we have to go and kill the werewolf". The dialogue might want to be looked at, can't give you any specific examples, but whilst some conversations are worth listening to others seem to need some streamlining?

I sometimes got lost in the dungeons, maybe a map script might help? The dungeon puzzles are quite clever but simple - I like that. I can take some of those if I ever decide to take on a project again. :smile:

Although the battle system is a little monotonous and most of the time I just ran away - I can't really think of any way in which to make it better. Its really hard (and I would know) to make a memorable battle system with just the right level of difficulty and tactics. :smile:

Most of my critiques come as a writer rather than game-designer. I totally accept my games are far worse than this but I think by people being like really nit-picky and harsh it'll really make this into a great game!! :biggrin:

Best of luck - and thanks for a fun break during revision!!

Amos36 x

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Fustel
  Wed Dec 08, 2010 9:20 pm
uh...!?!
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I just began the game; and it will take me much more than a mere 15 hours of playing time to finish it (I am the poor :shades: man with the white stick...). So, you'll have to wait a little while before getting my opinion; although I can say the advertising was a pretty one.

But the main question is not there. I was myself on the verge of writing a script about the 'train effect' of the characters on the map (the one where each actor follow the prevuous one like in Dragon Quest/Warrior). And as soon as I hegan your game, I saw this effect occuring. So here is the real question: where could I find such a script ? Or, at least, wha concepts were used in it (additonal Sprites, Events, others ..) ?


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Dark Gaia
  Thu Dec 16, 2010 7:27 am
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Hi! Thank you both for your comments, which I will respond to now.

@Amos36: I understand and agree with all your sentiments. The truth is, I wrote Legionwood's story three years ago, and as I improved as a writer, I was just too lazy to clean it up as it would have been a lot of work to rewrite the whole game. Character development was never a focus though - the story is more event driven than character driven (eg. Merces' pursuits, war developing, Castoth). Did you complete the game though? I realised that the whole sealed demon plotline was cliche, but I thought the Ark/Gaia plot would fare better.

@Fustel: That script, by Trickster, doesn't use any extra sprites. As far as I know, I just pasted it into the game without modifying it and it works as you saw.


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Dark Gaia
  Mon Dec 20, 2010 2:17 am
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Hi everyone! Download links are now fixed!


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Dark Gaia
  Sat Apr 16, 2011 9:12 am
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Update:

Hey there everyone! Long time no see! In response to the review featured in Digitally Downloaded Magazine here: http://www.digitallydownloaded.net/2011/03/review-creative-use-of-rpg-maker-vx.html, I've uploaded a new version of Legionwood with rewritten dialogue in some particularly important scenes and I added a scene addressing the backstory of Zanthus.


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sanggameboy
  Sat Aug 06, 2011 6:33 am
Well... I love Halloween
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Uhm, this game have a perfect battleback. I like the picture number 2. Battleback is on the boat and i like it!
And Mapping is so cool... (Not like my game :crazy: )
But you don't see the enemy is so small ??? I don't know but i really think it small :blank:


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Dark Gaia
  Sun Sep 02, 2012 7:47 am
The project machine.
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Hi, everyone! I haven't posted any updates on this game for a long time, but I recently overhauled it and thought I'd pop in and copy/paste the update from the game's blog so that you all know what's going down. Here it is:

Quote:
Hi there, Legionwood fans! In celebration of Legionwood being featured on the front page of RPG Maker.net, I'm happy to announce that the Final Edition of the game is now available to download!

The Final Edition is the definitive version of Legionwood. This updated build of the game completely fixes the last of the remaining bugs in the game, restores a smattering of cut beta content to the game (such as the extra floor of the Pirate's Cove and the Adventure theme music) and, best of all, features a completely rewritten script, with every line of dialogue in the game addressed for clarity, brevity and spelling and grammar errors. Each of Legionwood's characters now has a more distinct personality, and there is more emotion and characterisation in the game than in previous builds. Foreshadowing and references to Legionwood 2 have also been inserted into the game, to create a stronger link between the two titles.

All of this work, including rewriting the dialogue and tightening up the game code took me about a month to complete - it wasn't a small task, but I've wanted to update the original Legionwood for a while, so I placed the sequel on hiatus to get it done. Now that the Final Edition is online and ready to play, I'm inviting all Legionwood fans and new players alike to give it a try and pass the time until the next release of Legionwood 2 with a more polished, better written RPG that I'm sure they'll enjoy.

With that said, I'll get back to work on Legionwood 2. Now that the Final Edition of Legionwood is released, I'm happy to move on to the future and make some long-awaited progress on the sequel. Keep an eye out for Beta 3.0 of Legionwood 2 some time in October, and I'll bring you more news on the game's development as it happens.


So, if you haven't played the game yet, now's the time to do so :)


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