Announcing 'Of Stranger Flames'

Published September 17, 2012
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Phew, I was 'gone' for almost two months (active on the forums and working on AdventureFar's website but no journal posts).

For the past 45 days, I've been chugging hard to get the AdventureFar website (and my personal website) up and running. I made my own WordPress theme, forcing me to learn PHP and HTML and CSS pretty heavily.

But I encountered a problem while working on the AdventureFar website... For the past 2 years of development, I've referred to the project under the work-in-progress name of "AdventureFar". But I can't use a work-in-progress name for the website's domain name... I need the real name, and it's about time I settle on it.

So with that said, I'm very pleased to announce "Of Stranger Flames" as the official title of the game. I've lost track of what I've told y'all over the past year, especially as the project has grown and changed, but in case I haven't already mentioned it, Of Stranger Flames is actually the first of three games in the series. Each game is completely stand-alone, with its own plot, but follow the same character in the same world, just several years later as new events are unfolding. Details on the other two games are not yet flushed out.

The entire series is tentatively called the 'Guardian Blade' series.

Of Stranger Flames is a "classically-inspired, turn-based (with action elements), 2D rpg with modern graphics, in a para-historical French setting, in the latter half of the sixteenth century".

Tons of details I may or may not have previously shared are available on the website, as well as two songs from the soundtrack (and reposting of images you've already seen).

Of Stranger Flames website
My development website + dev journal
My new twitter account

They work on Chrome, but get butchered in most versions of Internet Explorer, despite being almost completely validated as standardized HTML and CSS. rolleyes.gif I'll definitely try to get that fixed in several months before I do any large media pushes. I also have several pages that are listed as "coming soon" (read: within the next 6 months. "soon" is subjective wink.png), but most of the content is already up.

I'll still post here on GD.net, but my dev journal on my new website will be more of the "public face" (read: less technical details, more pictures) of my game development. All the juicy technical stuff I'll post here on GD.net, and only mirror there on occasion.

What's next? Well, I still need to get the game editor working. dry.png However, I'm delighted to be able to get back into C++ code, starting tomorrow. Depriving yourself of programming for 45 days (to work on the website) really sucks.

Let me know what you think about the website and the game details!
4 likes 7 comments

Comments

Ashaman73
Looks cool, great work. Do you have some screenshots to show off besides the concept art ?
September 18, 2012 05:18 AM
Servant of the Lord
Unfortunately not. I won't invest real effort in an area showing what the final art will look like until the editor is fully ready. The only screenshots I have are the [url="http://strangerflames.com/media/development-pictures/2011-2/"]hideous test ones[/url] from two years ago.

Hopefully by the end of the year, you'll be able to see what the final game will look like with screenshots from a real area that'll be in the game.
September 18, 2012 05:48 AM
Ashaman73
[quote]The only screenshots I have are the hideous test ones from two years ago.[/quote]
At least keep them for later use. It is always interesting to see a game evolve ofter the years, seeing first visual approaches and the final product.

[quote]Hopefully by the end of the year, you'll be able to see what the final game will look like with screenshots from a real area that'll be in the game.[/quote]
I'm curious, cause your concept art is really promising :-)
September 18, 2012 07:13 AM
Servant of the Lord
Oh, I thought you were talking about area/world screenshots! =)
The concept art was made by some of the artists (friends and family contributing sporadically) and is pretty much how the entities will appear in-game during combat, except colored properly. The combat will, for stylistic purposes, have static enemy and character sprites. ([size=2]T[/size][size=2]he fact that this conveniently cuts out having to make thousands of character animations had absolutely everything to do with that decision [/size][img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img]).

So a good idea of the final result of enemy appearances, would be this image: ([size=2]though hopefully colored better than that - that was a test coloration by me, and I've never done something like that before. I'll probably hire a real artist to do it[/size])
[img]http://img19.imageshack.us/img19/2743/wolfthing.png[/img]

It'll do the old RPG standby of shifting horizontally/vertically rapidly to simulate movement, and flashing when hit, coupled by effects (such as clawmarks) overlayed over it and its target to visually describe what's happening.

I think it'll be interesting, the semi-clash between the much nicer background tile art and the nice but static in-combat sprites. The background art will be quite a bit better than [url="http://db.tigsource.com/screenshot/image/1736/original/avadon.jpg"]this[/url] I'm fairly sure, and better than [url="http://pocketmedia.ign.com/pocket/image/article/764/764961/final-fantasy-vi-advance-20070215044811900-000.jpg"]this[/url] or [url="http://img.brothersoft.com/screenshots/softimage/l/legend_of_zelda_the_-_the_minish_cap_for_gba-278103-1305529565.jpeg"]this[/url], though not as nice as something non-tiled like [url="http://cdn.steampowered.com/v/gfx/apps/107100/ss_5e3781ab7684f7943b25346f9ae7c3a32dc0e7a5.1920x1080.jpg?t=1335890759"]Bastion[/url]. And not isometric (which the first and last examples were).

But the actual enemy sprites wont be at the forefront of your attention anyway - the actiony-element of the turn-based combat will have its interface layered on top of the enemies which are layered on top of the area you are in, and your focus will be mostly on the action requirements of the interface rather than the enemy sprites.
September 18, 2012 07:39 AM
Programming020195BRook
I must say I'm very impressed with your ideas and work! :) The site has just a few issues:

- Scroll bars on drop down menus (Firefox) - (I cannot say for IE as I never use this browser)
- Your Donate page is down

Very nice work! :) Love the sketches.
September 19, 2012 06:22 AM
Servant of the Lord
Thank you for the encouragement!

Also, thanks for the Firefox update, it looks like I'll have to invest alot more work to make the website compatible with any non-webkit browser. Internet Explorer absolutely butchers the site.

Re: Donate page
Oops, the page doesn't even exist (and wont for awhile!), so I thought I had that button hidden. There are three other buttons that go there that are currently hidden also ([url="http://img854.imageshack.us/img854/1728/variables.png"]code[/url], [url="http://img825.imageshack.us/img825/8068/picom.png"]screenshot[/url]). Thanks for pointing it out! Fixed/hidden.

Mostly the donate button is for when I start putting up tutorials and art resources for other developers (the same code will run a few related sites, and already runs both JaminGrey.com and StrangerFlames.com on the same web host). On StrangerFlames.com and other game sites, it'll show (when properly activated later) as a golden "Purchase' button and not 'Donate' (like in the [url="http://img825.imageshack.us/img825/8068/picom.png"]screenshot[/url]).
September 19, 2012 07:00 AM
Programming020195BRook
No problem! :) Keep up the great work!
September 19, 2012 08:07 AM
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