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Legacy of the Zodiac II - 2D MMORPG In Development

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Table of Contents


Forward [FRWD]

Development Chronicles [DC]

Background Info / Story [BIS]

Factions [FS]

Guild System [GS]

Graphics [GS]

Screenshots [SS]

Client Icon [CI]


Forward [FRWD]

Hello everyone, I figured I should introduce you all to my game that is currently In-Development. The name of it is Legacy of the Zodiac II.

Just so you all know, the game is NOT playable and will not be playable until it is finished; then I will have closed Beta and send the client out to a certain amount of people for them to test it. I will leave the Closed Beta Server up for a month to allow them to test and play as much as possible, then it will go and the accounts will be wiped and I will fix anything that was unbalanced, fix any errors etc and than put it up for Open Beta. If everything goes as planned, accounts will not be wiped after Open Beta.

First off you can visit the website for the game at http://www.legacyofthezodiac.net

There you can access the forums and access a wealth of other information about Legacy of the Zodiac II.

Development Chronicles [DC]

Every week on Saturday from now on I will be typing up a "Development Chronicle" which showcases and basically explains what I accomplished during the development that week. I just got this idea a little while ago, so the first Development Chronicle covers what I have done up to this point (mostly, not going to tell you everything). I will also be recording a video of the Development Chronicle with my narration if you don't feel like reading it.
To see a list of all the Development Chronicles currently released go to the following page on the Wiki...

Development Chronicle Wiki Page

There you will find links to the forum post version and the narrated video version of each Development Chronicle!

The first thing you should read is the story of Legacy of the Zodiac II. Before Legacy of the Zodiac II there was Legacy of the Zodiac and Legacy of the Zodiac II, the first two chapters are based on those games, the last four advance the story to Legacy of the Zodiac II and explain what it is about. So without further waiting, here is the story!

Background Info / Story [BIS]

This section has the background info on how the Zodiac came to be in the first place, and all the trouble it caused. By reading these you will gain an understanding of the "Legacy of the Zodiac". The story is broken down into sections based on the time period of that section and such.

I made a video of this with narration by me, so you can just listen to the story if you don't feel like reading it. The link to the video can be found below.

Narrated Background Info/Story

Legacy of the Zodiac (Chapter I - Before EX)

Part I

Centuries ago… the world wasn’t as it is today… Some lands were the same as they are now. But there were many that were not. Armies waged war against each other for control of lands and for wealth. Armies ravaged through cities and towns destroying all in their path… Women… children… anything… Rivers of blood flowed everywhere… Skulls were bashed against rocks and stones… There was one sword that was said to have the power to destroy an army with a single blow… The sword was called the Zodiac. The sword had the power of the twelve mighty Zodiacs. Aquarius, Aries, Cancer, Capricorn, Gemini, Leo, Libra, Pisces, Sagittarius, Scorpio, Taurus and Virgo. If any man was to brandish the Zodiac, certain doom would be the fate of the earth, and all of its populace…

Part II

The Zodiac was a double edged sword. On one hand it has supreme curative capability. It could transform an inhospitable wasteland into a luscious forest. Whereas on the other hand the Zodiac could decimate anything in the vicinity. The Zodiac was originally created by the twelve Zodiacs as a weapon that could mend wounds of the earth and raze anything and anyone that would cause detriment to the earth. All of the Zodiacs added a fraction of their powers to the sword. With the realization of the damage the sword could do in the hands of a human, they decided to seal away the Zodiac at the heart of the earth; where no man could grasp it. The only way to get to the heart of the earth was passage through the Zulu Gorge, a passage that let right to the heart of the earth. The zodiacs created several beings; branded as the Sentinels. The Zulu Gorge was situated on the great southern continent; Celestria. Celestria was called home by a clan called the Celestria Guard. They were engaged in countless wars with the clan of the north; the Crimson Knights. Wars prolonged in a never –ending cycle of death. Clans changed over time, old ones passed away, new ones emerged; alliances were founded. In time though, Celestria was at the hands of the northerners… Fearing that the Zodiac would be in danger soon, the Sentinels ventured down to the heart of the earth; through the Zulu Gorge. The Sentinels planned to do away with the Zodiac, so that no human could ever brandish such a sword. They all rained down on the Zodiac; willing to give their lives to rid the earth of the sword. Thus was not their duty, their duty; and soul purpose for creation was to protect the sword. Alas, they awakened the Zodiac, which then proceeded to use all of its vigor to wipe out the Sentinel’s. This in turn wiped out the earth. While the earth was in its final precious moments, the Zodiacs gathered to try and stop what was about to come… The sword overtook them and merged with the Zodiacs…

Part III

When it looked like all was lost, and the earth ceased to exist… The Zodiac used its supreme curative prowess; it was too late to restore the earth. Instead, a fresh earth was created. The sword consumed enormous amounts of its power… The sword was at a critical point, where it couldn’t continue creating the earth. The power of all the Zodiacs that the Zodiacs imbued the sword with could no longer be contained, the power burst out of the sword in a rainbow of colors, only to disintegrate… Like a chain reaction, the Zodiacs used this opening to escape from the sword. Together they finished creating the new earth. They decided that the only way they could truly lock away the Zodiac, was by either destroying or sealing away themselves. But now that the power of themselves that they each put into the Zodiac was gone, no one without all of their power could wield the sword. Even so, without the pure energy of the Zodiac within the sword, it was quickly becoming tainted with darkness… The Zodiacs sealed themselves and the Zodiac away in another dimension… Finally ridding the earth of the Zodiac, as well as putting the fate of the earth in the hands of the humans…

Legacy of the Zodiac EX (Chapter II - Aftermath)

Part I

That was three centuries ago… The Zodiac hasn’t been seen or heard of since. No one has seen the Zodiacs either. Humans have changed quite considerably since then. War remains a part of daily life though, as it always will be with humans. Four main continents exist, the Northern Continent which consists of places such as Haven. Haven was remodeled from hieroglyphics that depicted how Haven was before what the humans called “the great destruction.” The hieroglyphics were left by the Zodiacs, in an attempt to guide the humans in the right direction. The Zodiacs left secrets all around the new earth, from damp caves to high mountains. These secrets hinted at what actually happened. They were very well concealed though. Many people had different theories about what happened, and a few have even slain each other over it. The second continent is the great southern continent of Zhu Jin. This is a continent host to many creatures and tribes. The third continent is the western continent, which consists of mainly Ryoko and Kenshi. Ryoko is home to many groups of dragons, as well as dragoons. Kenshi is home to a few monks and wandering rogues. The fourth continent is the eastern continent, which consists of a large city called Shinjoku. It is surrounded by a large wall to fortify its defenses. Many gather there, such as fishermen. But mainly it is home to many great samurais. Each continent consists of an army or “clan” which resides in the continent. They are the main source of war these days. They are not always opposed to each other though, they form alliances and the like.

Part II


Lately though, something has been stirring in the south… heavy storms swell and move in from remote places out in the oceans. Strange sightings have been reported on most of the main continents…

Legacy of the Zodiac (Chapter III - Stormy Weathers)

The Earth's atmosphere is changing drastically, continents are beginning to sink at rates unthinkable. Tornadoes are destroying forests and leaving them as harsh unkempt wastelands. Storms are almost a daily occurrence, and they occur with such force that dozens die from them everyday, land is lost, lives are lost. Strange beings in hooded cloaks have been sighted around the continents mumbling something about the Zodiacs, mentioning their names... A land mass seems to be forming in the south as well as other places. The strange thing is, some days the land is visible, while some days it is not. Anyone who has tried to go near the land when it is visible didn't come back, for what reason nobody knows. They could have been killed, or gotten stuck on the island or anything else. One thing is for certain, nothing seems right; it seems like reality is being warped. Almost as if the earth is in contact with something else... something...

Legacy of the Zodiac (Chapter IV - Pieces to the Puzzle)

Part I

Conditions are becoming increasingly worse. Also, it has been confirmed, the Earth is in contact with something else. The cloaked wanderers were followed to their place of dwelling; a desolate den fit for only the most unearthly creatures. They were spied on, the information that was gained that day was choking. It seems that they had a book, written by their "God" Nerevar. The book was called the Revelus Colisius. The book told a story of how the all mighty sword, the Zodiac, was sealed away with the twelve Zodiacs in an alternate dimension. That alone was startling news, and that alone was evidence of what actually happened those many years ago. All the natural disasters, everything that had been going wrong was being done by Nerevar and his foul followers. What was happening was that Nerevar's followers were slowly laying a spell that would connect and intertwine the world with the dimension the Zodiacs were in. This would effectively not only bring the Zodiac within Nerevar's grasp, but also bring the twelve Zodiacs within his grasp and wipe out most of the life on earth, once the world and the dimension were finally combined.

Part II

The two dimensions combined would also change the earth very much, since the other dimension is actually another world. For the two worlds to combine, parts of each world must be destroyed and replaced by parts of the other world. Kind of like when two sets of puzzles are mixed and you try and put them together - all the pieces can't be used. The "pieces" are parts of each world, and each world is a separate puzzle. All together Nerevar's plan was a recipe for disaster. It was too late to stop it though, the damage done to the earth was already too great; and the gathering they witnessed was the gathering before the final part of the plan was put into action. That night, the final part of the plan would begin...

Legacy of the Zodiac (Chapter V - The Puzzle Completed)

Part I

The "puzzle" was almost complete, Nerevar and his unearthly followers had all gathered at the giant southern land mass; which was now completely there; completely in existence. They had erected a pedestal made of the finest ores available, where we all assumed the Zodiac would appear. Tens of thousands of Nerevar's followers were all crowded around that single pedestal, in never ending rows. It looked like a never ending sea of black hooded cloaks. Nerevar stood nearest to the pedestal, leading his followers in a also seemingly never ending chant. They spoke in a tongue none of us could understand or even begin to understand. They chanted for what seemed like days, it kept going on and on in an endless cycle. Eventually a great wind began to blow, the great oceans surrounding the landmass began to clash; giant waves assaulted the shores and mountains of the landmass. Lightning razed the ground and blew holes in the side of great mountains. A great fog settled in around the landmass, it seemed every element, every form of nature was assaulting the earth. Everyone was anxious to find out what would happen next.

Part II

Then, all of a sudden an immense lightning bolt shot down from the clouds and struck the pedestal Nerevar had erected. The great ocean of hooded beings roared and shouted, but Nerevar shouted even louder and silenced them. It became hard to breath, the air pressure greatly increased; forcing our arms and legs closer to our bodies. From where we were, we could faintly see some kind of sword appearing, than disappearing and appearing again on top of the pedestal. Another bolt of lighting struck the pedestal and finally the sword was there; completely. It hovered over the pedestal. It was the great Zodiac, we could not believe our mortal eyes... The sword did not move at all, then all of a sudden it rose higher into the air. The wind started to blow with great fury towards the Zodiac. Along the wind, faint images of the Zodiacs flew. After a while all of the twelve Zodiacs hovered around the great sword. The winds subsided and Nerevar stepped forward. He held out his hand and with some sort of magic drew the Zodiacs towards the sword. The Zodiacs let out wails and screams of pain and anger, they held out their hands and began releasing as much of their energy as they could possibly release; but they could not release it all. Nerevar had sealed the Zodiacs inside the great sword. The Zodiacs did not exist anymore, there was only one "Zodiac" remaining now, the sword. The sword now had all of the Zodiacs powers inside of it, it was complete again. Now Nerevar could wield the sword and rain destruction upon mankind. But something happened, something Nerevar did not expect...

Part III

Nerevar grasped the Zodiac by its hilt, when he did so the hilt of the Zodiac became as hot as the core of the earth. Even Nerevar couldn't hold onto the sword and he dropped it, the heat was so great that it burned off his hand and his arm caught on fire. The right side of his body began to burn away into ash. The Zodiac still had a mind of it's own though, in a final act of self control the Zodiac cut Nerevar in half. Nerevar's scream was so loud and so great that it was heard around the whole earth, from Kenshi all the way to Shinjoku; his scream was heard. Nerevar's body disintegrated and was blown away by the wind. All of a sudden the ground began to shake violently, fissures appeared all over the ground. Giant waves crashed against the great mass of land. Then immense waves from all sides rose up, over the land and began to fall towards the land. The waves crashed down on the island, covering it completely with water; drowning anyone that was on it. The puzzle, Nerevar's puzzle was finally complete. Both worlds had been combined, and the Zodiac was back and in it's most powerful form; it had the power of all twelve Zodiacs and now could be brandished by any who found it.

Legacy of the Zodiac II (Chapter VI - New World, New Struggles)

Part I

The world was now a new world, part old world, part new world. The new world was from the dimension the Zodiacs had sealed themselves and the Zodiac in. Even the parts of the old world that remained had been changed and rearranged, little looked the same as it had. Anything from the old world was changed by the weather and the sole process of the other dimension being fused with it.

Part II

Now that the Zodiac is on earth, Factions began to appear. The different Factions had different ideas on what they would do when they got the Zodiac. When the island that the Zodiac was on was hit with the great waves, the Zodiac had been lost. No one knows where it rests now, but many are determined to find it. There is a faction called the Zodiacs, they are the descendants of the twelve Zodiacs, they even have some of the power of the Zodiacs. These people were born and created from the power the Zodiacs released before they were sealed into the Zodiac. The other survivors were either part of the Valarians or the Gardavians. The Valarians planned to use the Zodiac for destruction, while the Gardavians wanted to do good with the sword. The Zodiacs believed the sword must be sealed away and never again touched or used by any humans. There were even some beings that were created and came to be because of the remains of Nerevar that were blown away after he was killed by the Zodiac. Therefore, those beings have the same ideals and values as well as ambitions that Nerevar himself once had.

Part III

With the rise of the factions and the return of the Zodiac, a time of great war begins. What will happen next? That is for you to decide...

So, now I bet you want to know about the Factions? I'll feed your yearning for Information; just look below and you will wonder no more!

You can either read the information from this post, or view the page on the Wiki , which can be found here.

PLEASE NOTE: This is the complete and most likely final list of all the classes and factions of Legacy of the Zodiac II.

Factions [FS]

In Legacy of the Zodiac II there are three total factions. They are what separates the classes of Legacy of the Zodiac II. The factions are based around their views of what should be done with the Zodiac now that it has been unsealed from it's place of rest. The following is a breakdown of the three factions.


Zodiac

The Zodiac faction are humans that have descended from the actual Zodiacs; therefore they refer to themselves as Zodiacs most of the time. They have a large portion of the powerful magic the Zodiacs possessed flowing through their body. Since they are descendants of the Zodiacs, they share the same viewpoints towards the Zodiac. As the Zodiacs believed, they believe no one should be allowed to wield or use the Zodiac, not even themselves. Which is why the Zodiac was sealed away at the core of the earth in the first place. Now that the Zodiac has been released, the Zodiacs are ready to do whatever it takes to seal the Zodiac away once again.

The following is a list of the classes in the Zodiac faction.

Arch

The Arch is a ranged melee warrior. It uses lightweight dual swords that can be swung quickly. Rather than just cutting their opponents open, they use the magical power flowing through their bodies that they obtained from being the descendants of Scorpio to create focused blade slash waves. Their slash waves have a range of approximately 3-4 tiles away. They are also able to focus all of their power into a homing blade slash commonly called an air slash.

Acolyte

The Acolyte is the main spell caster of the Zodiac faction. They are able to cast devastating spells that take advantage of the magic they posses; bestowed upon them by many of the Zodiacs. They use Staves and Fans to release there magical powers in the form of deadly spells. They also have the ability to help their allies by temporarily bestowing some of the Zodiac power they posses onto their allies, as well as amplifying their own powers.

Artisan


The Artisan is a balanced melee warrior. Artisans are skilled in both attack and defense, but not as highly skilled in each as the Varhans are with strength and the Gardians are with defense. The Artisans used medium weight swords which aren't too slow yet aren't too fast. The Artisans have been gifted by the Zodiacs with two special abilities. They are able to tap into some of the offensive power of Aries, which boosts their own for a short period of time. Artisans may also tap into the defensive powers of Capricorn, boosting their own for a short period of time. Through these two abilities, the Artisans can supplement their offensive or defensive capabilities depending on the situation they are in. The Artisans may also attack with devastating blade slashes that reach up to two squares away. When fighting an Artisan you must be especially careful since they could tap into the power of Aries or Capricorn at any moment, catching you off guard.


Valarian

The Valarian faction is comprised of humans that all share the same ends. They all want to conquer and destroy with the Zodiac, they are hungry for power and often targeted by the Zodiacs. Not only do they go against the Zodiacs in that they want to use the Zodiac, but they want to use it for personal gain and destruction. The Zodiacs definately do not want the Zodiac to fall into the hands of the Valarians.

The following is a list of the classes in the Valarian faction.

Varhan


The Varhan is a closed ranged; in your face warrior. The Varhan is a warrior based on bone crushing strength. They use a variety of weapons consisting of swift light weight swords, slow but deadly heavy swords as well as medium weight axes. Varhans have made many names for themselves because of their prowess in battle. One of which is berserker. That name mainly comes from the state they enter from using their greatest ability; bloodrage. Bloodrage sends them into a enraged frenzy boosting their attack power and attack speed but at a price; halfing their health upon entering the bloodrage state. Because of the damage to their body, they must recover before performing it again.

Gardian


The Gardians are a closed ranged warrior like the Varhan, but there is one main difference between the two warrior classes. That difference is that the Varhans focus on strength to kill their opponents quickly, while the Gardians focus on defense so they can endure and take on many opponents at once! Just like the Varhans though, the Gardians use a variety of weapons, swift light weight swords, slow but deadly heavy swords as well as medium weight axes. Gardians are often called tanks, because they can withstand tons of damage. This is mainly due to their greatest ability. That ability is none other than tension. Tension tightens the muscles and hardens the skin of the Gardians. Increasing their defense by leaps and bounds. This sort of thing comes with damage to the body of course, half their health is drained upon the use of tension. This is because each use of tension damages their blood vessels as well as their muscles.

Heretic

The Heretics are a dark breed of sorcerers, they are pure spell casters and masters of death and confusion. They channel their energy through their great staves. The Heretics are the most hateful towards the Zodiacs of all the Valarians, they strongly believe the original Zodiacs didn't even exist, and that the Zodiacs are just liars and deceivers that want the Zodiac for themselves. The Heretics are able to tap into the power of Nerevar the God of death and destruction to increase their magical powers immensely. The Heretics are able to cast spells that send their opponents into a horrible confusion causing them to lose site of their target (the Heretic) and switch targets to another being. Heretics are also masters of poison, and most every spell the Heretics know drain mana from their target. Overall the Heretic is one being you do not want to encounter.


Gardavian

The Gardavian faction is comprised of people that both share the same views of the Zodiac. They don't see it as a tool not fit to be used by any human. Nor do they see the Zodiac is a tool for destruction and war. The Gardavians see the Zodiac as a tool that can be used for the good of man kind, not for the destruction of man kind. Even so, the Zodiacs still don't approve of the use of the Zodiac by any humans. The Zodiacs don't feel as much hostility towards the Gardavians as they do towards Valarians, yet the Zodiacs still will not allow the Gardavians to use the Zodiac for their own ends. Even if their ends are good.

The following is a list of the classes in the Gardavian faction.

Peltast

The Peltast are a hybrid breed of warriors. Hybrid meaning they do not focus on strength or defense, they focus on both. Unlike how the Varhan focus on strength and the Gardian focus on defense. They do not believe in those ways, they believe that balance between the two is the best and only way to become a truly great warrior. The Peltast also opt for a different pool of weapons than the Varhan and Gardian. The pool consists of spears and lances. One of the Peltast's strong point is to be able to deliver strong thrusts with their spears and lances. If they are lucky they will pierce right through the opponent's armor, completely negating the protection they receive from it. This causes a great amount of damage! The Peltast posses a unique ability which allows them to increase their chance of piercing their opponent's armor. The Peltast focus around using their ability to pierce through their opponent's armor to take the opposition down.

Hawkeye

The Hawkeyes are a ranged weaponry class. Their weapon of choice is the bow and arrow. They use their extremely precise eye sight to send arrows flying at their foes from afar. They can send arrows flying up to seven squares away! They posses a few abilities that allow them to send homing arrows at close ranges, very close that is, as well as flaming arrows to burn their opponents. As the Peltasts do, the Hawkeyes focus on strength and defense; not just one of them.

Priest

The Priest's are a spell caster class, but they are not as strong as the Acolytes. That is because they have abilities that the Acolytes do not. The Priest's have a wide range of healing spells to mend the wounds of their injured allies, as well as casting protective spells to lower the damage allies take. Priest's are also very skilled in health magic, they can increase the rate at which one heals their own wounds, and increase their total health by much more than the Acolytes can. All around the Priest's focus on everything the Acolytes do not focus on. The Priest's focus on reducing damage, healing the damage done and such. While the Acolytes focus on dealing the damage.

Guild System [GS]

I made this little guide to show people what the ranks will be and such in the LoZ II Guild System. I know you all know about the Invite System so just ignore that, but most of the people from my game's community are used to X-Realms where there is no actual "Invite"; you just clicked Invite and it put them in the guild; which was lame =p.



Graphics [GS]

I spent a week completely designing the tile sheet, and it was worth it. The tilesheet for my last game was 32k Pixels in length, the new one for Legacy of the Zodiac II is 92k Pixels in length! I'm also using all RMXP (RPGMakerXP) style tiles for this game; which are my favorite tiles. I also spent a day adding tons of new items sprites and organizing them by type. For example, weapons come first on the sheet, then armors, helmets, shields etc. I also recently spent about a week adding hundreds of new item sprites to accommodate for a certain feature of the game.

Screenshots [SS]

Below I will show you a few maps I have made so far. I just started working on the actual game yesterday (Saturday October 27th). Before that I was working on the creation of the website, the forums and the GFX as well as Factions and Classes and the story and stuff of the like. Mainly Pre-Development things.

This is a small sample of the Haven Harbor and one of the maps leading to the first town (Haven).



This is the inside of the boat you saw at the bottom left hand corner of the top half of the Haven Harbor. When you die and respawn in the game you will respawn on the crossed wooden planks on the bottom half of the map.



To view further screenshots visit the Screenshots page on the Wiki located here.

Client Icon [CI]

This is most likely what the Icon for the Legacy of the Zodiac II Client will look like. I spent a few hours designing it in various sizes for the final icon, hope you like it.



Some people have told me that you can't really see the LoZ on the Icon; anyone else think so as well?


Other than the Information I have provided above and any you find on the Wiki; there is nothing else to show you all at the time.

Once I get farther into the In-Game development I will update you all with more information.


If you wish to contact me just add me on MSN Messenger, my MSN is scythecgc@gmail.com

Thanks for listening,

-Scythe [Edited by - ScytheCGC on December 8, 2007 7:25:29 AM]

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Hey, Scythe here. Guess what time it is? Well if you said time for a new Development Chronicle you are correct! This week's Development Chronicle will not be as big as last week's, since last weeks covered mainly everything I had done so far and this weeks only covers one week worth of development.

The first thing I did this week was I completed the Spells. First I completed making all the damage spells, than the melee spells which I refer to as skills and finally I completed making all of the buffs.

There are a few new things that can be added to spells now, and will mainly be used for skills and buffs. One of them is that spells can have cool down times so if it is set to 5 minutes you have to wait 5 minutes before casting the spell again. Another thing is that spells can now use some of your HP to be casted too; and you can either have it use a set amount of it or a % of it such as 25% MP; so the cost is proportional to how much MP or HP you have. This will be used on buffs and skills. Now, skills are simply spells with their damage calculated by your Str and weapon and such. The spell type is called Weapon Power + Vitals, since the damage of the spell is basically your Weapon Damage plus the damage from your base strength and such plus whatever damage I set for that spell. Also, the ranges for these are very short. For example, Peltast's have a range of 2, Arch's have a range of 3-4 since that is there normal attack range anyways.

After that I was like YES, I CAN START WORKING ON MAPS AGAIN WOOO! So I started to work on something in Haven when I realized none of the items to teach the spells were made. So I had to go back and do that :3.

The basic name setup for spell items is as follows... Name of Spell and than whatever item the item is.

For example, all Acolyte spells are taught by Tome's, which is a fancy word for a spell book. So for the Acolyte spell Monsoon of Aquarius the item that teaches the spell would be Monsoon of Aquarius Tome. The item that teaches it varies with each class as well as the item sprite. Some classes are taught by scrolls; mainly the melee skills since the skill isn't really a spell, it's more of knowing how to perform the skill such as a certain blade slash or something. Another example is that Heretic's learn their spells from Grimoire's which is a fancy word for evil spell books :3!

As for the names and stats of the spells... You're going to have to wait for the Closed Beta release ^.^!

So now I was halfway through the week or so; since I had to go back and make the items that teach the spells. Now I still had to finish Haven, so the first thing I did was decide what that wooden gate in the top right hand corner of Haven was for; I had an initial hunch for something like a guard house or something where all the guards gathered but then I got a much better idea. I decided it would be like a mercenary hotspot, where you could go and get missions and quests and such from a bunch of different NPC's. You would be rewarded in different things, gold, equipment and other items as well as EXP sometimes. I decided to call this hotspot The Iron Mercenary and also decided I would put more advanced areas in each factions bases and such. Since I plan on having a few bases and strongholds for each faction where you can get quests and other things from; such as where you would enchant your weapons and remove enchants.

Now, in-case you didn't know; there is a new Quest-Editor in Xtreme Worlds. Which allows you to name the quest such as "The Harrowing Wolf", which is a random name I just made up XD... As well as which NPC gives the quest and what the NPC says to you if you didn't do the quest yet, if you're not finished, if you are finished and things like that. You can also set a class and level requirement on the quests. There are some neat things like on completion heal your HP, MP etc to full as well as if you can do the quest once. You can have the quest give items, and other things such as unused stat points, EXP and stats. So the quest could give you 5 extra Strength or Magic etc or a few unused stat points so you can put them where you want. I might do a few of these so you can gain like 20-30 extra stats from doing quests or something. You can also have the quest require multiple items so you have to get a certain item, then the next item etc as well as setting if the item is taken from the player or not. One thing I found very cool is that there is an option called "On completion, jump to _____". The _____ is a drop down box where you can choose a quest. So basically; one NPC can give like 15 or more quests and once you do the first one, he starts you off on the second one and then the third one etc etc.

So I will be using that Quest Editor a lot in the mercenary hot spots as they will be called.

Here is a screenshot of the entrance to "The Iron Mercenary", there are no quest NPCs inside yet, just a few maps; quests will be added after I map more.



As you can see The Iron Mercenary has a bar and a place for food on the first map and is ran by a dwarf. You'll have to wait till you can play to see his name though :D. The papers on the walls are supposed to represent missions and contracts that people had placed on the walls. The floors are cracked from the many fights that have broken out over who gets a mission or who completed the mission first o.o. I like this place because it has a sort of look to it that is tough and fits the mercenary life style. As I said earlier, when the area is finished there will be many more NPC's on these maps which give you quests and such.

After that I went over to the left entrance where I was going to work on the Granu Colosseum. Basically, Granu is for gladiator matches or duels. There is an above ground lobby before you go down to the main underground lobby where you will find a few warriors that traveled from far away lands to take part in these gladiator style matches. There are two arenas inside, basically a grey map and a red map. The grey map represents a fight till the faint and the red map represents a fight to the death. The arenas are for either 1v1 or 2v2 PVP matches. You can obviously bet on matches by yourself or have an admin or moderator help to make sure no one is scammed. There will also be admin ones where the rewards are given by the admins. I will now show you one screenshot of the "To the Death" arena.



As you can see this is the red map arena. As you can also see there are also two tiles on each side that are different from the main floor. These are where the players will start their match; the reason for having two is for when the battles are 2v2.

After that I had to work on the Haven Sewer System. There are two entrances to the Haven Sewer System; one out in the open and one inside one of the shops in town; which winds up causing the shop owner some troubles >.<! The sewer system is the same size as the the Town of Haven is which is 4x3 (4 across and 3 down). There will be a few quests down in the sewers and you will find some pretty vile creatures. There are no NPC's in the sewers yet since I am not adding the NPC's just yet; I am mainly focusing on mapping the lower part of the continent Haven is located on. So here is a screenshot from the Haven Sewer System.



FYI: The water spewing from the pipes is animated.

The yellow map name is actually the EXP area on Xtreme Worlds, I'll have to have him change that or orange eventually. Since it makes more since that the gold area is yellow since... gold is yellow?

I also found some pretty neat music to use for LoZ II which can you guess what? You'll have to wait until Closed Beta to hear >:D!

After that I went back out to the Haven Harbor where I would continue to work on the Haven Shore. So I decided to begin working on the right side of the Haven Harbor and work out to the right. Basically my next task is to create the Shoreline for the southern part of the continent Haven is located on. Than I will go back and fill in the interior parts of it and add the first NPCs and such before moving northwards on the continents development. I have a screenshot of some of the shoreline for you as well ;D.



As you can see I also have tiles for the water going over the bottom part of the cliff edge which is also animated =D.

I also have one more In-Game screenshot for you this week; it is just a small one to show the point I am talking about...



What you see here is the entrance to one of the many "Ruins" you will find on LoZ II. There will be many monsters and other things to find inside these Ruins, some will be hidden pretty well unlike this one. I won't tell you anything else about the Ruins right now though :3.

One last thing for this week; I thought you all might want to know the program I use to organize areas I am making. I use Microsoft Office Visio 2007. I believe a screenshot is in order here!

Visio 2007 Screenshot

Simply click the link above to see the screenshot of Visio 2007. Basically each square represents a map, I put the map name and the map number and sometimes other details such as if that map has the Weapon Shop on it etc etc. Basically this is the best way for me anyhow to lay out areas so I can get a nice overview of the shape of the area and what maps are done and what maps need to be made. The map shown is only what is made so far, if a box has no map number in it that means the map isn't made yet; but It is planned and will be made as I go along. Also, as you can see the map is at 75% of the size, which is why the text looks so bad, but it allows me to get a wider view and I can still read it.

I think that just about wraps up this weeks Development Chronicle! Now I shall get back to work on the Haven Shore just after I record the narrated version of this :D!

-Scythe

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NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle III for Legacy of the Zodiac II. This Development Chronicle and the ones in the weeks following will not be very large; since I am mapping right now all I can show you is a few screenshots and maybe describe something about the area. On a side note; you will see no NPC's in any of the screenshots; that is because I am going to be mapping a whole area such as the Haven Area then going back and adding in the NPC's and Items and such; much easier to do.

First off, I decided on a name for the continent Haven is on; I decided on Inngard. So all of the maps I was naming Haven Shore got renamed to Coast of Inngard; since it is the coast for the continent; and the continent is Inngard. Than I proceeded to complete as much of the Coast of Inngard that is currently necessary. What I mean by that is, I made the Coastline maps that would match up with all the maps in the Haven Area; and as I move out with more places on the continent I will map more of the Coastline to match the additional areas.

As I was working on the Coast of Inngard I made a small bay that came off of the main Coast; I named it the Bay of Taniel. I know what the cave there is for; but I won't be telling what it is for ;D.



Once I had as much of the Coastline as I needed; I went back and finished up the Outskirts of Haven; which are the only maps in the game that use the "Arena" morale besides actual Arenas. In other words, all other maps besides towns will be EXP Areas, Red Zones etc; so the Outskirts of Haven are a safe area for beginners; but it's not very large so it won't last for long.



After the Outskirts of Haven were all complete; I moved onto the Forest of Haven, which I am still not done with and that is currently what I am working on, it is a very large area. It will be an EXP Area; which is currently a Yellow-named map but it will be Orange once Bradyok finishes and adds the Zone Editor.



Once the Forest of Haven is all said and done it will be 102 maps. The Haven Forest from LoZ EX was about 10-15 maps I believe. Also, the total Haven Area all together (outsides only such as the town, outskirts, coastline, forest etc) will total up to be about 250 maps or so; which the total for the Haven Area on LoZ EX was about 40-50 or so.

One more thing; while I was mapping the Forest of Haven I walked under one of the trees and noticed this...



I thought it just looked pretty cool; how my character is hiding and peeking out from between the branches and leaves of the tree o.o!

Well, that's pretty much all I can show you. I've just been mapping this week so I don't have much to explain; now I must go back to work on the Forest of Haven.

Thanks for listening,

-Scythe

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Hello.

Are you doing the sprite art as well as the development? Or are you borrowing sprites for the time being? When do you plan on releasing an alpha/beta? Is it Windows only?

Also, why do you use Visio in particular? I'm just wondering as I usually see an in-house tool usually fill that job and it is interesting to see alternative approaches.

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Original post by kordova
Hello.

Are you doing the sprite art as well as the development? Or are you borrowing sprites for the time being? When do you plan on releasing an alpha/beta? Is it Windows only?

Also, why do you use Visio in particular? I'm just wondering as I usually see an in-house tool usually fill that job and it is interesting to see alternative approaches.

No I am not doing the sprite art; I'm no good at spriting. I plan on releasing the Closed Beta in a few months when it is completed; can't exactly say how long that will take and yes it is Windows only.

Not sure why I use Visio in particular though; don't know what other program would get the job done; Visio seems to work well for what I need though.

-Scythe

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NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle IV for Legacy of the Zodiac II. As I said last week these chronicles will be very small. This week's will hold true to that and be VERY small. This week I have been working on the Forest of Haven and I just finally finished it yesterday. I also placed the building where Priest's will get their low level spells and staves etc in the Forest near the Town of Haven. So I will now show you a few screenshots of that...

Here are the maps where the exterior of the church is.



These are the interior maps of the church; properly called the "Nine Orders Church" as in the Nine Orders of Angels.



That was done as I mapped the Forest so after that I obviously went on to continue the Forest and as I said the Forest is 102 maps. Now I had to back across the top of the Haven area to work on the coast there (you'll understand why later).

So here is one screenshot from the coast across the top, I decided to turn the Rain on just so you could see what the rain would look like on it.



Well that's all I've got to show today; I must get back to work so I can finish up the coast and move onto the implementation of NPC's, quests and items in the Haven Area!

Thanks for listening,

-Scythe

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NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle V for Legacy of the Zodiac II. I wasn't able to work this whole week because of Christmas, and it took about two days to get all my files and programs and settings set-up on my new laptop I got for Christmas; but now it is all set and ready to go. But me and Yuki still started on new areas. Yuki began to work on the "Den of Thieves" and I began to work on the first ruins known as the "Nyru Ruins". Below I will show a few screenshots of those areas.

Remember that these screenshots have no NPC's in them since I am not doing NPC's yet.

Here are some screenshots of the area Yuki is working on, the "Den of Thieves".



The Den of Thieves will have a few missions in it that you get from The Iron Mercenary.

Here are some screenshots of the area I am working on, the "Nyru Ruins".



This room must have been some sort of sacrifice room; where people were thrown over the ledge down into the deep chasm.



This screenshot simply shows two of the maps going along the left side of the ruins. As you can see there is a upper level and a lower ground level.

One more thing I would like to show you is a very good example of how useful and powerful the Directional Block attribute is on Xtreme Worlds; refer to the following video to see the example.

http://www.legacyofthezodiac.net/videos/LoZII/DirectionalBlockLedges.html

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle VI for Legacy of the Zodiac II. This week I continued to work on the Nyru Ruins and Yuki on the Den of Thieves. I have about 10 more maps left to do on the Nyru Ruins and Yuki has about 5 or so I believe left on the Den of Thieves. Once that is all done, I can begin adding NPC's and quests etc to the Haven Area before moving on to the next part of the continent Inngard.

Yuki finished up the main part of the Den of Thieves, but you're going to have to wait and see the last part :D.

As for me, I finished up the edges of the Nyru Ruins and began to go back through the center of the edges with the actual meat of the Ruins; here are a few screenshots of that.





The holes that you see in both the screenshots are chasms that go down so deep you can't even see the bottom; or very far down for that matter.

As I said earlier I only have about 10 more maps to do in the Nyru Ruins and Yuki has about 5 maps left in the Den of Thieves; which should both be done today. Than I can begin adding NPC's, Items and quests and all of that jazz to what we have done so far. Than we will begin mapping the next part of the Continent of Inngard!

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle VII for Legacy of the Zodiac II. This week I finally finished up the Nyru Ruins so I will first show one final screenshot of the Nyru Ruins.



After that I was going to begin working on the NPC's etc for the Haven Area but than DD decided he wanted to begin working on the "Zodiac" GUI for LoZ II. So he began working on the In-Game GUI and I did the Logon GUI. The Logon one is mostly done unless I decided to change it some; the In-Game GUI is almost done says DD; so I can't show you any of that one.

Here's the main Logon GUI...



Here is the Login GUI for when you are entering your account and password...



As you can see the basic design stays the same; basically you start out with the first image when you open the client and depending on what you click (Login, Change Password etc) the forms for whatever you choose will appear on the bottom left area of the GUI that is blank; pretty neat huh?

Before I made that style Logon GUI I had made one with the default shape; but than Brad told me I could move stuff around however I wanted I went back and redid it.

After the Logon GUI was finished I went back to the Haven Harbor and began to make some of the first NPC's; so basically right now I am going to be working on NPC's, quests, and the like for the whole Haven Area.

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle VIII for Legacy of the Zodiac II. This week I mainly worked on NPCs for the Haven Area but I had to do a few other things as well.

When I began the week I was starting off with the first NPC; so I made that and than when I was testing the damage it did I realized that there was a mistake with the Helmets (on my part). In X-Realms for Helmets when you put 15 speed it meant it reduced the damage by 7; since it divided it by 2 I believe. But anyhow; for Helmets I basically forgot that what you put for the Defense on the Helmet is what the Helmets Defense is; so I had put 15 Defense, which was far too much defense; same would go for every helm; so after I finally figured out what I did wrong (consulting DD as well) I just had to go back and divide the Defense on every Helmet by 2 and round down if there was a decimal. This was also the time to change around the stupid 30 speed crap; which I will explain below.

Basically rather than having to get 30 speed to get 3 points per level; you just get 3 points right off the bat and that's what you get forever. It's basically stupid to make someone have to get 30 speed; since everyone just gets 30 speed first anyways to get the 3 points per level and it doesn't really effect you much. So I just figured it's stupid and made you get 3 points all the time. But since you don't need to get 30 speed first there's no reason to start with 15 speed so I lowered that to 5, 6 or 8 depending on your faction; since Speed is only mainly used for Helmets now.

So now that Speed and Helmets were all fixed and worked out I went back to making the NPCs. First I made the NPC's for the Outskirts of Haven, than the Sewers of Haven, Forest of Haven, Den of Thieves and all I have to do now is make the NPCs for the Nyru Ruins as well as some other NPC's for the Forest of Haven. I also made some other NPC's but I don't want to tell all about the NPC's and that kind of stuff; I'd rather you waited to see this kind of stuff.

Once I am done with the NPC's I will start adding in the equipment and quests. Once that is all set and done I can move on to the next part of Inngard. I HOPE, HOPE; did I mention HOPE? To be done with all the NPC's and Quests etc by the end of this weekend; which is a three day weekend. But I'm not sure if that will happen or not.

As far as the In-Game GUI goes; DD has been studying for Mid-Terms all this week so he hasn't had a chance to do anymore work on it (luckily my school doesn't have Mid-Terms ;D).

I don't have anything to show such as screenshots since this week I wasn't mapping; just working on NPCs and that kind of stuff.

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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Hello and welcome to the Development Chronicle IX for Legacy of the Zodiac II. This week I worked more on NPC's and added in a few little areas and some starter quests. Yuki also finished the Den of Thieves and began doing something else for me.

Well first off I had to fix up the NPC's stats and stuff as needed to balance them and such, took about three tries to get them right. While I was doing that Yuki finished up the Den of Thieves finally; since he had three days off this week (Monday, Tuesday and Wednesday). Then I went back and mapped out the first hideouts for each faction. They are small three map hideouts that are hidden pretty well right in the Town of Haven. Inside them will be the next few weapons, armors and the next helmet (next as in after the first shops in Haven) as well as some of the first skills and buffs.

After that I had Yuki make a test character to just go and you know; kill the monsters, level up, buy new equipment and such and find out if the money you get is enough to support buying what you need to buy (character will be deleted before Closed Beta).

So he found out that the money wasn't sufficient enough for most things. The potions and equipment costed way too much for the amount of gold you get. This is mainly because when I made and priced all that stuff I didn't even have the first NPC made so all that stuff was hard to judge, so I took a day or two to fix and balance the prices and go back and fix each shop. Now the reason I say this is because the Item Price can be set right to the item in the Item Editor; and can be directly used in the Shops (also effects the selling price of the item if the shop buys that type of item). Now, thanks to Yuki I noticed a bug on Xtreme Worlds. Let's say the Item Price in the Item Editor is 300 Gold for a Small Health Potion, I put it in the shop as well. Than I decide to lower the price to 30 Gold, so I go edit the Item Price in the Item Editor to 30 Gold. Now I go back to the shop and when I check how much it costs it says Small Health Potion costs 30 Gold blabla etc etc. But when I actually bought it, it docked 300 gold from me instead of 30. So I checked the shop and I found that it still said 300 in the Shop; so basically I still have to set the item on the shop again after I adjust its price in the Item Editor; what a bummer :3.

So the shops took me like 20 minutes to redo entirely until I noticed that by double clicking on a Item Entry in the shop it would put that Item with it's new price right there and all I had to do with hit Ok or whatever; than the shops took me like 30 seconds -.-. Funny thing is I realized after I had done all of the very large shops T.T!

So now that all of that fixing was done I started to create some starting quests; which are given by the Haven Groundskeeper. He has you do stuff such as kill wolf's and such that are bothering him while he is working. He also gives you a few Health and Mana potions and some gold and EXP for completing each quest.

I noticed that the quests could only give one reward, so I had DD set up a script so I could give multiple rewards and such.

So what I have to do now is add a few more beginner quests; and quests to to The Iron Mercenary (which will have some quests for weapons and armors as well as Gold and EXP). As well as getting all of the +, ++ and +x weapons in. I also have to add a few more NPC's to some areas to make it interesting.

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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Original post by alnano
hello i was wondering what languaged did you use?

The engine is made with Visual Basic; but I am not the one making the engine. Bradyok the owner of the Xtreme Worlds engine is; http://www.xtremeworlds.com

-Scythe

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Hello and welcome to the Development Chronicle X for Legacy of the Zodiac II. Basically this week I worked on quests that the Haven Groundskeeper gives you; he gives you 6 quests and some of them are quite humorous; the quests go up to level 25 and give gold, potions, EXP and one of them gives 3 bonus stat points. The quests for him are now done so I can move on to The Iron Mercenary where most of the larger quests for this area will be.

One thing I noticed was that since potions are not stackable; I can't use one line of script to give you let's say 10 potions; for example...

I want the first quest to give you 10 Small Health Potions and 5 Small Mana Potions; the easiest way to do that would be to do...


                Call GiveItem(Index, 898, 1, 10)
                Call GiveItem(Index, 901, 1, 5)


But since they are not stackable the script just gives you one of each; so in order for a quest to do this properly I have to do...


                Call GiveItem(Index, 898, 1, 1)
                Call GiveItem(Index, 898, 1, 1)
                Call GiveItem(Index, 898, 1, 1)
                Call GiveItem(Index, 898, 1, 1)
                Call GiveItem(Index, 898, 1, 1)
                Call GiveItem(Index, 898, 1, 1)
                Call GiveItem(Index, 898, 1, 1)
                Call GiveItem(Index, 898, 1, 1)
                Call GiveItem(Index, 898, 1, 1)
                Call GiveItem(Index, 898, 1, 1)               
                Call GiveItem(Index, 901, 1, 1)
                Call GiveItem(Index, 901, 1, 1)
                Call GiveItem(Index, 901, 1, 1)
                Call GiveItem(Index, 901, 1, 1)
                Call GiveItem(Index, 901, 1, 1)    


Quite annoying hm? Well it is pretty annoying; the last quest he gives you rewards 35 Small Health Potions and 30 Small Mana Potions; so just imagine how long that is! I mean; it's not hard to put down; I just copy and paste the lines; but it takes up MAJOR room on the script that could be just a simple small one liner; oh well :3.

I also figured since I have almost all the NPCs in I would just show you a few screenshots of the some of the beginning areas with the NPCs added in. So here is two screenshots with some of the beginning NPCs...

Here is one of the first spots you might train on; against some Roosters.



Here is the Grounds Keeper of Haven; he's outside of his dwelling in this screenshot.



That's all I have that I can show for this week; I know it's not much but oh well; time to work on The Iron Mercenary missions.

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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Hello and welcome to the Development Chronicle XI for Legacy of the Zodiac II. Remember how I said I was having problems with the potions because they don't stack? Well DD whipped up a script so they will stack and there's a limit on how many you can have; so you can't run around with hundreds or even thousands of a potion (since it's a currency). I also made all of the main Iron Mercenary quests (meaning ones that are for equipment or spells etc). I also re-did the guild ranks since they didn't make much sense to me.

So the first thing that got done was the potions. They are now a currency type so they stack on top of each other; the healing effect is scripted in and there is a script so that when you use the potion if you have more than 30 of them it sets it down to 30 and removes one (since you used one). I might make it higher than 30; not sure; but that's how it is right now; and that's 30 per type of potion; like 30 Small Health Potions, 30 Full Large Health Potions etc. So that solves the potion problem since I can use one line to give the potions for quests since they are a currency now.

As I said earlier I did all of the Iron Mercenary quests that give equipment and spells and that type of such; there will be some that just give EXP or Gold.

I re-did the guild ranks and they now have a more army like feel to them; since the guilds are basically separate armies under their respective faction; here they are...

Note: All ranks can resign so I didn't bother putting that on each individual rank description.
Note: GMOTD = Guild Message of the Day
Note: When I used multiple shades of the same color the darker shade presides over the lighter one; which is shown since the color of the rank name is the color of the tag in-game.

Rank 9
General (1 only)
-Is the owner and leader of the guild and can do everything (Kick Members, Promote Members, Demote Members, Change GMOTD and Invite Players).

Rank 8
Lieutenant General (2 only)
-Basically the second in command and has access to all commands but is NOT the leader or owner of the guild (Kick Members, Promote Members, Demote Members, Change GMOTD and Invite Players).

Rank 7
Major General
-Step down from Lieutenant General and can do everything except change someone's rank (Promote/Demote) since that is reserved for Rank 9 and 8. (Kick Members, Change GMOTD and Invite Players).

Rank 6
Brigadier General
-Step down from Major General and can basically do what they can except they cannot kick members (Change GMOTD and Invite Players).

The top four ranks are all ranks with powers; while the lower 5 all have no powers and are more for promotions based on merit.

Rank 5
Captain
-Highest rank with No Powers; Merit Rank (No Powers).

Rank 4
Lieutenant
-Second Highest rank with No Powers; Merit Rank (No Powers).

Rank 3
Sergeant
-Third Highest rank with No Powers; Merit Rank (No Powers).

Rank 2
Corporal
-Fourth Highest rank with No Powers; Merit Rank; basic rank for most normal members. (No Powers).

Rank 1
Private
-Third Highest rank with No Powers; Merit Rank; basically the trainee rank. (No Powers).

Now that I have the Iron Mercenary quests finished I can make the quests for the Den of Thieves and than the Nyru Ruins.

On a side note; Bradyok added two orange shades to the Guild Ranks (which both are used on Major General and Brigadier General) and the Zone Editor; so now I made the EXP Area map name color orange.

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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Hello and welcome to the Development Chronicle XII for Legacy of the Zodiac II. This week I first off made all of the quests for the Den of Thieves; but you'll have to wait for the release to hear anything more about them. Next I enlisted a few Alpha Testers so that they can test as I go along and find errors and problems quickly. I basically spent the rest of the week fixing problems and errors they found and balancing things.

So as I said the first thing I did was make all of the quests for the Den of Thieves; so now I just have to make the quests for the Nyru Ruins and that should do it for the Haven Area.

The next thing I did was enlist a few Alpha Testers so they can test as I go along and find errors and problems quickly so I can fix them quickly.

The rest of the week was spent fixing errors; Smoke and Kimi found a large one that was just because I had the wrong PlayerAttack Sub; but they also found a few other errors with the engine that I had Bradyok fix. Bradyok also released XW RC4.3 which was mainly bug fixes so now the Quests are linked together.

Some things I balanced was mages and melees; magic etc. I also increased the potency of some of the buffs as well as adjusted the cool down time on all skills; the cool downs were WAY too high; so I lowered them a lot. I also added the class requirements to the equipment basically so the testers can only use what they should be able to; only thing I can't add the requirement too is things like armors which can be used by three classes; since Bradyok didn't add in multiple class requirements yet.

I figured I would feature a question by one of the users on the official forums; it was a question by Smoke; here's the question...

[quote="Smoke"]I know we're still in the development stage, but how will the guild distribution work this time around?

Will there be a set limit?

Is it possible to get a drop to create a new one?

Guild banks?

Guild level? (if so, what will it do?)
[/quote]
Here was my exact answer...

[quote="Scythe"]I don't have the details laid out yet which is why I haven't mentioned it publicly.

Initially, when Open Beta begins (not Closed Beta) there will be three guilds handed out; these will be the only three handed out. They will be handed out based on something from Closed Beta; not sure exactly what. Perhaps the top people from Closed Beta will get a guild. These three guilds are basically to get the guilds going so that there are some right off the bat.

It will not be possible to get a DROP to create a new one; but there will be a way to create a new one; this is the basics of it...

There will be a semi-high level quest; probably level 250-300 that will require teamwork; like you literally cannot do it by yourself.

The quest will give you an item that you must bring to me and ME only; since only I will have the power to make guilds anyways.

Now, you cannot just give me the item; tell me the name; and it's made; there are other requirements and limitations.

I must approve of the name; I will not allow anything I feel is dumb or stupid; like Bunny Lovers; Electric Jelly Squad; Indy Rockers or anything that's dumb, stupid, retarded or just doesn't fit into the game. You must also have a certain amount of people that want to join; most likely 10 people; and they must all be at least a certain level; I am thinking probably like level 150; so you can't just have some friends etc make a bunch of level 1 characters just so you can get the guild founded; they have to be real legit players. You must also have a description of the guild, like what your goal is, basically what your guild is about. And obviously you have to pick which faction your guild will be in.

There may or may not be a set limit; but if there is it will be something large like 5 per faction; remember that guilds are more like armies under each faction.

A guild bank would be something Bradyok would have to code into the engine; of course people can still use characters for banks as well as the built in individual character banks. I think he said he was going to recode the guild system later on so that is something he will probably do.

I am guessing guild level could be scripted someway; DD would have to do it; but I don't know what it would do; perhaps allow a certain amount of people and stuff. What I really want is a better built in guild system so I can do things like limit how many of a certain rank can be in a guild and stuff.

-Scythe
[/quote]

The fact that I am giving out the first three guilds based on Closed Beta is mainly because there are no other rewards for participating in the Closed Beta; and the accounts will be wiped after; so many people wouldn't want to participate I am guessing; maybe since the three guilds will be given out based on it more will want to.

Here is the link to the original topic where it was asked (so you can reply and talk about it if you want)...

http://www.legacyofthezodiac.net/LoZIIForums/viewtopic.php?f=5&t=334

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle XIII for Legacy of the Zodiac II. This week I made all of the Nyru Ruins quests and of course you will have to wait to hear anything else about them besides "I made them". I than finished adding the +, ++ and +x drops to the NPCs for the weapons I had added in. I also made all of the enchant shops for enchanting and removing enchants from weapons; than I made the maps for this.

So the first thing I did was create all of the quests for the Nyru Ruins as I said above.

After that I added the rest of the +, ++ and +x drops the NPCs. On a side note, only the Haven Area NPC's will drop enchanted weapons, everything else must be enchanted by removing an enchant from a weapon and putting it on another.

Next I made all of the enchant shops for enchanting and removing enchants from weapons. Each class (with the exception of Varhans and Gardians) has one shop. Basically the first half of the shop is for removing enchants, and the last half is for adding them. Now the reason I say with the exception of bla bla bla, is because the Varhans and Gardians share three weapon types, so they have a shop for each (Lightweight Swords, Heavyweight Swords, Axes).

Lastly I made the maps where this will take place, it is called "The Enchanted Mallet"; fits doesn't it :3?

Here's a quote from one of the blacksmiths there, basically explaining the process etc...

[quote="Haryan"]Hello and welcome to The Enchanted Mallet! My name is Haryan, here at The Enchanted Mallet we are masters of enchanting weapons and removing enchants from weapons. The process to remove an enchant will cost you 5 10k Gold bars, and the weapon will break in the process; we will however add an enchant at no cost; just provide us with the proper sigil and weapon and it's as good as done! As you can see we use Soul Stones as part of the process; we use them to fuse the Sigil into the weapon as well as to defuse them; as you may or may not know the Sigil contains a fragment of the respective Zodiac's soul; which is where the immense power comes from! I am in charge of the enchants for Acolytes; to the left is for Archs and to the right is for Artisans![/quote]

Here is just a screen shot of what one of the enchant shops looks like (It's the Varhan/Gardians Axes) and note that I realize the Fix button is COMPLETELY wrong, DD will have it fixed.



Note that the first half of the shop is for when you are removing the enchants; so you get Sigils in return, and the second half is where you enchant weapons and receive the higher enchanted version.

Well now that all of that is done, the Haven Area is finished, so now I can finally begin planning the next areas of Inngard and we can get to mapping them :D!

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle XIV for Legacy of the Zodiac II. This week I worked solely on planning the next areas to be mapped on the Continent of Inngard. So there really isn't much to say at all. Hopefully the planning will be done this weekend and than we can get mapping the areas.

On a side note I figured I would show a sample of the In-Game GUI DD made, so here's a sample...



There are some things on it that have to be fixed but overall that is the Main In-Game GUI created by DD to go along with the Login GUI I made; the GUI is called "Zodiac".

That is basically all I can tell you this week, just been planning so I don't have much to say; but hopefully you enjoyed the preview of the GUI.

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle XV for Legacy of the Zodiac II. This week I finished planning the Continent of Inngard and we began mapping again; you'll find more details about this below.

As I said, I finished planning the Continent of Inngard; so I would like to share a few things about that. As you know, the Haven Area is a part of the Continent of Inngard, now I planned out everything else on this continent, which is the largest continent. The other areas that will be on the Continent are as follows...

The Torrential Plains - Large plains where it is obviously always raining - Mapping by Yukimura

Northern Spine which also includes the Village of Karthay - The Northern Spine is a very large and dense forest which starts to rise in elevation as you near the Kothas Heights -  Mapping by Scythe

The Capital City Taladas which also includes the outskirts of the city; which are huge - Mapping by Scythe

Kothas Heights, which are mountains that span across the top of Inngard - Mapping by Scythe

We also of course must map the Coastline that goes all around these new areas; which we are doing first of course.

Everything is planned out except the Kothas Heights, and this is for a reason. They are going to be very complex and crazy so it would be too hard to plan them out before hand, I know the area in which they will take up but I will be planning them and mapping them as I go; it will be the best for this particular area.

Note: The above list of areas does not includes caves or ruins since they are considered inside maps, not outside.

Here's some statistics for you to wrap your minds around, the entire Haven Area INCLUDING insides, caves, ruins etc takes up 380 maps total. The rest of the OUTSIDE of the Continent of Inngard uses up to map # 953, and starts at map # 381; so the rest of the OUTSIDE of the Continent of Inngard takes up 570 maps. But this is excluding the Kothas Heights since I don't know how many maps it will take up exactly, but a guess would be about 130-150; so the total outside maps for the entire Continent of Inngard will be about 1100 or so. Here's something interesting as well; the Capital City Taladas takes up 71 maps (outsides only) and is divided into five districts; the Plaza District, Senate District, Market District, Colosseum District and the Temple District. The last two districts I listed are half size though, they together make up the size of one of the other three districts.

So as you can tell we have a lot of work ahead of us, but we can do it; the Continent will also have a lot of things to do; and of course once the entire outside is mapped the insides and ruins etc must be mapped!

So once all that planning was finished; we started mapping again. We are still working on the Coast since the coast for all of this is giant, I am hoping it will be done this weekend though. There isn't much to show since everyone has already seen what the Coast of other areas looked like, but I will show you one map anyways; it has some new trees in it (the ones for the Northern Spine).

Here is one of the Coast near the Northern Spine; some of the trees shown will be used in the Northern Spine (the ones that weren't used anywhere else previously). Sorry about the pink line on the right side; it's one pixel row of the GUI and I couldn't get it off; weird. Here you also get to see the new style rain (if you haven't already); the new rain not only looks better and splashes when it hits the ground but there is also a wind system involved. Every once in a while the rain will blow to the left or right, in this one it is blowing to the left; default is just straight down (when there is no wind).



So basically, that is all for this week; now I must get back to mapping!

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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I've seen you post about this game before, and I must say, it looks awesome :D. Why don't you get a journal/blog of some sort to post your development chronicles? Keep up the good work and hope you take the game to completion.

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Original post by Karan Bhangui
I've seen you post about this game before, and I must say, it looks awesome :D. Why don't you get a journal/blog of some sort to post your development chronicles? Keep up the good work and hope you take the game to completion.

Thank you, and I post the original copy of the Chronicle on my forums located at http://www.legacyofthezodiac.net/LoZIIForums; then I post them on several forums, so I don't really need a blog for it.

Here's this weeks Development Chronicle...

NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle XVI for Legacy of the Zodiac II. This week I continued to map the Continent of Inngard as well as decided something.

So I bet you want to know what I decided right? I'll tell you then. Basically originally I was going to have you stay on Inngard straight through the whole thing, and Inngard is very large; so you would be there for a while. So Euth and Yukimura were talking to me about this, so I decided that rather having all of the quests and monsters go in order straight through all of Inngard, I would have you go through up to the Torrential Plains, than go to another continent, most likely Southern Sub Zero, then go somewhere else, then back to Inngard etc. That way you aren't stuck on Inngard for a long time; it's mixed up a bit so you get to see different areas. So once I finish mapping the Continent of Inngard I will make the plan for the world map and make a general plan for the rest of the continents, what areas will be on them and the islands; so I know how far the quests and such have to stretch out.

But as I said, before I do that I am going to finish mapping the Continent of Inngard. This week I finished off mapping my part of the Coast (I did the rest of the right side and Yuki is working on the left side), I also started working on the Northern Spine and I got a lot of it done this week, I also finished the Village of Karthay since it is part of the Northern Spine.

It's time for some numbers again so you can get a picture of how much work both me and Yuki have done since we began mapping again, these numbers are after about a week of work so far.

Scythe

Coast of Inngard - 63 Maps out of 63 Maps (For my part of the Coast)

Northern Spine - 101 Maps out of 193 Maps

Total Maps: 164 Maps

Yukimura

Coast of Inngard - 14 Maps out of 46 Maps (For his part of the Coast)

Total Maps: 14 Maps

Here are a few screenshots of the Northern Spine which I have been mapping (as well as some of the Village of Karthay).

The below screenshots show some maps of the Northern Spine, the one with the ledge is where the Spine elevates, it elevates a total of two times, the lowest elevation of the Spine is the largest, and it gets smaller as it goes up; at the top the entrance to the Kothas Mountains will be present.





The below screenshots show some maps of the Village of Karthay, which is scattered around in a small area of the Northern Spine.





So basically I will continue mapping this week, I plan on finishing at least the rest of the Northern Spine this week.

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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NARRATED VIDEO VERSION

Hello and welcome to the Development Chronicle XVII for Legacy of the Zodiac II. This week I continued to map the Northern Spine and I decided yet another thing.

Basically what I decided was to change the development flow. How I was doing it was...

Plan an area

Map the area

Make NPC's, Quests etc for the area

Repeat for next area

Now I am changing it to...


Make a General Plan for every continent and area

Make a detailed plan for a certain continent

Map the continent

Make a detailed plan for the next continent

Make NPC's, Quests etc for the entire game


So basically I will be mapping the game first, than going back and spending time just working on the quests and NPC's and the balancing so that I can do the best job I can do on those things; I think it will work out better.

The mapping of the Northern Spine will definitely be finished this week, I have no screenshots to show you since you all saw what the Spine looks like last week.

That is all for this week, see everyone next week!

Thanks for listening,

-Scythe

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