Beta Version of 2D, old-school RPG called Terra Aegrus

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2 comments, last by grayaii 11 years, 2 months ago

Hi,

I would like to announce the beta version of my game called Terra Aegrus, Rise of the Lich King

Here is a link to this zip file: http://www.graycoresoftware.com/scripts/download.php?get=TerraAegrus2_1.0.0.704.zip
(it's around 50MB)

It's a single-player, medieval, tiled, 2D RPG, written in C# for the PC.

It's prety old-school.

I announced the first version a while back, and I've fixed all the known bugs.

Here is a link to my website: GrayCoreSoftware


Here are few screenshots:








I did all the coding, but I got help with the artwork and music:
Graphics:
Chapter Graphics, Main Title: By [color="#006400"]AFM Games: www.afmgames.com
Lich Wanted Dead or Alive: By [color="#006400"]Michael Moon,zerofresh@gmail.com
World Map Tiles: By [color="#006400"]The Inquisitor, RMXP Outdoor Tileset, at `http://www.rpg-palace.com` or `http://rjanes.co.uk/`
Character Animations: By [color="#006400"]antifarea: http://antifarea.deviantart.com/ hyperiria@hotmail.com
Monster Animations and Weapons and Armor: By [color="#006400"]Zhebb: misterherman@yahoo.com
Character Portraits and Town Animations: By [color="#006400"]First Seed Material: http://www.tekepon.net/fsm

Music:
Created by [color="#006400"]Milan Cizek `http://www.soundclic...?member=milanus`
Some sound tracks were used from Terra Aegrus 1, and those were created by [color="#006400"]Melissa. You can check out her website here: `http://fancyanimals.net/music`

Sound Engine:
Powered by [color="#006400"]irrKlang http://www.ambiera.com/irrklang (A sound library used to play .wav and .ogg files.)

Again, here is the download link: http://www.graycoresoftware.com/scripts/download.php?get=TerraAegrus2_1.0.0.704.zip

I created a forum on my website to enter any bugs or feedback, so feel free to try it out and let me know what you think.
http://www.graycores...forum/index.php

Ideally, I would like to get feedback on the following:
1) What can I do to make this game better?
2) Is it too hard/easy? Is it too boring or repetitive?

3) Is it worth porting to iOS?


Sincerely,
-Zander-
http://www.graycoresoftware.com

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--- "What can I do to make this game better?" ---
Menu Flow
Party Selection - If I've already picked 3 party members shouldn't I have the option to go to the confirmation page?
NPC conversations - Why not just give me a list of questions, rather than having me click the word -> click “ask me”.
Fix the movement - I shouldn't be going 100 mph if I'm holding down left (in town only)
If I click new game, I can't go back to the main menu without closing the game or completing the new game setup.
--Combat--
I played this game for a few hours trying to beat it, but the unlock code doesn't seem to be working.
Since this is a turn based combat system, I should be able to mouse over the spot where I want to move and have it show me the path my player will take and how many Action points it will require (At least I'd like this feature :D)
Towns – Possibly use signs to show where stuff is (“Magic Healer – heals people”) something along those lines.
--- "Is it too hard/easy? Is it too boring or repetitive?" --
I thought the game was pretty hard at first, but once I grinded for a little bit, and started putting my weaker characters in the back (esp. after I got the Bow), I was able to win a fight without losing someone.
Although I did start dying a bunch once I was in the swamp place.
The game does have a pretty steep starting curve, it might be a little better to give the player a few more items or spells to start off with. You don't want people annoyed within the first few minutes. If they start dying after 2 hours of game play, they're more likely to continue playing.
---"Is it worth porting to iOS?"---
I've been messing with Monogame(c#) recently and I know it's capable of porting games to the iOS, Android, Linux Xbox360 and windows, so you might want to look into that.
You'd have to redo the menu system/control inorder to port it. So, if you don't mind doing that, go for it.
---Conclusion---
With all of that being said, I would be more than happy to pay ~$5(pc) - $1 mobile for this game . You put a lot of work into it and it shows and I'd be more than happy to Beta test it for you, just shoot me a message.

Best of luck with the project,
Blaine(ghostbear_ac)

-[My Blog]-

Hi Blaine,
What an excellent review! Thank you so much! I will digest this information and get back to you ASAP.
You have the debug version of the game, so the license key is "Kobold" or any of the other monster names.(the release version uses a hash of the monster names, similar to the encryption tool you have in your blog :) )

Sincerely,
Zander

Ok, some of these are bugs that I need to fix. Good finds!

Menu Flow
Party Selection - If I've already picked 3 party members shouldn't I have the option to go to the confirmation page?
I can add a "Done" button when you have selected 3 members that will take you to the confirmation page.
NPC conversations - Why not just give me a list of questions, rather than having me click the word -> click “ask me”.
This was the original design (to mimic Ultima iV), so that you can ask people things that are not listed as blue words. To change this will be pretty significant, and since it's so close to release, I don't want to change it. Maybe for the next version :)
Fix the movement - I shouldn't be going 100 mph if I'm holding down left (in town only)
This is a bug! I'll add "sleep" call to slow it down (or, if there is a better way, I'll find it)
If I click new game, I can't go back to the main menu without closing the game or completing the new game setup.
This is a bug! It was actually a known bug, but the priority is "low" since not too many other people caught it, but now that you caught it, I'll fix it.

--Combat--

I played this game for a few hours trying to beat it, but the unlock code doesn't seem to be working.
Ah, you have the debug version. You can type in "Kobold" to unlock the debug version of the game.

Since this is a turn based combat system, I should be able to mouse
over the spot where I want to move and have it show me the path my
player will take and how many Action points it will require (At least
I'd like this feature biggrin.png)
I like it too. I'll try to add it in, but I'll add it as "low priority", since I have a bunch of other bigger fish to fry in this game.
Towns – Possibly use signs to show where stuff is (“Magic Healer – heals people”) something along those lines.
I like it. I'll try to add this in. I'll add it to the list of things to do!
The game does have a pretty steep starting curve, it might be a
little better to give the player a few more items or spells to start off
with. You don't want people annoyed within the first few minutes. If
they start dying after 2 hours of game play, they're more likely to
continue playing.
This is exactly what I'm trying to do, and you nailed it right on the head. I had one guy say it was way too easy (which I find hard to believe), but most say it's too hard.
I'm actually thinking about having your party fully equipped with low level items (or gold/spells/etc) depending on which characters you choose. (Either that, or add quests specific to which characters you choose... that will require a lot of work, but it may be worth it).
In the next week or so I'll be making most of these changes. I'll let you know when the next version is ready!
Again, thank you so much for taking the time to demo my game.
It means a lot.
thanks,
Zander

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