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About EdenAeternum

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  1. EdenAeternum

    Long overdue for an update

    Welcome to the town of Valorfel; or at least what’s left of it. Many years have passed since the war of the three Eternals. Humans, Dwarves, and Elves have found a way to coexist and live in (remote) harmony. Part of the original caravan heading to Valorfel, you find yourself separated from the group by the mists. When you leave the caves you entered for shelter, fifty years have passed, and the sanctuary you headed for is in ruins. Though the town may be in ruins, the villagers remain full of hope. Fifty years have passed, but now is the time to rebuild--both yourself and the town. Echoes of The Past is a life sim focused on giving you freedom to play and explore the way that you want to. Some of you may recognize this title by its previous project name, Infinite Odyssey. Within the town of Valorfel, you’ll have plenty of things to do to pass the time. Explore dungeons, each with an original story and branching paths, make friends with the other NPCs all of which have their own personalized (and branching) story lines, complete your own story and uncover the secrets of the mists and the Tree of Life, grown crops such as Golem Gourds, Alchemists Cauldron, Goblin’s Snout, Serpent’s Tongue, and Witch’s Broom. Fish the waters of the town for Felpike, Valor Bass, Cloud Fins, and the rare Blossom Trout. If adventuring and exploring gets tiresome, you can always come home to a land full of mythical beasts to love and raise. This project is inspired by a culmination of Zelda Majoras Mask, Animal Crossing, and a touch of MMORPG elements. I’ll go a little more in-depth section by section to help provide some of the details. Please note, this is an open-ended experience. You are free to do as little or as much of the features presented. My hope was to give you opportunities to forget the stress of your world, and lose yourself in mine. Story: After the opening scenes, and starting your new life in Valorfel, you’ll be approached by a character named Eden. At this point in the game you can choose if you want to continue with the story or play at your leisure. Those who follow along will reveal why their character was held within the mists for over fifty years, the link to the Tree of Life, and why they are able to see visions (echoes) of other character’s past lives. Farming: Farming is a large opportunity to make passive income, as well as stock resources for crafting. All the crops are fantasy based, and original. You won’t find cucumbers, tomatoes, or anything of those sorts. Don’t worry, I’ve kept plenty of secrets to keep things exciting—just watch your head. You never know when a Seed of Yggdrasil may come crashing down. You may also find some plants glow at night, or during lunar cycles. NPCs: As mentioned before, NPCs all have story lines and as your friendship raises, you will be responsible for taking them down a branching quest line with permanent effects. Some are more humorous, such as the Blacksmith getting a pet to avoid feeling lonely (an option is a cat that is NOT user-friendly), others involve helping a character face a reality they may not want to face. The decisions you take can have permanent effects from a bridge getting built, to a character leaving the game for good. When you start the game, you will have a small handful of villagers living amongst you. In time, others will move in. Others will move in after repairing parts of the town. Building your friendship with the NPCs will result in your character getting a permanent boost (stats/passives/discounts) and revealing their echo which allows you to see their past version (which will make more sense as you progress the beginning of the story). Beasts: There are plenty of critters to raise and disintegrate. I don’t know if you’ve ever shaved a Yeti’s back, but their fur makes wonderful clothing. Phoenix Eggs make a terrific breakfast as well! Combat: This is where things get more complicated… Your character can choose from one of 4 weapon types: Swords, Axes, Lances, and a Bow. Each weapon has their own combo attack, and each weapon carries 3 abilities. In addition to your weapon, after rebuilding the church you can follow one of 4 Heroes, or one of 4 Deities. Whichever one you choose to follow (you can swap any time at the church for free), you can carry an additional 3 moves, as well as a secondary ability. To elaborate: If you choose to follow Sayne the Paladin, you have a secondary ability to use an aether shield to block attacks. You can pair this with the bow, lance—whatever weapon you want. You also learn 3 Paladin style moves to go along with your weapon abilities that require rage to execute. This allows you to flex your playstyle to use the weapon types you want, and offset weaknesses if you choose to. Want to be an axe wielding druid? Seems ironic, but feel free to vine whip enemies! Be a bow wielding paladin that obliterates enemies from afar and can shield when they get up close and destroy them with the light. Feel free to be a lance wielding berserker who goes on a stabbing spree—it’s your game, play the way you want to. That leads me to my second concept: Dress the way you want. Some armors carry minor set bonuses (boost to fishing, boost to finding gems, etc.) but none of the armor carries defensive properties. If you want to ransack a dungeon in a chicken costume, there are no penalties for it. Just… don’t be surprised when villagers treat you differently. I could post all day long, but I think you came here to see pretty pictures and that’s what I want to deliver. I’ll have some videos in a not too distant future but I’m tweaking things as I go, and I want to get that up and running before doing actual video. Stay tuned for future updates! -Eden
  2. EdenAeternum

    A guide to surviving in the wild

    It's not enough to carry a weapon on hand, or swing with valor. A survivor will need to know their opponents well, and they'll need to know how to live off the land and scavenge for resources. Sharklets may look adorable, but the energy from the rift has morphed their genetics and they no longer survive only in water. Up close they attack swiftly with powerful jaws. Try to flee and they will belly slide after you with great tenacity. Despite a derpy appearance, the Shamaleon has a variety of defense mechanisms. From afar it belches poisonous bubbles. Up close, it attacks with a spiked horn and a tail lash. Slimes have adapted to using camouflage. They disguise themselves as plants or rocks until their prey gets nearby. Use caution when traveling in lush areas, as they pull the leaves inside and immediately attack. Deadwood's are a multi threat enemy. Get up close and they will hammer into the ground, destroying targets in close proximity. From afar they cast nature magic, and can snare their prey. There are a variety of rumors circulating the Knobolds. They travel in groups, each wearing a different rank of masks. Where you find one, more or surely nearby. They attack up close, with range, or with magic. There is safety in numbers and they will surely outnumber you. Knowledge is part of the battle, but it is not all of it. You will need to live off the land. Most everyone uses water buckets or watering cans to maintain their crops, but for some reason you are attuned to the Mists Shard. It has unlimited watering capacity, and can be enhanced to water larger fields. Don't mind the face the cloud makes when summoned. It always feels better after "draining the tank." When all of these options have been utilized, be sure to gather resources to hold one last advantage. Every so often Seed and Feed sends packages airmail to customers in other towns. Every so often one of those packages floats over town. Perhaps befriending someone will lead to the ability to "borrow" a few of those packages. It is life and death afterall.
  3. EdenAeternum

    Time to get started...

    I have two small but significant pieces of advice. First, know exactly what you want to do. If you don't have a relatively clear focus of what you want, you'll have a difficult time seeing it through. That said, you don't have to know all of the ins and outs and have everything set in stone. Your project is going to naturally warp and shape and evolve; just know the general concepts and what you want it to be. My second piece of advice, is to never stop. I'm not sure if you're looking at doing the coding, the art, both, etc, but don't let yourself lose momentum. Life is going to get in the way, and it will test you and even break you at times. Those who are willing to stand with determination deserve the rewards for their own completion. One last segment: I said to do what is passionate to you. I've worked on different projects, some were my own and others belonged to other people. The ones I lacked passion for got kicked aside. One of my favorite things when I played Warcraft, was at the beginning of the game the trolls had a quest titled "Your place in the World." I wanted to carve a name for myself in that virtual world. I wanted to be known. I channel that energy every time I start working on my own project. I'm carving my name in the world. I wish you the best of luck in carving a name for yourself!
  4. EdenAeternum

    i need ideas

    Unfortunately, the other posts are correct. If you want to develop a game you should be hungry for it. You should have your own ideas and inspirations and draw on that. It's a long process with a series of ups and downs that will push you to limits you weren't expecting. That being said, I don't really have ideas to offer as I don't know what interests you have, and the ideas I do have I would reserve for future projects that way I know exactly how it'd be implemented. I do have some advice though; if you really want to develop something, think about what you're passionate about. Think about which games really had an impact on you, write down what makes it special, and think of ways as to how you could expand upon it.
  5. EdenAeternum

    I am Overburdened, what takes so long?!

    I was coming here to post because I know exactly what you're talking about when you say you hit those slow downs and it's weird posting "Not much to show today." I'm also working a bunch of interface work which is incredibly time consuming. A lot of people fail to realize how significant a lot of that design work is. That being said, you've got a lot of great designs here. I love the fade in effect you have on the dialogue. I saw one image where there were three different sentences and they all faded in sequence. It's a subtle polish and a random thing for me to focus on but I like it! Just as Eck said, as long as you don't quit you're doing things exactly as you should. I try to picture the faces of players trying my game out for the first time to keep me motivated. If you're ever feeling slowed or unmotivated, try that out.
  6. EdenAeternum

    Quick crafting synopsis

    Thanks! It's always nice to have a fan. Got a piece that you're particularly fond of?
  7. EdenAeternum

    Quick crafting synopsis

    Taking a quick look at crafting and the interfaces Crafting comes in two variations: through recipes and through discovery. Some recipes are found/purchased, others are simply discovered through tossing up to four ingredients. Anything that is learned through discovery gets added into your recipe lists. For simplicity and ease, crafting is broken into four subcategories: General and components, Armor crafting, Weapon Crafting, and Furniture. Cooking is similar, you have tabs for aEURoeAppetizersaEUR?, aEURoeDrinksaEUR?, aEURoeEntreesaEUR?, and aEURoeDesserts.aEUR? Either toss those ingredients you farmed up and experiment, or simply go through the recipes you already know. Some recipes are locked and have prerequisites before they can be learned. If you're familiar with any MMORPGS you'll feel right at home here. I'm skipping steps such as making "refinements" on most components and looking at making ores and woods useful for the majority of game. It drives me crazy that after a few hours ores such as copper and iron go to waste so that is an issue I will be resolving by balancing the flow of materials against the requirements for recipes. Unfinished designs below but they give you a general feel on the designs. I love wood textures in case you hadn't noticed :)
  8. EdenAeternum

    The first of many stones.

    I did flood it with quite a bit of information :) The first post is always the longest, trying to get all the basic information out there. As long as you guys enjoy the pretty pictures, that's all that really matters! Glad you at least like the graphics :D
  9. EdenAeternum

    The first of many stones.

    Where to start when thereaEUR(TM)s so much to begin with? My name is EdenAeternum, formally known as Fallen14894. The project I have been working on is a code name titled aEURoeInfinite Odyssey.aEUR? YouaEUR(TM)ve probably seen a variety of meshes across the title picture and perhaps it caught your eye. Maybe it was the art style, maybe it was the colors, hell, maybe it was the unusual interface design. Regardless, youaEUR(TM)re probably wondering WHAT this is. Infinite Odyssey is a fantasy sim love child that is a weird hybrid between Stardew Valley, Animal Crossing, Zelda, and several RPG elements. I am not ripping off Stardew Valley or any other game, but rather IaEUR(TM)m taking the elements I loved about each of these series and shaping them into my own. Imagine a farming system similar to Stardew Valley, with a villager system similar to Animal Crossing, with Dungeon exploration similar to Zelda, only more RPG based instead of puzzles. That my friends, is what Infinite Odyssey is. Take a look at the sub sections and IaEUR(TM)ll break things down to make it easier to focus on. General Breakdown Infinite Odyssey starts with a short tutorial and then you are subjected to live your life the way you desire the moment you cross the last stone on the bridge. From here you are now in the village of Valorfel (The name CAN be changed by the default is Valorfel for lore reasons). Grow crops to sell, go fishing, run dungeons for items, craft gear, craft items, interact with NPCs, build friendships, expand your estate, or run through the storyaEUR"this is all your choice to do as little or as much as you want. Your character can stay awake for 72 hours at a time so explore town at 3am on Wednesday and youaEUR(TM)ll see things you didnaEUR(TM)t see on Tuesday. Turn in quests for some extra friendship renown and an extra item or two, and turn that item into something else. Maybe you just want to run a business empire and build up your farm. I wonaEUR(TM)t stop you. Want to run dungeons for rare materials- I wonaEUR(TM)t stop you. The idea is to give you features and incentives so you WANT to do these things but you wonaEUR(TM)t be forced to do anything you donaEUR(TM)t want to do. Featured below: Some of the crops in their "lootable" stage, and a well that is being built. Structures get built in phases so you can watch them grow! Story synopsis At the end of the tutorial you are trapped within the mists where time has suspended you for over fifty years. When you emerge, you havenaEUR(TM)t aged a day but the world you remembered is gone. You cross the bridge leading into the new prospering human settlement Valorfel, only things donaEUR(TM)t look the way they were supposed to fifty years ago. The once prospering village has been destroyed twiceaEUR"once by beasts lead by dwarves, and again by a cataclysm. Your former Caravan captain Wilhelm, the young and humble soldier is now an old man torn by the events of the years gone by. Wilhelm gives you a new place to begin your life anew. Discover why the mists held you and what secrets they continue to hide. Or say screw it and build up your farm. Again, the freedom is yours to pursue ;) Villagers At the beginning when you reach Valorfel, itaEUR(TM)s a small settlement. There are only about seventeen villagers and itaEUR(TM)s obvious everyone has their own struggles. Every character has their own story, and you are free to pursue all of them however, know your actions will have permanent effects! Each villager has a friendship rating from 0-15. At around tier three, most villagers will have a cutscene that introduces a bit of their past and a small crisis in their life. Some are strictly comedic, others are more severe. Around tier six youaEUR(TM)re introduced to another cutscene. Around this point you will have to make a choice. At tier ten or so youaEUR(TM)ll have to turn in that choice and at tier twelve youaEUR(TM)ll see a resolve that shows the results of your decisions. At tier fifteen you are introduced to one final cutscene that depicts the characters in their original life. (More on this later). Again, your decisions are impacting AND final! HereaEUR(TM)s an example from the BlacksmithaEUR(TM)s quest line aEURoeLonely Hearts.aEUR? At tier three, the Blacksmith Ahrmen is sitting outside alone. He spends the majority of his days alone working so he doesn't have much time for socializing. He is shy of people. At this tier you have a conversation and he opens up about how he envies the animal handler because of the time she spends with all the animals. At tier six we have another conversation with Ahrmen, only this time we're not alone! At the end, Serah, the animal handler schemes an idea to get Ahrmen a pet so he doesn't have to be lonely. You now have branching options. You can decline getting him anything, you can get him a dog, or you can trap a wild animal. At tier twelve we have a resolve for the decision. If you brought him a dog, the dog lives in his home and you will get different dialogues. His hours and schedule may change too, leaving him to leave work early some days to play with the dog. If you did nothing, he will continue working late, depressed and having different dialogue sets. If you trapped a feral animal you get a much more comedic scenario where he often sleeps outside in a bloody mess because the animal took the bed and he walked in his house without knocking first. He will be in an abusive relationship while maintaining denial about the experience. You get a sense of comedy but you also get different results because the action you took (or failed to take). When your friendship is ranked you get your final cutscene where we see Ahrmen in his original life. Ahrmen actually lived in the house on the edge of town where his only friends were the animals he cared for. It gives a sense of understanding about his current world shyness and his envy of Serah who works doing what he loved. In his original life, Ahrmen wanted to do something to help people which is why in our "dream" world he is a blacksmith, creating gear to save lives. Villagers will move in over time as you perform actions or as time passes. Rebuild the abandoned house and a new family can move in. Rank your friendship up and another family member might move in. Thirteen days pass, a new villager moves in. Take a certain action on a quest and someone may MOVE OUT. (The last one is limited to an event which will warn you before they leave on limited characters.) The point of this is I want a dynamic world where you donaEUR(TM)t instantly feel overwhelmed. Just start small, see how things flow and in time everything will sort itself. In times of crisis I believe everyone has a small handful of people we can trust and rely on. In this project I don't see why that should be any different. I want to reward you for taking the time to make friendships and bonds. Every NPC holds a different piece of the puzzle, all building a stronger heart. By building those bonds, you will do two things: You will be introduced to a character's personal story with a branching effect, and you will be rewarded for the outcome. Featured below: Your "neighbor." His house will change with the seasons and you'll see him either blowing bubbles, napping, raiding your trash bin, or any other series of cutesy behavior. Combat and Dungeons So I mentioned something along the lines of Zelda for dungeons, although that may not be the most accurate description. At this time IaEUR(TM)m planning on eight to twelve dungeons. The first time you run a dungeon you run it in a aEURoestory modeaEUR? similar to Guild Wars 2. When you return to the dungeon (There is a small number of days that have to pass before the mists let you return) you have an explorable route. Most dungeons have three to four paths with a combination of randomly generated and structure generated rooms. Once you start on a path, you are forced to resume that route, however along the way you will often be able to make a jump to a different route! Imagine starting in the dungeon on the first path, around the midpoint you can continue along or switch to the midway of path 2. Nearing the end you can finish on path 2, or move another direction. This leaves me plenty of room for various bosses and loot tables! Combat is an important aspect! I want this to be fun and I want YOU to have more flexibility! You have access to both Weapons and Deities/Heroes. Let me break each of these down to avoid confusion. Weapons are broken into four groups: Swords, Bows, Axes, and Lance/Spears. Each weapon comes with a small variety of skills. You have a regular attack combo and three additional abilities. Three doesnaEUR(TM)t sound like much but I would rather go on a smaller end with a better variety of useful abilities than offer a lot of no value. ThereaEUR(TM)s another reason for this, the deity system! When you access the church you have a choice to follow a deity, or follow a hero from the lore. These can be swapped at any point so youaEUR(TM)re never stuck with one as they round out your abilities. You can follow Saosk the Human Paladin, Thane Bloodhammer the evil Dwarf Berserker, or any of the other six options and those grant you access to new abilities. You can swing your weapon (left click) use your deity secondary ability: Paladin's Bastion, Druid's Vine Wrath, etc (right click) either of your 3 weapon skills and either of the three deity skills in your 1-6 interface (ThereaEUR(TM)s a button to switch between two interfaces so youaEUR(TM)ll have 12 slots to start. IaEUR(TM)ll possibly try for a total of 18). At any given time that gives you access to 8 different attacks/abilities. We will most likely add a few extra to those if we need but again: start small and get it balanced and right THEN add as needed. In a way that sounds like a small number but with 4 weapons with 3 unique abilities a timed attack combo (2-3 hits), and 8 deities with 3 moves each plus a passive ability thats just around 50 different moves. There's also a small talent tree with the deities so you can modify some of the moves to adjust they're utilization. You've got an HP bar featured in the interface with an hourglass icon, when it runs empty you pass out and several of your consumable items will be missing in addition to gold as your penalty for falling. Weapon abilities run off of cooldown timers. I'm not penalizing anyone with mana requirements. Deity spells work a little different. They run a timer and an adrenaline buildup. As you give/take attacks your adrenaline builds up. At that time you can choose to fire away at some of your stronger abilities, bank the adrenaline so you can spam them as needed, or just store it for a tight scenario. At this time only the last deity spell will have a small cooldown so you think before using it. The others should just need a little adrenaline. This leaves weapon skills as quick attacks with the deity spells being your real damaging effects. Combat is going to be fairly fast paced, couple of hits drops most enemies, but a couple of hits on you and you get dropped. The main benefit of this method is you can optimize your character as you see fit. If you want to be a bow using Paladin, have at it. If you want to be an axe using druid for irony, have at it. By being able to swap around you can experiment and try builds for fun, optimize for the most damage, or optimize for the most survivability. This present a new problem: Character's DO NOT have an individual level. We're not throwing a bunch of stats at you like dexterity, strength, etc. It's a simple system: You have health, a weapon, and your player skill. Combat has its own experience tree, farming has its own tree, fishing has its own tree, etc. That is one feature I greatly enjoyed in stardew valley and I want to build a similar structure and redesign it differently. So what about armor and defense? This is where the larger struggle comes in at: I don't want a defense stat. I would rather make enemies have moves that do a fixed range of damage, say 2-3 for attack B or 10-15 for attack C. If they're enraged attacks do 1.5x more damage etc. There's two benefits to doing this. For starters I can balance ALL dungeons. The goal for the start is eight to twelve dungeons: 4 accessible once you do the prerequisites and 1 thats only accessible for each season. If I make defense a stat and you don't realize how to unlock the spring dungeon until summer when its no longer accessible: 1 game year can take up to 36 playhours depending on how you choose to play and how often your character sleeps. That is a LONG time to outlevel the stats of a particular dungeon so the next game year it may not have anything of use other than for collecting purposes. The other addition to doing things a bit differently is if I kill the defense stat you're now encouraged to dress your character however you want! Sure, your starter armor will be simple, but what if you really like a druid helm, or an assassins mask? Shouldn't you be able to just enjoy looking however you'd like? Yes you could just do armor skins and then actual gear but then whats the point in that? Why not give you absolute freedom to look like a Pirate, a Paladin, a Druid, a Rogue, a fisherman, or whichever other set or combination of suits you? By that logic we can have unique dungeon armor sets so you have a purpose to keep running the multiple paths so you can find sets that will last as long as you remain interested in them. From there we can also do some armor bonus perks where wearing three pieces of a fisherman's outfit boosts your fishing ability, or 3 pieces of rogues gear can grant a small bonus to crit. It helps round out some extra utility without breaking the game to where you don't feel penalized for not having that particular set but you do feel rewarded for using it for a purpose. Closing Thoughts The last small section I want to touch on is the interface. I am just one man and I never really considered myself an artist in the past. I understand several of the basics and I've been doing pixel art for years now but I know I have a long ways to go and much to learn. With that being said, I want the interface to be fun! That's why each year your seasonal interface design will be different depending on the season, and your chat text bars will also be different. Some people have said the art is top notch, others have called it "High Res stardew valley." I'm trying to create something beautiful for you guys and I want it to be fun and full of small details. That in my opinion is half of the excitement. Those of you who are following will get some of that stuff spoiled but imagine your first time walking out in summer and your interface is now completely changed, the music is different, the maps look different: it's an exciting feeling and when we have some real progress and playable work I want to showcase this at some of the conventions and see your faces as you get to experience a lot of this first hand. I don't want the traditional long interface display with just 1-12, I love the small circular ones that frees up your screen view, and the time clock is reminiscent to the HP bars of Earthbound. It takes a lot of time but I'm happy to do it because there's so much that can be done and I want to give you guys the best that I can put out! This is a lot of information to start on so IaEUR(TM)m going to leave this here and update it again in a few days and try to answer any questions that you may have. If you took the time to read all of this, thank you! You guys are part of what makes crossing every one of these stones a worthy adventure of my own. Featured below: a small example of some of the water effects and some of the different trees. Final feature, an unfinished test map where we were testing crop growth. Note, the blacksmith house is not finished! I just needed to get some stuff up so we could start working on things.
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