EDITOR DOWNLOAD LINK
- this installer will only work on 64 bit windows systems (i need packagers for 32 bit win and others asap!)
- you may have to download the microsoft c++ runtime 2008 redistributable (NOT SP1!) x86(32 bit windows) x64(64 bit windows)
- recommended that you install to a directory you own or have permissions to (meaning: not program files. note that program files is the default install directory)
- the installer DOES NOT make shortcuts. you must manually navigate to the install directory and run iqe.exe. (this and the default install location will likely change as soon as i figure out how)
- from the first screen, "new" and "load" do the same thing right now, this will change.
- the second screen is the meat of the editor, you have two lists, one for categories, and one that shows items within the selected category.
- once you select a category, you can add new items to it with the "new" button, or delete items with the"delete" button
- when you select an item within a category, you have a couple of options. you can modify the attributes of the item (elemental association numbers for most things, allowable sex for classes, nothing for celement or weapons)
- you can also click the "descriptors" button to change to the descriptors layer. it functions the same way as the previous menu. select a category for the descriptors you want to edit, and the members of this category show in the other list. you can add or delete these. of note, the descriptors are for the item you had selected when you pressed the "descriptors" button.
- you can click the categories button to return to the category menu.
hello all, i am working on a project that could use community input on several levels. though i have not yet reached "barebones" i have decided on disclosure, as from here on out, i will need input to at least design mock ups. this is a game written in python and making use of the pygame and pgu libraries. the game is menu driven. the title is a working title.
the goal of the game is to play a successful session of THE GAME. gameplay will consist of menu driven, turn based combat. the best way to visualize the game play is imagining a 2d RPG without the walking around.
you generate a party of four custom characters, then the game will generate your worlds. due to the limitations of my coding (and other, more general reasons), many things will be abstracted. for example, as echeladders seem personalized to the player, not just class, aspect, or combo thereof. thus echeladders are abstracted down to plain old levels. due to the myriad kinds of grist, and how many of those kinds are unnamed or unseen, grist will be abstracted down to a single denomination.
due to the wide-open nature of alchemy, alchemy will be restricted to weapons and armor. you will have two methods of alchemy available, generating a new item, or upgrading an existing one. items will be dynamically generated, using a keyword system similar to diablo and variables pertaining to the character who is making the equipment, and the world the equipment is made on. equipment will have 5 levels of power, with a "hidden" sixth level for starting gear.
sprites will be implemented. at the start of the game you will get to choose if your session is a 1x or 2x prototyping session. as each character is introduced they will choose with what to prototype their sprite with, based on data selected in character generation. in a 2x session, the second prototyping will take place at the end of that character's introduction. sprites will only be usable on the wold of their player untill you progress to the point of having the amulet.
the game will be scaled for 20 levels (with an additional 10 for god tier). your saved characters can be used to play custom and bonus campaigns.
each class will have a usable skill, as well as aspect powers (usually) kicking in at around level 10. in addition to that, you will be able to buy/find freymotifs. each class will have 5 active per game, 3 solo techniques, and a dualtech with each other party member. most freymotifs will be the same inside of each class, differing only by how the aspect affects it... changing a damage type, for example. there will be special freymotifs for certain class/aspect combinations.
worlds will be generated like items and sprite prototyping options, based on classical element and/or associated item selected for the character at generation.
the game is divided into stages. each stage is comprised of a number of encounters. encounters are usually fights with underlings, but can also be discovering treasure, or visiting a town. the end of a stage is usually signified by a boss fight, and entering the next gate (of the famed seven gates).
in towns, you can buy stuff, do alchemy, and go on pointless side quests. fights with underlings will be divided into five encounter levels. encounter levels list normal fights, midboss fights(if any) and boss fights (as not every boss is going to be an unique storyline boss... like, say, a denizen)
eventually i will need sprites, backgrounds, and music, but that is a ways off into the future, i need to get the meat and potatoes done first.
this is what i currently have for class selection.
here is a starter for the associated item list:
(this list will be gaining additions pretty soon)
Mad props to shinyjiggly for the sigbanner!
CURRENT NEEDS FOR DISCUSSION:
i need world descriptors tied to aspects, associated items, and interests. you can use the editor to make the file, then give it to me.
i also need personal interests see page 3.
also, i need objects to prototype your sprite with, see page 5
ALL OF THESE THINGS CAN BE WORKED ON WITH THE EDITOR (see page 9, at this time the installer package only works on 64 bit windows. i need packagers for other operating systems, especially win32)
you can submit music in ogg or mod format. this music must be your original work, and you must agree to allow me to include it in the game, must likely under one of the creative commons licenses, to be determined later. it is not set in stone, and i am open to other licensing that allows free distribution in my software.
the kind of music needed includes themes for -
if we can get enough music, we might even be able to assign variations based on character and/or world generation