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Caravel Forum : DROD Boards : Architecture : Assassin's Path - Chapter 1 (A new hold with strong story and game elements.)
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egg egg
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icon Assassin's Path - Chapter 1 (0)  
Hey guys! I've been gone a while (5 years) but here I am with a shiny new hold.

It is the first part of a much longer story, and only took a couple of days to make. I have been learning how to use the scripting, and i've managed to achieve everything i've wanted to so far.

The only things are - I can't set music or room style. I assume this is because I don't have the full game :/

Also, I think characters should be able to spawn monsters, not just turn into monsters. Like, a guard appearing every 10 turns.

One last thing, is it possible to have the player take part in cutscenes? So you can treat the player as a scipted character, and then restore control later?


I hope you guys have fun playing, I will welcome any feedback, for both story and gameplay. Tell me if you find any bugs.

The hold isn't very hard, although it's not for newbs.

[Last edited by egg egg at 08-25-2010 11:47 AM]
08-13-2010 at 06:16 PM
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Blondbeard
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icon Re: Assassin's Path - Chapter 1 (+1)  
Heh! I remember you. I think I tried one of your holds in architecture way back then. I'll take a look at this one. After five years I'm not really a newb anymore ;)
08-13-2010 at 07:49 PM
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Elfstone
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icon Re: Assassin's Path - Chapter 1 (0)  
Playing through and enjoying this. :)

One small point, while I remember it:in Part 2, 2S the guard who enters first says "The apprentice has got to be here somewhere around here." - I think that may be one "here" too many.

Also in that same room 2 of the 3 guards become stuck, they just stand still. Is that intentional? - it makes them awfully easy to kill. O:-

PS - a few more save squares would be nice for those of us who are not very competent players. :unsure

P-PS - going back up into 5S from 6S (to try to find the secret room) the guard is still there and speaking and I had to kill him again.

P-P-PS (and final edit ) I've given up looking for the secret room I'm afraid; it's too dark in most of the rooms to see crumbly walls and there is too much wall in some of the rooms to run round. :(

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[Last edited by Elfstone at 08-13-2010 09:00 PM]
08-13-2010 at 08:36 PM
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egg egg
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icon Re: Assassin's Path - Chapter 1 (0)  
I can't seem to get the guard freezing problem. They wait until they can see you, then attack.

I've fixed the rest of the problems.

The secret room is meant to be very secret, don't feel bad.
08-13-2010 at 09:21 PM
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Elfstone
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icon Re: Assassin's Path - Chapter 1 (+1)  
egg egg wrote:
I can't seem to get the guard freezing problem. They wait until they can see you, then attack.

That's odd - when I played it they just stood still as I approached.

The secret room is meant to be very secret, don't feel bad.

Well yes . . . but people want to find it. Even not very good or quick players will want to find it to master the Hold and if it is so difficult that we give up . . . :weep

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08-13-2010 at 09:28 PM
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Jeff_Ray...
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icon Re: Assassin's Path - Chapter 1 (0)  
Ooh! egg egg returns! I smell a 'Return of the Egg' special coming up for Caravel Building!

How about you finish these 3 other storylines you got for it first?

Oh, shut up.

Anyhow... the rooms were pretty creative in the first Part. Although I found Part 2 to be a lot easier. I take it it is a plot part, so that's excusable. The story is great, can't wait for more. :)

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08-13-2010 at 09:49 PM
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egg egg
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icon Re: Assassin's Path - Chapter 1 (0)  
Ok, I've fixed the guard thing for real now.

I've added a 'secret sense', as well as a danger sense.

You won't get any more clues than that.
08-13-2010 at 10:02 PM
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Blondbeard
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icon Re: Assassin's Path - Chapter 1 (0)  
Arrows in the beginning of rooms is generally frowned upon, but if you feel they are necesarry I would recomend save squares in the end of the room before. This is so that those playing for highscores won't have to repaly entire rooms everytime they want to enter with a different sword direction.

This could be the beginning of a great hold. Thus far it seems mostly like a story-hold.
08-14-2010 at 07:51 AM
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egg egg
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icon Re: Assassin's Path - Chapter 1 (0)  
The arrows are so you can't go back and re-activate the guards appearing. I can't work out out how to only do it once.

I'm off on holiday for a week, so I may not find a chance to look on here. I'll fix things when I get back.
08-14-2010 at 08:50 AM
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egg egg
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icon Re: Assassin's Path - Chapter 1 (0)  
OK, I'm pretty satisfied with everything raised so far.

I added a lot more scripting so I could get rid of those arrows.

Hopefully this will be the final release, but have a good test, eh?

I'll be able to get started on the next bit when this has been submitted.

[Last edited by egg egg at 08-25-2010 11:47 AM]
08-24-2010 at 12:38 PM
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Blondbeard
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icon Re: Assassin's Path - Chapter 1 (0)  
Everything seems to work. There is still one arrow-room. And some rooms could need more checkpoints. I don't think this hold by itself will wow people, so it might be a better idea not to submit it as an independent hold. I think it will gain from being a part of a context, but that is of course up to you.
08-24-2010 at 01:58 PM
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egg egg
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icon Re: Assassin's Path - Chapter 1 (0)  
There is an arrow room, but they are not right on the door, so you can exit and turn your sword how you want. I think that was the problem mentioned.

There are arrows in the last room, but as you don't need the sword, and aren't meant to go back, I don't see that it's a problem.

Which rooms need checkpoints? they are all pretty quick to complete.

I think you may be right in that the hold is too small on it's own, so I will try to finish a couple more chapters, then combine and publish.

I don't intend the whole story to go into one hold (maybe when it's all done) This way it feels more attainable, like smaller, managable steps.

It would be a bit lame to have like 10 small holds though, so I will aim for 3 maybe. Thank for the advice.
08-24-2010 at 04:30 PM
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Blondbeard
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icon Re: Assassin's Path - Chapter 1 (0)  
No. 4S of part 2 still has those irritating arrows. There are almost no checkpoints for part 2, and checkpoints might be nice even for quick rooms. But the room I felt needed checkpoints was 4N of part 1.

Also: I can understand you wanting to take manageble steps. But you still can do that. Just don't submit until you either feel you don't want to work anymore on the story, or that you have a solid hold with many chapters that stand on it's own legs.
08-24-2010 at 04:42 PM
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egg egg
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icon Re: Assassin's Path - Chapter 1 (0)  
Ok, I'm done for now.

Sorry I forgot to remove those arrows before.

I put in some checkpoints as well.

I'll get started on the next bit when I've got some time.

Thanks to everyone who played and who left feedback.
08-25-2010 at 11:50 AM
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egg egg
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icon Re: Assassin's Path - Chapter 1 (0)  
Ok, I'm gonna start chapter 2.

What do YOU think should be in this next chapter, or in the story as a whole? PM your ideas or suggestions, and I'll have a look at them all. Don't just post them here or they could be pre-emptive spoilers.

Bye for now
09-01-2010 at 03:59 PM
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