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Somniator
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File: magnumadv_build280.hold (2 MB)
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icon MagnumAdv : vagabond (+2)  
What is it?
My attempt to do something canonical and original in the spirit of the Deadly Rooms of Death.

What is there?
Currently it contains one pseudo-parallax level with custom elements. This hold also contains a completely original soundtrack.

The plot?
A fierce evil hung over Droog Island. Who will be the new defender of the island? This story has an unnatural meaning or does not make sense at all. Get ready! I hope you enjoy your stay on our island. Take on the role of a novice swordsman Bebruh Budkin and explore the world thoroughly. Your new friends will help you on your journey.

How is the development going?
This hold was conceived as a separate game independent of the plot of DROD. I do it in my free time. I want to express my great gratitude to the rapidly developing neural networks that generate stunning pictures.


[Last edited by Somniator at 11-18-2024 05:13 PM]
06-23-2024 at 11:53 AM
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Red-XIII
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icon Re: MagnumAdv : vagabond (+1)  
This is really promising!
I like the rat and pit elements, they have a lot of puzzle potential. For 2E, nice that you put the exit more than 15 tiles away so that you have to cover the rat pit to keep the room clear.
3E: neat easy room, though only the southern eye is a problem.

The music was good as well, it catches the mood of the level.

If you do manage to continue and finish this hold, maybe you can build a prologue first? It felt weird to start directly like that.

____________________________
There's not some other world out there where everything's gonna be okay.
There's just this one, just this rock.
-33th Skywatcher
06-25-2024 at 08:36 PM
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Somniator
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icon Re: MagnumAdv : vagabond (0)  
Is it alive?
Yes! As mentioned earlier, the hold is being developed in my free time and mood.

Is there a prologue in this build?
Unfortunately, no. This hold was conceived by me as a kind of continuation of the original TSS, but at the same time as something original with its own universe. And of course it all comes down to my enthusiasm...

What's new?
This time I drew two more levels with pseudo-parallax. They are unimportant at the time of this patchnote, but in the future they will play a big role in the plot.

Footsteps?
One of the most important aspects that has been languishing since the days of my first holds. Playing the original DROD, I always lacked the atmosphere (if we are talking about the JtRH version of the 2.0 engine). In this development, I am most focused on the audio component.

Soundtrack?
The original soundtrack is also an important part for me. Initially, I was writing a separate album, which was not even thought of for this project. Then, the distributor refused to release my album. I couldn't think of anything better than to use it here. If anyone is interested, you can listen to it on the Bandcamp site, where it will be distributed for free.

About feedback...
I am very glad that the forum community is still alive and still releasing holds. It's especially nice when you leave your feedbacks. Thank you very much!

The End?
Unlikely. I still have a lot of ideas in my head and I would like to implement them as soon as possible. With this post, I just wanted to say that the project is alive and is gradually developing.

[Last edited by Somniator at 10-18-2024 07:07 PM]
08-05-2024 at 06:27 PM
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Somniator
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icon Re: MagnumAdv : vagabond (0)  
Unique Gameplay of the Narrative
Your path to the end of the hold will be unique. What I mean is, you won't get all the challenges in one playthrough. I got so caught up in the arrangement of the characters that it only played into my hands. In particular, the replayability of the roguelikes.

What's new?
A full-fledged prologue related to the first city appeared in the hold. There is also a quest associated with it that can be skipped.

Challenges?
As in the classic DROD, the puzzle rooms have their own complicated room solutions. Now the terms of the solution are written on the scrolls and you receive a reward for their fulfillment. In addition to the notification plate, the character gains experience. Hello to RPG games.

Recommendations
I highly recommend that you start a new game. Now you will click on this button more often.


[Last edited by Somniator at 10-18-2024 07:06 PM]
10-08-2024 at 08:54 AM
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Red-XIII
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File: Ambush 1E and 3E demos.demo (3.1 KB)
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icon Re: MagnumAdv : vagabond (0)  
I am glad you are still working on this hold, here are some comments:

You should always attach the latest version on the first post of the topic and removing the other files, to avoid confusion.

Returning from Ambush on the road (go west) to Dratted Fork, the entrance text is just “Entrance 6”.

Going north to “Gates to Ebengrad” from Dratted Fork, and then going west from the entrance brings you to “Ambush on the road 4E” which does not seem correct. Also, since I exited north, I expected to find myself in a “south entrance” instead of a west entrance. Lastly, it seems that the first room in Ambush on the road that can be accessed is 4E, is that correct?

During cut scenes, when the other character speaks, Beethro’s picture appears (instead of Bebruh). Not sure if this is related to the version I am using 5.1.1.539.

Ambush on the road 3E: the challenge seems quite similar to the “normal” solution, which is, entering from the west.
Ambush on the road 1E: perform a 3-kill combo is quite easy for a challenge, while 4 is more neat I think. I don’t think it’s possible with 5.

About the story, I don't really understand what is going on.

____________________________
There's not some other world out there where everything's gonna be okay.
There's just this one, just this rock.
-33th Skywatcher
10-08-2024 at 06:53 PM
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Somniator
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File: flower_revision.hold (21.6 KB)
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icon Re: MagnumAdv : vagabond (0)  
Raw and Unfinished
But there is something to look at (for example, in the level builder). This time I used the HalphMaker script from this thread. I think I'll need it in the future.

Flower: revision
I decided to redo an script element from the TSS. The essence of the element has not changed. However, it seems to me that this has a puzzle potential.

For architects
It was stupid of me not to mention that I borrowed the script for turning the rat sprite from this hold. I also allow you to use my elements in your holds.

Is there something new?
I would call Build200 just a field of experiments. There's a new soundtrack here. There are also new elements such as: flower, grappling hook and weak stepping stone.

But there is nothing new in the plot...
This is self-evident. At this stage, the plot has only distant concepts. But, for some reason, they remind me of journey to rooted hold.

Raw and Unfinished!
Most of the new levels do not have a pseudo-parallax drawn. It was only at this stage that I realized that drawing a new style for the DROD engine would be a useful solution.

Speaking of Styles
To fully obtain the magical vibe of this hold, I recommend that you install the styles from Architects' Edition for 5.0 engine.

Thanks for Attention!


[Last edited by Somniator at 10-18-2024 06:50 PM]
10-18-2024 at 06:42 PM
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Somniator
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icon Re: MagnumAdv : vagabond (0)  
Work on Bugs
Build210 is just the simplest revision of the script component. The changes mainly affected Rats. Now, it will be much easier for me to make rooms (in particular trap rooms). The rat pit is now rendered via Image overlay. In the future, we only have to draw rats in the bushes through this function. Someday...

Cut Content
Build 210 has lost a lot. For example, the prologue fell under the knife. All this is related to my loss of Build200 (which featured the first dungeon levels, new characters and new elements). It's a shame to realize this, but I'm not desperate and I'm continuing to develop.

More Information
Gloomy Forest is now one big level. My plans were to add several playable characters, but it was decided to keep Bebruh as the main character. Maybe occasionally we will play Halph, but again it will be sometime...

For playtesters
I really appreciate that you follow the hold and send demos. But most likely, I will need your help closer to the beta version of the hold.

What's wrong with Build200?
I just lost it. Build200 was supposed to be released along with the previous post, but the file size (~10 megabytes) did not allow me to upload it to this thread.

Sign of Activity
This post is just another sign of the life of this hold.
10-30-2024 at 12:35 AM
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Somniator
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icon Re: MagnumAdv : vagabond (0)  
Let see!
I returned the cut content. Parallax mapping is in the same place. There are 4 new puzzles associated with new scripted elements.
Click here to view the secret text

Prologue 2.0
Returned the Prologue. There are plans to add more endings and conditions for them. You can get one of them at the very beginning of the game.
Click here to view the secret text

Cut Content
This time I sacrificed my music in favor of the original soundtrack from TCB. This made the file .hold much easier to download it for playtest.
Click here to view the secret text


[Last edited by Somniator at 11-13-2024 02:15 PM]
11-13-2024 at 02:13 PM
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Somniator
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icon Re: MagnumAdv : vagabond (0)  
Quietly and Slowly
A new weapon has appeared in this build. The Wooden Sword! In fact, it is a reskin of staff, but with the functionality of a mini-caber. This script has a huge history. Initially, Bebruh was supposed to fight with this sword. At the moment, the functionality of the weapon token can work with bugs, but this is until the next build.

Work on Bugs
I fixed the bug of challenge in one room. But I also didn't register a challenge in another room.

Wooden Sword and Dilemma
Due to the architecture and structure of the puzzles, a certain variability of cleaning rooms has appeared. This gave the opportunity for even more revelry to create new challenges. Along with this, a Dilemma arose. However, we'll see...

Sign of Activity
This post is just another sign of the life of this hold.

11-18-2024 at 05:23 PM
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