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Demons of Scheherazade - Announcement


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#1 C-Dawg

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Posted 06 March 2016 - 09:34 PM

Demons of Scheherazade is now live on the Quest Projects forum.  You can read about it it here:

 

http://www.purezc.ne...projects&id=345

 

 


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#2 Moosh

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Posted 07 March 2016 - 03:52 AM

Oh nooooooo! I'm used to talking to people by pressing A in ZC! Welp, I might as well commit to my horrible genocide of all living things now...

 

(This is amazing, by the way.)



#3 DarkFlameSheep

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Posted 07 March 2016 - 03:57 AM

C-Dawg's new project, sounds good!!

I know Magic of Scheherazade, played a bit, but it's  about 25 years ago with NES of Japanese version, so the young don't know what is Magic of Scheherazade.


Edited by Stray Sheep, 07 March 2016 - 03:58 AM.

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#4 Timelord

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Posted 07 March 2016 - 07:22 AM

Oh nooooooo! I'm used to talking to people by pressing A in ZC! Welp, I might as well commit to my horrible genocide of all living things now...

 

(This is amazing, by the way.)

 

Moosh, we've had this conversation: L and R are superior choices, as they are not also attack/item buttons, so there is no conflict with using items, when trying to speak. That's precisely why I use L and R for interactive actions in my quests. :P

 

Other than that, holy !$&£. I loved the original game, and a sequel in ZC would be brilliant!



#5 Moosh

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Posted 07 March 2016 - 07:51 AM

Moosh, we've had this conversation: L and R are superior choices, as they are not also attack/item buttons, so there is no conflict with using items, when trying to speak. That's precisely why I use L and R for interactive actions in my quests. :P

And as usual, I say A is better because if talking and attacking are different buttons, it's easier to press the wrong one and kill someone by mistake. I'm much more likely to mispress a button than I am to try to talk to someone from out of range. I wouldn't mind if L/R was an alternate safe talk button but I still like having A be there as an option. If you accidentally talk to someone you mean to kill that's a lot less serious than if you accidentally kill someone you meant to talk to. I might even support some wacky button combination where you hold another button and press A when you want to kill instead of talking. I just really don't like talking with the L and R buttons, feels unnatural given how I've been conditioned by most games.

 

Also I may have killed a hint giving NPC before talking to them. I wandered around the castle lost for a while before giving up and starting a new file to see what the person said. A little frustrating.



#6 C-Dawg

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Posted 07 March 2016 - 08:28 AM

Complaint noted, but next time, don't murder npcs.

I need to use separate buttons for attack and talk because you are allowed to do either to many game entities.

Also, there's never a time doing that will totally bar your way. If you went to talk to the tied up soldier in the kitchen and accidentally stabbed him in the gut (a common real-life problem) then you just end up in bomb-every-wall mode for awhile. You wanna go it alone? You can.

I could increase the hp of npcs, that might help avoid your scenario. Might be more forgiving.

 

 

 

Other than that, holy !$&£. I loved the original game, and a sequel in ZC would be brilliant!

 

 

Well, if you liked the original, then you'll be interested to know that the entire Prologue of Demons replaces that five-second storyline introduction you get at the very beginning of Magic.  So, if all you ever play is the prologue, well, now you know what may have taken place to result in the protagonist having his memories stripped and being tossed into another time period!


Edited by C-Dawg, 07 March 2016 - 06:58 PM.


#7 C-Dawg

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Posted 02 May 2016 - 05:57 PM

The Prologue of Demons is set for a review on Indie Insights at 9:30 p.m. this Tuesday, March 3, 2016.  

 

You can watch it here:

 

https://www.twitch.tv/highsight



#8 vravelo

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Posted 02 May 2016 - 09:06 PM

C-Daw, think if you can make this Demons of Scheherazade ... can you finish sabotaje dragon..?? looks alike!

 what a nerd question..?,,, :tard: :nerd:



#9 C-Dawg

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Posted 03 May 2016 - 05:59 PM

I don't forsee going back to Sabotage Dragoon; one would have to start from scratch to redo everything in scripting.  However, as you indicated, there is a lot of the "spirit" of Sabotage Dragoon in DoS.  The same focus on weird characters as the drive instead of finding endless items, for example.  

 

Also, I forgot to mention in the last post, but the review goes up at 9:30pm EST.  So, that'd be a different time of night depending on your time zone. 

 

EDIT: Live in just a few moments...


Edited by C-Dawg, 03 May 2016 - 08:30 PM.

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#10 C-Dawg

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Posted 04 May 2016 - 04:59 PM

The review went pretty well.  The commentator discovered three minor bugs i can fix (and I know of a few more) but otherwise the Prologue was well-received.  

 

The biggest feedback I got was to stop using Zelda Classic. :-0

 

That wouldn't be very fair to the community, though. 



#11 Fiyaball

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Posted 04 May 2016 - 08:42 PM

The biggest feedback I got was to stop using Zelda Classic. :-0

It'd be neat if some years down the line, you made "ports" of this/zodiac to steam. Probably couldn't work out well, though.



#12 C-Dawg

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Posted 05 May 2016 - 01:15 AM

I'd like someone to allow the creation of stand alone .exe files, yes. Replacing the background tileset with custom art would be easy enough, and with those two things done, sure, you might be able to Steam it.

#13 DarkFlameWolf

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Posted 05 June 2016 - 07:02 AM

You're always a talented game maker C-Dawg. Sometimes I wish we could work together on a project but my real life right now is way too busy to be doing anything game creation related.



#14 C-Dawg

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Posted 30 June 2016 - 05:39 PM

Ah well. I'll tinker along in between getting frustrated with C++


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