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Looks pretty impressive for the most part. I'm so not going to start playing around with another maker when I'm at this stage of a project however. I may play around with this in the future, perhaps on a sequel.
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Are  you?
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MBT, I assumed he was talking about financial sponsors. Art "sponsors" are more like contributors to the game. If I wanted someone to make, say, a number of sprites for my game, I would not ask for a sponsor, but a spriter.
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Indie games, especially made with RPG platforms and such, are very unlikely to get sponsors. In fact, they have to be utterly brilliant games.

As for games such as 360 and PS games, such as the big titles, they cost tens of millions of dollars to get from dev to stores. So if you're just trying to get a game idea made big, don't count on that either.
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nickmasterx that actually sounds rather fun. :)
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Sanosuke, the look of that world makes me want to explore it. I think you should actually work to make it a full game. It would be sweet!
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I really like the first one you posted, but I'm not overly impressed with the rest. For a first shot though, you did a pretty darn good job.
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Make it in English nobody here speaks Czech

Maybe you should learn Czech.
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Yes HE really SHOULD clay the heroes...
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Fair enough. They can walk upright and on all fours. They do not wear clothes. They have a "voice" that allows you to understand them.
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Progress Update:

Haven't been getting much done lately. Some mapping, nothing major. Need to edit some chipsets, pain in the ass.
I did figure out what to do about the quest log. I now have it programed. All I need to do is add quests as I go, using variables. All the code fits into one common event and is quite simple really.

Press "2" and vola, you have all your quests sorted through a "tree" of sorts. Rough example below. You are given four options. If you click "Quests by Location" it breaks it down to Empires, then to major cities and "other." After breaking it down, it will go through messages showing all the quests in that area. You can also break it down by Guilds, by Temple Quests (religion plays a huge part in this game), and Other (everything else, including quests that start in unpopulated areas).

*Quests by Location
^ Al'Atra Empire
 - Al'Norvin
 - Tunga Tunga
 - Twin Blades
 - Other
      Quest 1
      Quest 2
      etc
^ Evony Empire
^ Tai'Luna Empire
*Guild Quests
*Temple Quests
*Other Quests

In the end, simple was most effective.
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I don't want to give too much away about those that dwell on Veles.

They worship Veles, their God. If you want to know a bit about what this God might be like, Google or Wiki him. Perhaps that will give you a hint of what they are like.
When designing characters, I would probably stay away from those that dwell on Veles because I can not describe their society without giving away some vital quest endings.
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I feel like I'd be bumping for no reason, but so be it.
Stayed up late tonight and finished the Emerald Mine Quest (fully programmed), the mining ability (fully programmed), the mapping, and special items. I started the graphic for the boss, but I'm not pixel artist when it comes to complicated pixel animations. Tomorrow I hope to get the rest of the miners implemented, random rock golem encounters implemented for when actually mining, and I might even do the redesign of Castle Al'Norvin and/or the interiors for Secron.

I'm so close to having all the mapping done that I kinda want to stop doing any more programming until it is completely finished, so I can truly move on to the next stage of development.
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I will (and have) periodically put screen shots up. Until I have a finished platform though, no deal. Like I said, the first version will essentially be the "demo." As expansions will have new towns and new dimensions. Sorry, but the less time I spend trying to make a working demo, the more time I spend working on the complete game. I know you are excited about this project though, which is motivation for me to hurry up and finish it.
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Well the "demo" will be a complete game, with lots of room left for expansions. So no worries there.

Today's project: Designing Emerald Mine. I've mapped out a good chunk of it, designed the action battle boss (although I need to make the sprites for it AND program it still), drawn out the quest that makes this mine worth visiting, and designed a mining profession to be used here, with some neat little surprises.

This particular project will probably take me a couple days to complete without finishing the boss. The boss is a little tricksy to do, but it will be hells a lot of fun to fight.
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Lots, but there is still lots to go.

Mapping wise, it's nearly complete. However, I keep finding new places to add as I come up with new quests that need specific locations. I am TRYING not to make it too big to start, so that it can be completed in stages.

Quest wise I have a few actually implemented. I have some puzzles implemented. I'm working on a second battle system at the moment, aside from the default. Yes, there will be the default battle system, but it will be designed to be minimal and "realistic."

Magic system is completely designed, however there is a little bit of programming needed, and I may design some unique battle animations as I'm still using the ones from Hero's Realm. I think they are the only un-removed portion of the original.

I don't want to give a % as it would be entirely guesswork. It is a ways from release though. If by chance you can think of any way to speed me up, please let me know. :)
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I would at least make it so that the player needs to hit a certain key, or key combination to win the battle.

Using numbers would work well. Say, 1-5. An easy enemy would mean you would only need to press one random number in say, a 1sec time frame. A very difficult enemy might have a 5 number combination with a 3sec time-frame (ex only), say 34153. The numbers could pop up over the enemy.

This adds an element of actual game play and not just blind chance. Food for thought.
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Hmm...HB, that character would fit VERY well with the first expansion pack I was planning. Too bad I have to finish the first stage of the game first though.
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The game is non-linear, so the hero can visit whoever he wants whenever he wants. Certain characters will be crucial to revisit, others will be beneficial. The second character you meet in the game is a small boy that is instantly willing to offer friendship.
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"I envision the "Realm of Luna" As a sort of inter-dimensional area, or "Luna" as a sort of moon on an inter-dimensional orbit."
Luna is its own world with its own religions that define its Universe. Expansions will allow you to travel to other realms (dimensions) which will be their own worlds with their own religions that define the Universe. So, that is dead on.

"This would make some of the NPCs, and possibly the hero as well, wanderers from other universes who seek to return home"
You just outlined the hero's main campaign. Way to guess the plot. However, our hero is alone in being from another dimension and is brought to Luna against his will with no memory of where he was from.

"and make the "Realms " parallel universes"
That is what they are, yes. The circumstances of the alternate realms coming into play will be a direct result of the hero trying to find a way back to wherever he came from.

"with Luna as a crossing point"
Yup, this is why I'm leaving a lot of expansion room in the original world.

"allowing for adventures in the different home realities of various NPCs as well as in Luna itself."
Ta da, you seem to be on the same wave-length.
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