I’m releasing a new version soon, with larger more open world, so no more loading times between areas, everything is just one big world, and you can go down into caves, making it just fade between the areas, it will be much smoother. And now you can travel the seas by boats as well, so you will all have your own boat that you will be able to upgrade.
Playable characters will be able to evolve
Working on the story now, perhaps someone can help me? Want to start from the beginning of time and this is what I have, but it is a bit long for an intro, maybe it can be shortened down a bit. I don’t want players to have a lot of screens to skip through:
At the beginning of time, the ancients roamed the seas. It was called the “Age of Ancients”.
Endless battles took place as their wrath clashed toghether. The fallen corpses became land and its souls sparked new life, and so the great families were created.
As the remaining ancients wrath cooled down they dissappeared into the depths.
The soulstones left behind gave strength to its creations til the day one of the families decided to collect them all.
First the lord of fire gathered them with its burning armies, and so the “Age of Fire” began. The eternal flames grew taller and its heat could be felt all across the oceans.
But their possession didn’t last long, soon after the undead arose and swept their smouldering grounds as Death challenged the fire gods. As their armies collided, the soul stones got lost, and so began the “Lost Age”. This is the age of adventure and discovery, as massive armadas of pirates set out on the great seas to try their luck on finding lost treasures.
And so begins your adventure, or so you thought. As pirates roams the seas, ancient beasts awaken from their deep sleep. Many unfortunate sailors felt their wrath, and so did you.
I’m releasing a new version soon, with larger more open world, so no more loading times between areas, everything is just one big world, and you can go down into caves, making it just fade between the areas, it will be much smoother. And now you can travel the seas by boats as well, so you will all have your own boat that you will be able to upgrade.
Playable characters will be able to evolve
Working on the story now, perhaps someone can help me? Want to start from the beginning of time and this is what I have, but it is a bit long for an intro, maybe it can be shortened down a bit. I don’t want players to have a lot of screens to skip through:
At the beginning of time, the ancients roamed the seas. It was called the “Age of Ancients”.
Endless battles took place as their wrath clashed toghether. The fallen corpses became land and its souls sparked new life, and so the great families were created.
As the remaining ancients wrath cooled down they dissappeared into the depths.
The soulstones left behind gave strength to its creations til the day one of the families decided to collect them all.
First the lord of fire gathered them with its burning armies, and so the “Age of Fire” began. The eternal flames grew taller and its heat could be felt all across the oceans.
But their possession didn’t last long, soon after the undead arose and swept their smouldering grounds as Death challenged the fire gods. As their armies collided, the soul stones got lost, and so began the “Lost Age”. This is the age of adventure and discovery, as massive armadas of pirates set out on the great seas to try their luck on finding lost treasures.
And so begins your adventure, or so you thought. As pirates roams the seas, ancient beasts awaken from their deep sleep. Many unfortunate sailors felt their wrath, and so did you.
I would actually suggest that you slowly tell this story as you get farther and farther into the world. Maybe you can have the major quest be trying to avenge your ancestors in the world along with a lot of minor quests to keep the player interested for a longer period of time. People do love mysteries, and people also do not like reading blocks of text.
Revealing the story in one line excerpts little by little can give a little more insight in the world without bogging the people down with text. (Like I tend to do so much in my posts… )
I would actually suggest that you slowly tell this story as you get farther and farther into the world. Maybe you can have the major quest be trying to avenge your ancestors in the world along with a lot of minor quests to keep the player interested for a longer period of time. People do love mysteries, and people also do not like reading blocks of text.
Revealing the story in one line excerpts little by little can give a little more insight in the world without bogging the people down with text. (Like I tend to do so much in my posts… )
Not just bogging people down with exposition, but that if you tell the big story up front, the rest of the world is, well, just sitting there, and now it has the job of living up to the billing. If you discover the story of the setting through interacting with the world itself, it gives the world you explore a sense of depth.
Gone are the days of CRPGs that ship in cardboard boxes with a manual, The Book Of Backstory, a stack of floppies, and a cloth map. People, at least some people, do still love reading long color texts – the Elder Scrolls games each practically have a novel’s worth in the various books you come across – but none of it is really required reading, and more importantly, it’s all in-game.
Take a look at Bastion: the story starts with absolutely nothing, and you discover a strange and beautiful world through narration. Now compare to the Heroes of Might and Magic series: there is actually a lot of lore in the HoMM world, and I mean a lot, with epic Tolkienesque histories of gods and races and empires and so on … and it’s all sitting in a bunch of docs on websites. The games themselves tell virtually none of the story, and at least for me, are among the shallowest most tedious strategy games I’ve ever played, with each new installment feeling like a new graphical theme on the old game. I’m told the games are getting a little better at the story, but I wouldn’t know, I gave up about an hour through HoMM5.
Not just bogging people down with exposition, but that if you tell the big story up front, the rest of the world is, well, just sitting there, and now it has the job of living up to the billing. If you discover the story of the setting through interacting with the world itself, it gives the world you explore a sense of depth.
Gone are the days of CRPGs that ship in cardboard boxes with a manual, The Book Of Backstory, a stack of floppies, and a cloth map. People, at least some people, do still love reading long color texts – the Elder Scrolls games each practically have a novel’s worth in the various books you come across – but none of it is really required reading, and more importantly, it’s all in-game.
Take a look at Bastion: the story starts with absolutely nothing, and you discover a strange and beautiful world through narration. Now compare to the Heroes of Might and Magic series: there is actually a lot of lore in the HoMM world, and I mean a lot, with epic Tolkienesque histories of gods and races and empires and so on … and it’s all sitting in a bunch of docs on websites. The games themselves tell virtually none of the story, and at least for me, are among the shallowest most tedious strategy games I’ve ever played, with each new installment feeling like a new graphical theme on the old game. I’m told the games are getting a little better at the story, but I wouldn’t know, I gave up about an hour through HoMM5.
Sat Jun 15 09:53:00 2013 INFO:Slick Build #274
Sat Jun 15 09:53:00 2013 INFO:LWJGL Version: 2.8.4
Sat Jun 15 09:53:00 2013 INFO:OriginalDisplayMode: 1366 x 768 x 32 @60Hz
Sat Jun 15 09:53:00 2013 INFO:TargetDisplayMode: 1024 x 640 x 0 @0Hz
Sat Jun 15 09:53:00 2013 INFO:Starting display 1024x640
Sat Jun 15 09:53:00 2013 INFO:Use Java PNG Loader = true
Sat Jun 15 09:53:00 2013 INFO:Controllers not available
opened database.
startingpath: /C:/Users/(EDITED OUT)/BlueSaga/images/
Exception in thread "main" java.lang.NullPointerException
at game.g.b(Unknown Source)
at game.g.a(Unknown Source)
at game.g.b(Unknown Source)
at game.g.a(Unknown Source)
at game.BlueSaga.init(Unknown Source)
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314)
at game.BlueSaga.main(Unknown Source)
Sat Jun 15 09:53:00 2013 INFO:Slick Build #274
Sat Jun 15 09:53:00 2013 INFO:LWJGL Version: 2.8.4
Sat Jun 15 09:53:00 2013 INFO:OriginalDisplayMode: 1366 x 768 x 32 @60Hz
Sat Jun 15 09:53:00 2013 INFO:TargetDisplayMode: 1024 x 640 x 0 @0Hz
Sat Jun 15 09:53:00 2013 INFO:Starting display 1024x640
Sat Jun 15 09:53:00 2013 INFO:Use Java PNG Loader = true
Sat Jun 15 09:53:00 2013 INFO:Controllers not available
opened database.
startingpath: /C:/Users/(EDITED OUT)/BlueSaga/images/
Exception in thread "main" java.lang.NullPointerException
at game.g.b(Unknown Source)
at game.g.a(Unknown Source)
at game.g.b(Unknown Source)
at game.g.a(Unknown Source)
at game.BlueSaga.init(Unknown Source)
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314)
at game.BlueSaga.main(Unknown Source)
I am on linux, and when I try to run the game I get this error:
Exception in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1860)
at java.lang.Runtime.loadLibrary0(Runtime.java:845)
at java.lang.System.loadLibrary(System.java:1084)
at org.lwjgl.Sys$1.run(Sys.java:73)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
at org.lwjgl.Sys.loadLibrary(Sys.java:95)
at org.lwjgl.Sys.<clinit>(Sys.java:112)
at org.lwjgl.opengl.Display.<clinit>(Display.java:132)
at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:39)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:36)
at game.BlueSaga.main(Unknown Source)