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Necropolis: Part I
Jude- 09/07/2011 06:16 AM
So, I have decided to cut Necropolis in half and get something available for download. It is undergoing the approval process on RMN and should be available soon. Also, thanks to NicoB for being very prompt with his play testing. I copy/pasted the description into this blog entry:
This is the first half of Necropolis and has a playtime of maybe three hours total. It features a custom battle system, custom graphics, and custom music. 90% of the game is combat, so if RPG battles are not your flavor then you will not enjoy Necropolis. Thanks.
Here is a list of known issues:
1. Overwhelming majority of the battle animations are incomplete or using placeholders.
2. Spell animations not even started.
3. Music during the Vicks scenes is a placeholder. It is from Super Robot Wars: Original Generation, using 8-bit instruments. Will replace in due time.
4. Music during the Wagner scene is incomplete. It was composed before I had looked up keys in Wikipedia, and apparently my ears suck so it is a little ugly in many spots.
5. Random encounter mechanics have some kinks. Sometimes battles are triggered on "bad" tiles, meaning tiles that are used as teleports, to trigger cutscenes, or other things. Sometimes these battles result in an encounter versus no enemies, but it is uncommon. Still finding a universal workaround to solve this.
6. Encounter alert/flee can be buggy. Sometimes it can permanently lock you out of the menu (rare) and sometimes the exclamation point doesn't appear. I have considered removing it from this release until it is fixed, but decided I would rather use you as a play tester.
7. Sometimes a switch gets overridden when fighting the SoulKeys, causing all attacks to heal the target. This clears itself eventually.
8. Others. There are probably more goofy things, but the game should be playable. If there is something game-breaking, please let me know. Thanks.
This is the first half of Necropolis and has a playtime of maybe three hours total. It features a custom battle system, custom graphics, and custom music. 90% of the game is combat, so if RPG battles are not your flavor then you will not enjoy Necropolis. Thanks.
Here is a list of known issues:
1. Overwhelming majority of the battle animations are incomplete or using placeholders.
2. Spell animations not even started.
3. Music during the Vicks scenes is a placeholder. It is from Super Robot Wars: Original Generation, using 8-bit instruments. Will replace in due time.
4. Music during the Wagner scene is incomplete. It was composed before I had looked up keys in Wikipedia, and apparently my ears suck so it is a little ugly in many spots.
5. Random encounter mechanics have some kinks. Sometimes battles are triggered on "bad" tiles, meaning tiles that are used as teleports, to trigger cutscenes, or other things. Sometimes these battles result in an encounter versus no enemies, but it is uncommon. Still finding a universal workaround to solve this.
6. Encounter alert/flee can be buggy. Sometimes it can permanently lock you out of the menu (rare) and sometimes the exclamation point doesn't appear. I have considered removing it from this release until it is fixed, but decided I would rather use you as a play tester.
7. Sometimes a switch gets overridden when fighting the SoulKeys, causing all attacks to heal the target. This clears itself eventually.
8. Others. There are probably more goofy things, but the game should be playable. If there is something game-breaking, please let me know. Thanks.
Posts 

1. Overwhelming majority of the battle animations are incomplete or using placeholders.
2. Spell animations not even started.
Considering 90% of the game is combat I don't know why you would release a demo(?) of it before you finished those things. Well I guess I'll try the game out and give you feedback on what is already completed so far.
2. Spell animations not even started.
Considering 90% of the game is combat I don't know why you would release a demo(?) of it before you finished those things. Well I guess I'll try the game out and give you feedback on what is already completed so far.
author=McBick
1. Overwhelming majority of the battle animations are incomplete or using placeholders.
2. Spell animations not even started.
Considering 90% of the game is combat I don't know why you would release a demo(?) of it before you finished those things. Well I guess I'll try the game out and give you feedback on what is already completed so far.
Because they are flair--little else.
Can you send me the game, or put it in your locker so I can download it? I keep getting a page 404 error.
author=McBick
Can you send me the game, or put it in your locker so I can download it? I keep getting a page 404 error.
It is in the submissions queue. When an RMN moderator is around, it will be approved and the download button will work. This is RMN 101.
author=McBick
Can you send me the game, or put it in your locker so I can download it? I keep getting a page 404 error.
Download hasn't been accepted by the staff yet. Be patient.
Whoa! Well this made my monday a bit more interesting. Will be downloading as soon as it's available.
I'll be updating this post as I continue through the game.
Bugs:
1. The exclamation mark, but you already know that.
Other:
1. One of the spells tells you the main character's name before you find out who he is.
Bugs:
1. The exclamation mark, but you already know that.
Other:
1. One of the spells tells you the main character's name before you find out who he is.
Awesome game so far. Just beat Vicks and accepted the Baroness' quest. Then, I got mauled by a couple of ghosts and a vampire. I was like O_O
I'm really loving the battle system--nice job there, Jude. I also like how you pretty much are able to use any ability from the very start, provided you have the attacks that can form the combo; I don't think it hurts the game at all, and making it so you could only do finishers for the combos you actually have found the formula for wouldn't really bother me, either.
I may do a review for this once you've completed it. Unfortunately, I have to go to work in an hour so I'll save the rest for afterwards.
Again, awesome game, man.
I'm really loving the battle system--nice job there, Jude. I also like how you pretty much are able to use any ability from the very start, provided you have the attacks that can form the combo; I don't think it hurts the game at all, and making it so you could only do finishers for the combos you actually have found the formula for wouldn't really bother me, either.
I may do a review for this once you've completed it. Unfortunately, I have to go to work in an hour so I'll save the rest for afterwards.
Again, awesome game, man.
author=McBick
I'll be updating this post as I continue through the game.
Bugs:
1. When you open one door all the doors open in the starting area.
2. Some combos don't work. (Perhaps I am doing something wrong?)
3. I can use the combo Momentem without actually having it.
Other:
1. One of the spells tells you the main character's name before you find out who he is.
Get used to the doors, because it is always going to be like that. All combos work--you are probably doing it wrong. You need to use an ability that actually combos into the appropriate stance, otherwise it wipes your combo points. Of course you can use Momentum... You can use any finisher regardless of whether or not you have obtained the guide. The guide acts as a reference, and also allows you to use that finisher via the Fatality spell (which none of you will probably unlock, because it is a 7/5 spell). Good catch on the spell description... I didn't even think about it.
author=Mitsuhide_The_Vagrant
Awesome game so far. Just beat Vicks and accepted the Baroness' quest. Then, I got mauled by a couple of ghosts and a vampire. I was like O_O
I'm really loving the battle system--nice job there, Jude. I also like how you pretty much are able to use any ability from the very start, provided you have the attacks that can form the combo; I don't think it hurts the game at all, and making it so you could only do finishers for the combos you actually have found the formula for wouldn't really bother me, either.
I may do a review for this once you've completed it. Unfortunately, I have to go to work in an hour so I'll save the rest for afterwards.
Again, awesome game, man.
Thanks, I appreciate the comments. The manor area is very challenging. Damage is high and you should start weighing when it is appropriate to break a combo and use high Fury-generating abilities to facilitate more spellcasting. The equipment upgrades you can purchase from Garfield will also be handy, especially the Nimble Boots. If you opt to forgo using finishers, spamming Slash, Heal, and letting the Viper Armor kill vampires with poison isn't a bad strategy. Slash will also keep your Fury high for mitigating the Ghost's IceBlast spell once you find the Aquagard Shield. You are almost finished, so hang in there.
author=McBick
Where can I find out about finishers?
You learn about how to execute Finisher techniques via the combo tutorial, which is unlocked when you put your first point into the Power mastery. Which you already have, because you have are at least Rank 1/1/2 if you are able to perform Momentum. Momentum's guide exists in this demo, but it is not very likely to be found and most players will purchase it from Garfield at a stage later than this release covers.
I'm currently 2/2/3 and I didn't take any tutorials. Well can you explain what momentem does, since I don't have a description for it?
author=Jude
6. Encounter alert/flee can be buggy. Sometimes it can permanently lock you out of the menu (rare) and sometimes the exclamation point doesn't appear. I have considered removing it from this release until it is fixed, but decided I would rather use you as a play tester.
Exclamation points almost never appears for me. I've killed the first boss and only twice have I seen them appear.
They seem random to me. I can flee battles without the exclamation mark sometimes, usually happens when I open the menu to do something.
author=Crystalgateauthor=JudeExclamation points almost never appears for me. I've killed the first boss and only twice have I seen them appear.
6. Encounter alert/flee can be buggy. Sometimes it can permanently lock you out of the menu (rare) and sometimes the exclamation point doesn't appear. I have considered removing it from this release until it is fixed, but decided I would rather use you as a play tester.
Yeah, I was going to mention that, but I forgot. They almost never appear for me, either.
This seems longer than 3 hours. Almost the whole afternoon is gone already, not that I mind. Wonder if I am close to the end of the demo so far.
Also I love the music so far, especially Vick's theme.
Also I love the music so far, especially Vick's theme.










