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Blade Fiction: Exterminating Angels
author=orcaproductions
a guide to the sidequests of each part?
If someone reviews the game I will do a strategy guide for the game. That way I know people are interested!
There is a secret in the woods shop in Basileus's campaign....
Blade Fiction: Exterminating Angels
author=orcaproductions
what rout i need to start first?
You can play any of the three stories first, it doesn't matter. You must play through all three to get to the ending scenes. For beginners Ainia's story is maybe the best to play first. It's not required though.
Blade Fiction: Exterminating Angels
author=orcaproductions
when i defeat a character to obtaing the soul pearl.... the scene freeze the moment the daughter threats to kill me and my party witk a cooking knife....i gonna try the version of the game with rtp
Ok I uploaded version 8 which should have fixed the bug. The game shouldn't freeze at that scene any more.
Blade Fiction: Exterminating Angels
author=orcaproductions
I´m into Helena's story...and the game has several bugs worth checking
Message me what bugs you found please.
Blade Fiction: Exterminating Angels
author=orcaproductions
how i can find the code anyways?
You're supposed to read the graves for a significant date. The date is the code.
Blade Fiction: Exterminating Angels
author=blackassassin7
What's the code to the chest at the graveyard in Helena's story?
The code is 214. I will try to make this puzzle a little easier if lots of players are having trouble figuring it out.
Blade Fiction: Exterminating Angels
author=orcaproductions
for example sometime i can´t left sarmatia village
I think I know what you're talking about. You're playing Ainia, right? You have to train in the Amazon dungeon after you meet Cyme. But you can get stuck if you sell the Clay Shield afterward, so I will fix that when I release version 8. I will also make it clearer where you need to go. Please let me know if you find any other problems.
Blade Fiction: Exterminating Angels
author=orcaproductions
the game is fun.... but kinda buggy
Could you please message me any bugs you find? Once I know what the problem is I will fix it.
Town/Village game mechanic
author=Jess24
Expanding on what Desertopa said, a good idea would be to build the sidequest depending on how well respected your character is on that town, starting with a very minor and relatively easy sidequest (ex: find a lost toy for a child)and gradually move towards more complicated sidequest from more respected NPC (an herbalist asking for plants, the blacksmith for metal, and eventually the major!). If you really want to be coy, add a line like "I heard you helped 'X', could you help me too please?". That way you give the illusion to the player that their choices actually chain together, and you can use the same variable and everything!
Also, try it would be great to have "dialogue challenges", where instead of fighting, you are given a dialogue tree and you have to select the "right" choice to get what you want. You can base them on the INT, LUCK or STR stats (or your game equivalent), so the more intelligent your character is the more options they get (or less options they get, so they have a higher chance to get the right choice). EX: you have to get certain item from an NPC known to be a coward. You can Intimidate it (STR), Bluff him (LUCK) or reason with him (INT).
These are all interesting ideas! It's obvious that a reputation rating could open up quests (or close them!) and add replay value to game. That's what I'm about, is the replay value, added to the story, combat, and everything else. Though producing all this content could defintely get time consuming, especially with the sort of dialogue challenges you describe.
That kind of reminds me of similar mechanics in Heavy Rain, and, more recently, The Wolf Among Us. It's a lot of fun to play, but when I think more on it, dialogue challenges might not exactly fit the theme of my game. Though if someone made like a detective/horror game or something, it could be fit really well. (I figure amazons might always resort to beating answers out of someone.)
This got me thinking about a reputation system more. I don't want it to become like a "good or evil" kind of thing, like in Infamous, but you could add that axis to add more options. For example, you're not very well known, but are known for doing good, which could open more options to you than if you're more well established and have a mixed record. Also I was thinking you could add to reputaition just by entering and exiting a town (raising it by a small amount), or talking to key figures. Getting well known could make shop owners want to give you bargains (or sell to you at all...), but could close options in quests, such as sneaking into a pub unnoticed.
Also Desertopa: Marauding Gorilla-Dragon! That's awesome, lmao!
Town/Village game mechanic
Hey everybody, I'm currently working on a game about Amazon warriors. And right now the story is in good shape. The combat is pretty fun, but simplistic, so I'm trying to think of a new feature to add content to the game.
My mind is leaning towards adding some kind of "village reputation" mechanic. The characters frequently have to complete quests by visiting various towns. So maybe building up a "rep" with local villagers could make quests easier (or harder), and unlock items or side quests. That's my big idea right now, but if anyone else has a cool idea they'd like to share I'm all ears!
Right now I'm trying to brainstorm and investigate all possibilities. (I'm less interested in making the battle system more complicated. I want to give the player something fun to do outside of battle. And maybe give them an incentive to interact with NPC's more.)
Any ideas or suggestions? :)
My mind is leaning towards adding some kind of "village reputation" mechanic. The characters frequently have to complete quests by visiting various towns. So maybe building up a "rep" with local villagers could make quests easier (or harder), and unlock items or side quests. That's my big idea right now, but if anyone else has a cool idea they'd like to share I'm all ears!
Right now I'm trying to brainstorm and investigate all possibilities. (I'm less interested in making the battle system more complicated. I want to give the player something fun to do outside of battle. And maybe give them an incentive to interact with NPC's more.)
Any ideas or suggestions? :)













