DRAKIYTH'S PROFILE

I am an old school gamer who loves to create bazaar projects and I specialize in themes and game play.

I have also been running the Crappy Game Reviews for over 4 years now. My old channel was hacked by somebody I used to live with and the games were removed. I have a new channel now.

Subscribe if you love watching shitty rpg maker games get reviewed. I have a staff on here but I also review a lot of games myself. I also post videos of the projects I am working on here.

www.youtube/user/drakiyth777

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Ruins Of Azgayle Development Thread (Videos and Launch Changes - March 22nd 2008)

author=demondestiny link=topic=547.msg7429#msg7429 date=1200177177
5 posts in a row. That has got to be a record.

This game looks quite good and seems that you have been putting a lot of hard work into this. The features look really good and i will be interested in playing this new battle system that you have created that goes beyond the original system.

Looks good.



Thank you very much.


Please sign up on our forums for a shot at beta.

Ruins Of Azgayle Development Thread (Videos and Launch Changes - March 22nd 2008)

I will be working on the Rogue's soon.






Drakiyth, lead designer of ROA.

Ruins Of Azgayle Development Thread (Videos and Launch Changes - March 22nd 2008)

I updated the default battle pic to something much better, and the fifth evil caster should be ready soon.












Drakiyth, lead designer of ROA.

Ruins Of Azgayle Development Thread (Videos and Launch Changes - March 22nd 2008)

Here is an example of what a quest template will look like.




You may need to view image.




Drakiyth, lead designer of ROA.

Ruins Of Azgayle Development Thread (Videos and Launch Changes - March 22nd 2008)

I will be releasing some screens of the side-quest graphics in a couple weeks or so.. I am also working on the fifth caster for the good and evil side.



Drakiyth, lead designer of ROA.

Ruins Of Azgayle Development Thread (Videos and Launch Changes - March 22nd 2008)

author=harmonic link=topic=547.msg7144#msg7144 date=1199595978
This seems like my kind of game. Looks interesting.

One thing of note: I have 4 characters in LoD and LoD2, all of whom have very complex skill trees.

In your game, there are a billion trillion classes. What steps will you take to ensure that all classes are viable, and not repeats of other classes? Don't just say "they'll all be unique" because this stuff (progression systems and game balance) is my forte in game making and I'm genuinely curious as to how you plan on making the classes unique.



Thank you very much for responding to the thread, we are glad you find our title interesting.


To answer your question to the best of my power at this early of stages, (which is very good btw), I am going to design all of the classes first before adding skills of any type "officialy" into the game. Working with rank 1 spells first than second etc. Across the board I will make sure they are all different from eachother in element, attribute, effect, and graphics. The main thing I want to do with the roles of the classes is make sure they can effect enemies differently than other classes. Which is of course why you need a party to take on the enemy parties we have planned. Which in themselves are going to be like going against another group. Group Vs Group is how we are going to design the battle system in most cases. This will give the player's more and more reasons to aim for the best gear and best character build's that suit their playstyle.

When you make a game with so many classes you need to put a ton of effort into making them all good and different so we are going to focus on the attributes such as fire, ice etc.. and the effects that can come with them..Damage Over Time, Heal Over Time, Stun Durations, everything that you can think of. We are going to focus on scripts that make pets different from eachother. As I get more into the "creation" of skills once the fourty classes are announced. I will have better examples and answers for you.



Drakiyth, lead designer of Ruins Of Azgayle.

Ruins Of Azgayle Development Thread (Videos and Launch Changes - March 22nd 2008)

Major Update - March 22nd 2008




ISLAND OF HOPE - TEASER TRAILER

http://www.youtube.com/watch?v=bYC60Gpsu2U
______________________________________________________________________________________

GLOW STONE SOCKET SYSTEM - (GSSS)

http://www.youtube.com/watch?v=5f_f_OS3Pkk
______________________________________________________________________________________

CHANGES TO THE LAUNCH AND NEW ADDITIONS

RUINS OF AZGAYLE - DEMO GAME - THE ISLAND OF HOPE
RELEASE DATE - APRIL 13th 2008


FEATURES -


Extremely tested and bug free with the best class balance you have ever experienced in any game!

Socket your characters with the Glow Stone Socket System! (GSSS)

Massive amounts of info given about all the classes, conditions, and symbols in the party menu!

New party menu with sweet backgrounds for each good and evil!

Help NPC's and their cause in the starting towns for faction gain which can lead to much more!

Access the quest box in your party menu to see available quests and the special timed quests!

Awesome monster color coded system that will let players know if they should run or fight!

Fast paced action that eliminates all the annoyances of several types of RPG's!

Experience the new Health and Energy regeneration system that will keep your party on their toes!

Death has been replaced with "Unconscious" which prevents the "Game Over" screen from ever appearing!

You can see the map of Azgayle or Island Of Hope by accessing it in your party menu!

When your party is defeated you will return back to where you bound them in town!

You can travel back to your bind point anytime you like with the awesome Portal Stone!

Make a party out of the real system with six classes available in the demo.

Playable Good Classes - Guardian, Glacier Mage, Desperado

Playable Evil Classes - Berserker, Dark Sorcerer, Dune Stalker

Nice storyline that will fit into the real game later on.

You will have access up to rank 3 powers for all six classes in the demo.

8+ hours of game play per each party type.

Change the color of your menu to several colors within the main menu.

Talk to people in the Follower's Of Hope or Black Mask Assassins camp to receive quests.

Tons of monster groups that require strategy to take down!

Experience the DBS that will absolutely blow you away!

Detailed maps loaded with puzzles, treasure, secrets and much more!

Treasure system allows the party to find common, uncommon, rare or even ultra rare loot!

Experience the party system which allows you to see your entire group on the map!

No priest classes will be in this demo but the party of 3 will have items to help them.