[FND] Orum/Waric Quest Part One

Content and general development discussion, including maps, quests, and server code from the development team.
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Liana
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[FND] Orum/Waric Quest Part One

Post by Liana » 26 May 2010, 02:14

The Quest

Update 2: Another update and hopefully final one, posted Here

Update: There is a update to this that I posted Here

The quest is available from inside the cave when you enter from 025-1 there is a small room with a mage named Orum who explains the quest and is where you can start it from. The quest is mainly a big puzzle that you have to solve.

It's made up of 3 rooms each one with a torch inside and protected by a barrier of a certain color. The first room the barrier is broken (purposely), so you can get inside to the first torch. Each barrier requires a certain color and for each barrier you drop a required color is added to drop the next for example first barrier requires a primary color (one torch), second barrier requires secondary color (two torches), and third barrier requires tertiary color (three torches). Also even though each torch can be set to a secondary/tertiary color the barriers will only accept primary colors.

The object is to gain entry to a cave accessible from a 4th room which is blocked by the 3rd barrier in order to save a wizard who was kidnapped and held there. originally was meant to have 3 quests in a series but after I finished this (part 1) I hadn't really planned where to go from there but I left the ending open so that part 2 can start off from there when I'm ready to make it or if anyone else wants to work on part 2/3 and give ideas.

Items
Item sprites for the pouches are still need to be made
but in the scripts I use the item names RedPouch, YellowPouch, and BluePouch:

NPC Scripts & Map
Here is a NPC's, scripts and map in a zip file:
http://www.mediafire.com/?jkyk1x0rvym

Also on the map I know there is two versions of some of the caves but it's like that to work with the quest because they have different NPC in each one so I didn't do that by accident just so you know.

Quest Color Key
The colors of the torches is changed by adding either red, yellow, or blue to the flame and here is a key to that.

Torch Coloring Examples:
1. If the torch is red but you need blue, add: blue, blue, blue, blue.
2. If the torch is orange but you need blue, add: yellow, yellow, blue, blue, blue, blue, blue.
3. If the torch is yellow but you need red, add: red, red, red, red.

And examples of dropping barriers using torches:
1. If the first barrier is red, set the first torch to red.
2. If the first barrier is yellow, set the first torch to yellow.
-
3. If the second barrier is green, set the first torch to yellow, and second torch to blue.
4. If the second barrier is orange, set the first torch to yellow, and second torch to red.
-
5. If the third barrier is light purple, first torch red, second torch blue, third torch red.
6. If the third barrier is dark orange, first torch red, second torch yellow, third torch red.

Image
Last edited by Liana on 04 Sep 2010, 16:02, edited 8 times in total.
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Liana
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Re: Quest + Map I Made

Post by Liana » 27 May 2010, 03:31

Can someone please look at it? or am I supposed to attach pictures of the map or what? I see on other posts for maps that they are usually rejected because they are not needed or because they don't fit onto the other maps but this is only a cave coming from the cave on 025-1.tmx so I think if no one else is already planning a map for there then it will not be so hard to add a single cave? I tested it many times and everything works fine but maybe someone can look at my scripting so see if I could have wrote it better?

Thanks.
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lien
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Re: Quest + Map I Made

Post by lien » 27 May 2010, 10:11

the quest sounds cool :wink:
for the Pouch I think this item can be dyable


Lien ...
Image
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Liana
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Re: Quest + Map I Made

Post by Liana » 27 May 2010, 10:38

Thanks! Also I'm not sure how to make the pouches dyable :/. I look at images for other items like the herb how it's gray but I'm not sure how to do this I'll check more later but do I just make the image gray?

~Liana
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lien
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Re: Quest + Map I Made

Post by lien » 27 May 2010, 11:33

Liana wrote:Thanks! Also I'm not sure how to make the pouches dyable :/. I look at images for other items like the herb how it's gray but I'm not sure how to do this I'll check more later but do I just make the image gray?

~Liana
yes , gray image
see this
Image
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Crush
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Re: Quest + Map I Made

Post by Crush » 27 May 2010, 14:49

The pouches need to be redone. The graphic style is too different from the other inventory icons.
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lien
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Re: Quest + Map I Made

Post by lien » 27 May 2010, 15:20

Crush wrote:The pouches need to be redone. The graphic style is too different from the other inventory icons.
Image
maybe this is better

Lien ...
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Re: Quest + Map I Made

Post by Armadeus » 29 May 2010, 22:08

In my personal opinion, I think they should be re-sized. Smaller's better for those.
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Liana
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Re: Quest + Map I Made

Post by Liana » 01 Jun 2010, 03:12

Hi, I'm not such a good artist or anything if someone can make these pouches? They probably don't even have to be pouches and originally I was just going to make it powder without the pouch so that I can just color the ashes and rename it to the different colored powders.

The torch coloring was going to originally be where each time you add a color it takes a powder and then if you run out you have to bring more items to Orum so that he can make you more but I wasn't sure how I can fit it into the story for him to give you it. It seemed not right to me to say that he hand you some piles of powder.

But if someone could give some ideas for how to make this work so that each time you add a color to the torches that it takes away 1 powder of that color but so that it still sounds ok in the dialogs? So maybe if someone can give suggestions for modified dialog or either some new pouch sprites that will be really great! :)

Thanks
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Re: Quest + Map I Made

Post by enchilado » 04 Jun 2010, 08:11

Scripting
As far as I can see there are no errors, but I haven't tested it and I'm not very experienced with scripting.

Graphics
Pixel-art is so called not just because you draw it pixel by pixel, but because the pixels should be visible; don't use too many different shades. It looks to me as though you've simply used a gradient, and this is one, whopping great NO in pixel-art.

Take note that all graphics in TMW have the light-source to the South-West, not the North-East, and use dark borders. Also, just because the icon image sizes are 32x32 pixels doesn't mean the icon has to fill that space. For small things like these pouches, there could be six or seven pixels between it and the edge.

Writing
The story is good - better than most quests in-game at the moment. But a little filling out and few extra details are always nice.

Mapping
Not many straight lines and, for natural locations, the less of those the better. Frankly, though, the use of plants in caves both looks bad (because the tilesets aren't made for each other) and is unrealistic.

Some ideas
Unless you specifically want unique graphics, I can't at the moment see any reason not to reuse the recolourable icons for Piles of Ash - and so on - or Wisp etc. Powders.

---

With a few fixes, and finished off (sagatha.txt, for example, is almost empty except for a note reading "for part 2"; I take it this means you haven't finished), I can see this being a very good quest.

Very soon I will be working on a small expansion for the Woodland region, with new maps, quests, items and things. Some maps for this have already been completed but there is quite a bit of work to be done; I can see this quest being released as part of that.

So if you want to fix some of the spelling, remove the plants from the cave (there is a mushroom forest set you could use instead), and try pixelling some new icons (or decide on an old one to recolour), this will probably be included.

If its storyline and that of other quests in the new areas can be linked, even in small ways, that'd be extra pleasing. I may also alter slightly to connect it to the other quests.


However, the chances of unrequested content getting into the game are small. If you want to develop for tmw-eAthena in future, please look here for a currently rather simple and incomplete list of what's coming up, or keep an eye out for [REQ] threads here on the forum - or, if you have a really good idea, you could try finding me (Enchilado) in-game or on IRC. Forum PMs only as a last resort, please.
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Re: Quest + Map I Made

Post by Bertram » 04 Jun 2010, 13:23

As most people seem to find this promising, I really think it should be included.

Btw, who is currently working on tA based new content?

Best regards.
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Liana
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Re: Quest + Map I Made

Post by Liana » 06 Jun 2010, 17:38

poison_ivy wrote:Pixel-art is so called not just because you draw it pixel by pixel, but because the pixels should be visible; don't use too many different shades. It looks to me as though you've simply used a gradient, and this is one, whopping great NO in pixel-art.
I will be really happy if you can make them the right way they are supposed to be since I'm not so good with art. :)
poison_ivy wrote:But a little filling out and few extra details are always nice.
Almost the entire quest is a puzzle and I think I explained enough for people to be able to solve it. Also myself and I think most of the players really don't like reading or pay attention to most of it and just keep clicking next so I try to explain enough details in a small amount and keep it so that players can still get hints to the puzzle.
poison_ivy wrote:Frankly, though, the use of plants in caves both looks bad (because the tilesets aren't made for each other) and is unrealistic.
The cave looks fine and everyone that has tested my quest really likes that cave the most out of the whole quest. And if games did not have these small "unique" caves in certain places then they will be no fun. But I think just because you don't like it is not a good enough reason to change it. :)

poison_ivy wrote:With a few fixes, and finished off (sagatha.txt, for example, is almost empty except for a note reading "for part 2"; I take it this means you haven't finished), I can see this being a very good quest.
This quest is complete in itself and sagatha is only there for where you pick up the second quest which is part 2. but part one is finished and works fine by itself in case I don't finish the other parts before it's released I think it won't really make a difference.

poison_ivy wrote:Very soon I will be working on a small expansion for the Woodland region, with new maps, quests, items and things. Some maps for this have already been completed but there is quite a bit of work to be done; I can see this quest being released as part of that.

So if you want to fix some of the spelling, remove the plants from the cave (there is a mushroom forest set you could use instead), and try pixelling some new icons (or decide on an old one to recolour), this will probably be included.

If its storyline and that of other quests in the new areas can be linked, even in small ways, that'd be extra pleasing. I may also alter slightly to connect it to the other quests.
1. I'd like to keep this quest series by itself and not get it confused with other stuff since there is going to be part 2 and 3 and they are meant to to with eachother and I never planned for them to be tied in with other quests.

2. Please point out where my spelling is bad. I checked it over a few times so there is maybe a spelling mistake or two but please tell me so I can fix it. :)

3. Read #1 and also they shouldn't be altered for your stuff since I am working on part 2 and 3 and they need to be compatible and fit the storyline.
poison_ivy wrote: However, the chances of unrequested content getting into the game are small. If you want to develop for tmw-eAthena in future, please look here for a currently rather simple and incomplete list of what's coming up, or keep an eye out for [REQ] threads here on the forum - or, if you have a really good idea, you could try finding me (Enchilado) in-game or on IRC. Forum PMs only as a last resort, please.
Looks that it is already accepted and also as I said it it only a cave and I've seen many caves in tmw that don't go any place or just somehow wrap around to the opposite side of the same cave which does not seem very realistic. So I think it is not a problem to add a cave map and a quest to go along with it to make it even more useful. :)
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Re: Quest + Map I Made

Post by Freeyorp101 » 15 Jun 2010, 03:57

Bump!

Where are we up to with this? Anything I can help with? :)


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Re: Quest + Map I Made

Post by enchilado » 15 Jun 2010, 10:23

As far as I can see this is finished apart from the icons for the pouches, but there are also two things that in my opinion could be fixed and wouldn't take long to do:

1) Spelling. Mostly this and the grammar is good but there are a few small errors. I can fix this, unless Liana wants to.

2) The trees in the cave. Maybe it's okay, but personally I think it's both unrealistic and unsightly (what does everyone else think?).
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Liana
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Re: Quest + Map I Made

Post by Liana » 15 Jun 2010, 16:07

I'm almost done with mapping for part 2 but at the end of part one there is sagatha there who is in the cave when the player returns after being teleported out by Waric and she will be angry and ask for help to set things right but I feel like I am not good at writing as different personalities and I am worried that all npc's I make will sound like the same person :s.

So if someone who made sagatha or can write a dialog that sounds like her then that will be helpful to help me make the dialog to give the player the part 2 quest. :)

But probably I will have part 2 somewhat finished in 2-3 days and post it here for testing and stuff to look at for any mistakes I make. :)
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