Canceled Knights & Dragons: The Endless Quest - improved version

Project is halted prior to completion and will not receive further updates.

Pierwolf

Active member
good day everybody!

Lately i've started working again to my "Knights & Dragon: The endless quest" mod, in order to implement features that i was thinking about from some time.
so, here it is a video showing all the changes i've done until now:

KNIGHTS & DRAGONS: THE ENDLESS QUEST - improved version video

KNIGHTS & DRAGONS: THE ENDLESS QUEST - Barbarian Gameplay

KNIGHTS & DRAGONS: THE ENDLESS QUEST - Bard Gameplay

KNIGHTS & DRAGONS: THE ENDLESS QUEST - Fatigue system + Dwarf Gameplay

here it is a list of the principal improvements:

  • - improved HUD, now show the HP and MP even in numbers
  • - improved dialogue system with NPC
  • - improved map system; now every quest has a pop-up ballon showing name and difficulty level
  • - added the feature to show damage in numbers when hit or being hitten
  • - recover ability; press repeatedly the attack button to quickly stand up after being knocked down.
  • - new GUARD button, so no more back + attack to block!


a big, BIG thanks to all the people here at lavalit/chronocrash that helped me so much! you are the best community in the world!
 
(Applauding) Excellent improvement there!!! I love every new improvement you added so far, Pierwolf! :D Ton of excellence!
 
One minor thing, and an easy change to make if you've done it the way I think you have. I would suggest mapping the "tap button to get up" command to Jump. Several reasons why:

  • This is how Capcom games that have that feature work. Try it in the Arcade Final Fight.
  • It makes sense thematically. Standing up is a movement, not an attack. Movements (like getting up fast) should be tied to buttons that already make the character move (Direction & Jump).
  • Frees up the Attack button if you ever want to use Riseattack.
  • Teaches players to try other things. IOW, you don't want them thinking that every problem is solved by just mashing Attack.

I like the Guard button. Maybe as a balancing thing you could have magic oriented characters only able to block momentarily while fighter types can hold their guard indefinitely. Don't forget the blocking from behind ability (I forgot the command, but OpenBOR has it); that would be a nice bonus for heavy fighters too. With those abilities, they would be much more effective in melee; that in turn would mean you wouldn't have to worry as much about limiting the abilities of magic users and ranged attackers.

Just suggestions. I really like the looks of things so far. Great work as always. :)

DC
 
Cool suggestions, Damon

i've mapped the "rise up" to attack button because this way it works like getting up fast and a sort of rise attack together. but it seems more logical set it the way you suggest, after all that's how the classic capcom games work.

i already have thinked about different guards for characters, based on their "defense" rate, but thanks for the suggestions anyway!  ;)

P.S. the command you searched for blocking from behind is blockback  :)
 
So you decided to put a guard button ? I remember on lavalit that many players asked for it and you refused because back+attack to block is a classic feature. What made you change your mind, O Grandmaster of what I like to call "Enhanced Old School Feeling" ?  ???
 
@Pierwolf, personalmente ti considero il successore spirituale di BonusJZ, che purtroppo, per un motivo o per l'altro, non é più fra voi Grandi e Appassionati Developers.

Il Capolavoro di Knights & Dragons/Dungeons & Dragons mi ha fatto innamorare a prima vista :)

Aspetto con ansia questa altra piccola magica perla e ti auguro con tutto il cuore di riuscire a RI-stupirmi/ci. ^_^

---------------

@ Pierwolf,  i personally consider you to be the spiritual successor of the BonusJZ, which unfortunately, for one reason or another, no longer exists between the Great Developers of this forum.

The masterpiece of Knights & Dragons / Dungeons & Dragons made me fall in love at first sight :)

I cant wait to play this other little magic pearl and I wish with all my heart to be able to surprise me again. ^ _ ^

 
fredo46 said:
So you decided to put a guard button ? I remember on lavalit that many players asked for it and you refused because back+attack to block is a classic feature. What made you change your mind, O Grandmaster of what I like to call "Enhanced Old School Feeling" ?  ???

even grandmaster of the old school? lol thanks ;D

anyway, there are a few different reasons and it's a long story, let's only say i did it to protect the integrity of your keyboards  ;)

stin said:

grazie mille stin, sei troppo buono! ma sono felice che ti piaccia! grazie per l'incoraggiamento!

---------------

thank you stin, you're too kind! but i'm happy you liked it! thank you for the support!

malik4ever said:
very very nice these type of rpg/beat em up games i would like to see more of !

me too!  :D
 
malik4ever said:
very very nice these type of rpg/beat em up games i would like to see more of !
Don't forget me 'cause I like both Final Fantasy XIII and XIII-2. Amazing bad*** RPG game with creative innovation! Even though I'm not an RPG fan, the RPG style in the Beat 'Em Ups is awesome... I would say it's new to OpenBOR hehe. ;D This got me thinking of timing in battle.
 
Damon Caskey said:
Don't forget the blocking from behind ability (I forgot the command, but OpenBOR has it);
Its " blockback  1" in header, its not in the manual but i think its not the only one thats not inclded cause i added it 2 years ago.

That new version looks nice, i like map and ability to talk, that idea inspires to try making some rpg type games.So you would care more about character and learn his story a bit etc.
 
Excellent video! It's so polished that it doesn't even look like an OpenBOR game anymore! I really can't wait for the update.  ;D
 
Before continue working on this (and maybe create some new content, like an "expansion pack"), i'm stuck with a couple of bugs that i don't know how to fix.  :-\

So in the meantime i've uploaded a test, unpacked version for you to play.

it's a complete version, it is totally playable and ejoyable except this two strange bugs;

- When using the barbarian's "berserker rage" special move and the bard's "invisibility" special move, the level up system resets, only to return working normally at the next stage or when you level up again in the same stage. the same thing happens in the horse's stages, and in the tavern and the travel system (but in this 2 last cases it doesn't matter so much, since they are intermediate stages with no enemies to fight). i believe there is something in the script that doesn't work with weapons (since the horse, the travel icon and the player in tavern are weapons, and those special moves of the barbarian and the bard change the char in a weapon too), but i really don't know how to fix it.

- the pak version doesn't work well with map system; if you pack it and play, it will not reset the stages. for example, if you finish the "orc fort" quest, then go in tavern, save and close the application, when you restart the application and reload the game, the "orc fort" quest will be aviable again.
if i remember well it is an old problem and we have already discussed it in the old lavalit forum... i think someone tolded me that was an engine problem, but anyway i don't know how to fix it, so the game can be only played unpacked and windows only (or for any other platform that supports unpacked versions of the game, i don't know since i only have PC and PSP for playing) for now.

if someone can look in the code and know how to help with this two bugs, it will be very appreciated!  :'( thanks everybody!  :)


 
There's no easy fix for that. You need to do the level up logic everywhere you need. For example, for your horse models you can do that in the second frame of your spawn animation. But for those that use weaponframe command, you need to do in corresponding animations.

A tip for your barbarian is you can utilize your weaponframe and add your script in the same animation of your weapon model.

For example:

main

anim freespecial33
    frame data/chars/bb/11
    frame data/chars/bb/12
    frame data/chars/bb/13
    frame data/chars/bb/14
    frame data/chars/bb/15
    frame data/chars/bb/16
    weaponframe this 2 1  #use 1 to keep animation unchanged otherwise you return to idle
    frame data/chars/bb/17
    frame data/chars/bb/18

weapon

anim freespecial33
    frame data/chars/bb/11
    frame data/chars/bb/12
    frame data/chars/bb/13
    frame data/chars/bb/14
    frame data/chars/bb/15
    frame data/chars/bb/16
    frame data/chars/bb/17
    @cmd yourleveluplogichere
    frame data/chars/bb/18


BTW, your level up script has a major problem that it always check your current max health, so don't give your weapon something like health 999 if you don't wish to see that in your HUD, just make it same as your main character.
 
save and close the application, when you restart the application and reload the game, the "orc fort" quest will be aviable again.

Which cansave setting you are using?
cansave 1 doesn't save cleared quests that's why when you reload, all cleared quests are available again. You need to use cansave 2 instead.
 
He used cansave 2.

I can't seem to reproduce the bug, even if I use a pak.
 
Here's a fixed version.

Download the newest engine and replace all the files.

The level up script is still bugged though, because it uses maxhealth of current level instead of original value.



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