Announcement

Collapse
No announcement yet.

Acre-age Visual Topic

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Acre-age Visual Topic

    Many probably don't know, but I've been working on Acre-age for a long time now. I've been keeping progress here in my Acre-age Development Blog on the Mag:

    http://www.rpgmmag.com/forums/viewtopic.php?f=10&t=7382

    Basically, I've decided to create every last area in Acre-age so that I know I have enough memory to spare, because the game is pretty damn big.

    There's two ways to play it:

    1. Blast through every day to get to the end.
    2. Explore every nook and cranny and get rewards.

    Every day, in every part of the world, the people of all the towns are moving and mingling about each other. You will never know where anyone is on any given day. And there's so much to see and trade and do, it's crazy.

    And really ambitious for RM1.

    In order to let people know what's going on, I've decided to post every picture I have of Acre-age so far here.

    Malonia Village:





    Stute:






    Kempo:





    #2
    Re: Acre-age Visual Topic

    I'm definitely interested in playing this game when it gets finished. I played the demo up to some point where I got stuck, maybe I reached the end of the demo or something, I don't know. But the concept seemed pretty solid. And it was entertaining.

    There's some interesting area design there too, which gives me another reason to play it. One reason I've checked out game sin the past was to see how people designed the various dungeons and towns, and to get some ideas for creative designing.
    Octagon Games
    Games by orius


    Comment


      #3
      Re: Acre-age Visual Topic

      5, 6, 7, and 9 all have different parts that just make them look unfinished.

      a black space above a door? there's really no reason that should happen, is there? I always use doors as events, to avoid that issue. the ice walls look really odd too, due the the way the graphics are stacked.

      in addition to the doors, the way the land is shaped in 5 and 6 looks really odd.
      Last edited by Valkysas; 10-03-2009, 10:51 PM.



      Comment


        #4
        Re: Acre-age Visual Topic

        @orius:
        Awesome, someone who's played the demo. I don't know which version you played, but I'm hoping it was the second version that was revamped.

        @Valk:
        Keen eye.

        Yes, past the initial 4, these have been WIPs.

        The "black space above the door" is something I forgot to mention I had fixed. This is from an earlier build and I was too lazy to go and get the most recent build transferred from the PS3.

        With the ice village, I came across a problem because the graphics I needed where in the In set, but the Out set had the houses. So I made ice houses from In set parts. But the cascading effect for the big building is a pain. I'm still experimenting with everything, regardless.

        Comment


          #5
          Re: Acre-age Visual Topic

          Originally posted by Ixzion View Post
          @orius:
          Awesome, someone who's played the demo. I don't know which version you played, but I'm hoping it was the second version that was revamped.
          It was whatever you had on the mag about a year ago. Even if it was a bad version, it still piqued my interest.

          With the ice village, I came across a problem because the graphics I needed where in the In set, but the Out set had the houses. So I made ice houses from In set parts. But the cascading effect for the big building is a pain. I'm still experimenting with everything, regardless.
          I think I see what you were trying to do in some of those shots, and it's not too bad. RPGM has a pretty limited tileset at times and it can be hard to get creative. And the whole In/Out difference can be frustrating. I was putting together an area in my current project a few weeks ago and I had a hell of a time trying to get it to work right. The idea was to have a plain that ended in a seaside cliff, with a hill around the center left area of the map, with a road that kind of meandered between the two. Trying to do the cliffs and make a hill with the tileset was kind of hard to get just right, and I tried both indoors and out. I'm not really all that satisfied with the results either.

          Those ice walls don't look too bad. Kind of like the water froze and refroze in all kinds of uneven patterns.
          Octagon Games
          Games by orius


          Comment


            #6
            Re: Acre-age Visual Topic

            If you played it a year ago, then that's the good version. I updated it a long time ago (couple years).

            As for the ice town, I've still got some touches I can put down for them. But I understand trying to make a cliff in RM. It's just tough. But I'll live if I can get it halfway presentable.

            Thanks for the comments.

            Comment


              #7
              Re: Acre-age Visual Topic

              I play tested this game like five years ago.

              Comment

              Working...
              X