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Ursus Quest: Mercer's March

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    Ursus Quest: Mercer's March

    Yes, that's correct. There is one more game to make in the UQ series, and this one takes place first. I know I said that I would probably never make the game which is alluded to in Shadow of the Towers and Tree of Life, but after thinking about it for a long time, I've decided to go for it.

    I have no idea when I'll actually get this thing made, but like the last game, I've already got a ton of ideas on paper.

    For those of you who haven't played either of the other 2 games, Shadow of the Towers takes place 20 years after Mercer's March, and Tree of Life takes place pretty much immediately after Shadow of the Towers.

    Mercer's March will be a castle siege/strategy RPG, similar in a lot of ways to Romance of the 3 Kingdoms, or more specifically Dragon Force. At the beginning you're overlooking a huge world map which is only viewable from this high vantage point because the map is supposed to be to scale, and if you could run around on it you'd see how small it really was. The effect though, is that it seems like you're really up higher than you're supposed to be able to be under the mechanics of RM3. It's kinda cool. Anyway, you're asked which of 8 kingdoms you want to play as, and each comes with a ruler for you to assume the role of. Only 6 of the 8 are available until you beat the game, however. Basically you choose one of the kingdoms, a shaft of light appears over it, the ruler's picture appears along with a brief description of the kingdom, and then you choose whether or not you want to play as that ruler/kingdom.

    There are 8 opening game storytellers, one for each kingdom.

    Once you gain control as your chosen ruler, you're able to run around in your castle, and select characters for your various positions such as advisor, generals, etc. Certain scenarios will have default characters, for instance if you select King Leonidas V, then one of your generals will be Troy, and your advisor will be Brogan. He's Troy's adopted father, after all.

    Then There will be eight maps (ugh) that you can run around on, for a total of 9 maps in the game. That's a lot, but it's still 5 less than Shadow of the Towers had. If 2 or more kingdoms wind up landing on the same land mass then that number will drop, and it's looking like that will be the case.

    You can run around freely until night falls, at which time you automatically warp to your audience chamber, in order to begin domestic mode.

    During domestic mode, you are given announcements about things that have happened earlier the same day. Your other elected officials also give messages, and then you go through a series of decisions for the next day. You decide things like whether to develop town defenses, whether to send a spy or ambassador, and whether or not to declare war. You can also award medals to your officials if you want, and assign troops to them. Medals increase the number of troops an official can have (0-3), and troops can be one of 8 different types:

    - Gorilla
    - Frog
    - Ninja
    - Mage
    - Birdman
    - Treant
    - Wolfman
    - Soldier

    Each one will have strengths toward and weaknesses against other types, so you're either going to be neutral, at an advantage, an extreme advantage, a disadvantage, or an extreme disadvantage when you fight against generals with different troop types. I'll probably have to make a manual for this game, and the full chart of strengths/weaknesses will be in there for reference.

    During domestic mode you can also assign officials to certain jobs. Right now they're solely military positions, but I hope to add a lot more like potter, farmer, builder, medic, etc. These military positions are things like 'Royal Guard', 'Castle Guard', and 'Siege Captain', and they correspond to 3 the 4 waves of combat. All castle siege missions have 4 battles, and at the beginning of the siege you're given the option to choose the order of deployment. You are then faced with the enemy's 3 choices, and depending how the battles go, you can either successfully invade the castle and the kingdom with prisoners, or with no prisoners, or you can be repelled and either suffer little from it, or be killed or captured. The 4th wave is always the ruler of the castle. You're already at a disadvantage when you are the aggressor, as you won't have your ruler with you. A little strategy should go a long way though, I hope.

    Another duty you can assign will be 'TRAIN', so that you can level your troops.

    The last thing (not necessarily in game order), will be a tactical phase, where you're back up on the observation tower overlooking the world map. All of the kingdoms which serve you or are allied with you have shafts of light illuminating them, and you've beaten the game when all are lit up. During this phase you can look at other kingdoms if you are allied with them or have successfully spied on them.

    Like my last game, this one will have a crapton of variables. I'll probably even wind up using all of the internal variables for the rulers, the castles, and the world maps for things like 'what is this country's attitude toward us?' and 'what is this character's INT?' I'll be using INT for lots of things (like success in espionage), and other stats too, so I'll have to represent them (in)variab(ly). As another example, your ATT will be the equivalent of your 'WAR' stat in Rot3K, resulting in good or bad results from training (10-50 EXP points for your troops).

    Well that's all for now, but I hope to add more to this soon.
    Last edited by Ωbright; 09-19-2008, 11:33 PM.

    #2
    Re: Ursus Quest: Mercer's March

    Well, you know full well that I'll jump on news about an Ursus Quest game quicker than Ruben Studdard will jump on a pie

    I take it this means we'll see a much younger version of Troy, Brogan, Joseph, Aratus and the rest. Should be interesting--I'm looking forward to seeing how you write younger versions of these guys!

    I'm glad you decided to go for the trilogy, and can't wait to here more about this one.


    How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

    "I live and love in God's peculiar light." - Michelangelo

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      #3
      Re: Ursus Quest: Mercer's March

      WANT. NOW.

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        #4
        Re: Ursus Quest: Mercer's March

        Obright! A third game. Sweet! THAT IS AWESOME!!
        " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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          #5
          Re: Ursus Quest: Mercer's March

          How did I fail to see this until today??

          Congrats, Obi, and good luck with the new game.

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            #6
            Re: Ursus Quest: Mercer's March (update 1)

            I just updated the game info, and I hope to have about that much more to add soon.

            And thanks, alla youallz.
            Last edited by Ωbright; 09-19-2008, 11:14 PM.

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              #7
              Re: Ursus Quest: Mercer's March

              What the heck? I never noticed this update until the link from the "Active Projects" thread... and judging by the lack of responses since your edit, neither did anyone else! That's a travesty, given how awesome this game sounds.

              Honestly, I have no idea how the hell you're going to pull it off, but then again, I never dreamed anyone could create something like Tree of Life on RM3. So go you! Any progress on Mercer's March since September, then?


              How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

              "I live and love in God's peculiar light." - Michelangelo

              Comment


                #8
                Re: Ursus Quest: Mercer's March

                Sorry about not responding sooner, it's been mildly crazy over here.

                I haven't been able to do any more actual work on the game, but I've thought about it a bit, and it has some problems.

                I can't work on the game right now, and I now know why. I still need to play at least 2 games: Daniel's Quest III, and Holy Chaos. I want to play them, so it's no trouble, but my conscience won't let me load my new game onto the PS2 before I play those.

                That being said, the problems I mentioned earlier can be overcome...I think. Every game I've made to this point has had problems like this, and I've somehow managed to scrape by, so yeah.

                This problem will be a *****, though.

                See, in the game you play as one of 8 kingdoms (that number may change). While you are doing things like training your troops or spying, other kingdoms are supposed to be doing it also.

                I may do it based solely on player choices. For instance if you choose to play as kingdom A, kingdoms E and C will automatically start building defenses. If you choose to refuse a gift from kingdom B, they will spy on you...etc. This will make each of the 8 playthroughs different, and without message boxes saying "Hi! You just made Kingdom B really angry!", it will just be some coding, and won't take up a lot more space than it would have otherwise.

                I'm going to have to make a 'backbone' for the game, story-event-wise. This will be a very time-sensitive game, and each day certain things will happen. The order of events will probably have to be cyclical, but I'm thinking of doing it the same way I did the pseudo random weather in Tree of Life...by switching between 3 cycles. I'll have to put this 'backbone' event on the big map, because that will be a constant common to all games. I'll also have to remember to make the 'diplomatic mode' (where you gain access to this map) an automatic part of 'domestic mode', not a selectable option because of that. Players could just avoid it, and nothing would ever happen in the game.

                Well that's it for now, but I wanted to say thanks, and let people know that I was still serious about making this game.

                Now I gots me a couple of games to play.
                Last edited by Ωbright; 01-13-2009, 11:22 PM.

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                  #9
                  Re: Ursus Quest: Mercer's March

                  I'm personally a fan of using a pseudo-RNG to add some unpredictability to the mix. It makes the game much, much harder to "solve," and forces the player to play the game the way it's meant to be played, rather than memorize patterns per se.

                  Of course, player choices should affect things too. That's just good game design! Like we were talking about the other day, the ability to shunt the way that one kingdom will behave towards another, at a cost of course, would really make the game feel strategic and alive.

                  I don't see anything fundamentally impossible about making Mercer's March... just very, very difficult and involved. You've proven before that you're up to the task.

                  Thanks for the update!


                  How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                  "I live and love in God's peculiar light." - Michelangelo

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                    #10
                    Re: Ursus Quest: Mercer's March

                    This sounds like a really good game you've got here... Can't wait to see some screenshots or something like that... I'm just guessing that you'll have some of course...

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                      #11
                      Re: Ursus Quest: Mercer's March

                      So, uh, did anything come of this idea, or were the technical limitations too... limiting?

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