Joined: Dec 2003 Posts: 2,406 Location: Earth... for now Karma: 6
Legend of Lu Chao production info « Thread Started on Oct 17, 2007, 9:02am »
So, The Legend of Lu Chao came about back in 2000 (I think). Then was written and was like twenty pages. And a teacher read it to the class during finals (And I wasn't in the class for the reason of finals... T.T).
Anyway, artistically speaking it'd take something amazingly perfect (and therefore beyond unlikely) to get a book out of this at present. But we've got this nifty little tool called java with which we should have ourselves a video game created. Not only that, but it's become a project that is required for a certain Java class, so we kind of have to give a release date.
So before I make a list of formal details, what is this? Umm, we're out in somewhere loosely based on some timeperiod in the far east, and there's a warlord with his army that's out killing things. Many have tried to fight them off and have failed. Not only that, but it looks like they may have obtained some supposedly mythical items of immense power... and what's more, the best fighter that the temple in Shaitsan city has to offer has gone missing after trying to fight the legion of might. Enter Lu Chao, another warrior of the same temple, who is considered the last hope... but the one that went before him was superior to him in battle; what's this mean for the future?
Title:
The Legend of Lu Chao
Author:
C.A.E.Jones
Release Date:
(Demo)12/04/2007
Platform:
Java(1.5.0 or higher), Windows recommended
Genre:
Action/adventure
Players:
1-2(expected...)
Rating:
E10-T (badly drawn violence, possibly mild blood)
Features:
block3d (think Streets of Rage) Weapons and equipment Chi-skill system featuring nine(9) primary chi skills. Grappling, melee, and projectile combat Voices planned; multiple languages expected Interactive environments (but... what else is new...) Continue system: at present, the nature of gameplay will likely lead to 'gameover' resulting in stat or item penelties, which can be rather costly as the game progresses! Hidden things...
So ok, there is more that could be said, but time is of the essence, so updating later!
Joined: Dec 2003 Posts: 2,406 Location: Earth... for now Karma: 6
Re: Legend of Lu Chao production info « Reply #1 on Oct 31, 2007, 4:33am »
~Minor update~
Project Checkpoint: class structure has been presented and confirmed and such. Essentially, we now know what the resulting files are going to look like. Well, most of them, since sound effects are still a little in the air.
Something I realized yesterday: since it's more important to get the individual areas and the elements inside the areas working than to setup the story and skills and that fun stuff, it'd make sense to start testing in Vs mode (character and area selection and such. So it seems pretty inevitable now that the game will have both story/adventure and Vs modes.
Joined: Dec 2003 Posts: 2,406 Location: Earth... for now Karma: 6
Re: Legend of Lu Chao production info « Reply #2 on Nov 19, 2007, 4:08am »
~ Almost checkpoint ~
The halfway checkpoint for the project is in five hours. This has nothing to do with game content--just that things are working. Right now, it seems that only the physical structures and motion should work (though there is really no excuse for not throwing in attacks. ). But... no testing has happened. Expect an update either in this thread or the podcast (a lot has to happen today in addition to this checkpoint). Meh, maybe I'll take screenshots of the first test once it's done. No promises. .
[edit]
~ Checkpoint ~
Graphics almost working right. Updated window system to be more... urm... standard (which would likely not have happened if I hadn't made the background for the main menu 100 px high instead of the whole 800... wah?). I apparently forgot to put in gravity. So jumping leads to flying into infinity. Else, we're ok.
Joined: Dec 2003 Posts: 2,406 Location: Earth... for now Karma: 6
Re: Legend of Lu Chao production info « Reply #3 on Dec 4, 2007, 3:01pm »
DEMO DAY!
Unfortunately this didn't involve a lot of progress, though it did give room for some screenshots (check out the image gallery for what we have so far).
I think a lot is to be said about the experience of projects this year. Sunday evening, an EC clip was put together rather quickly; yesterday in a matter of hours, we had another version of the intro to Planet Seva in audio format (abridged Japanese version). Whereas with eleven hours today, all we got for LC was jumping and better graphics. DLE has its own pace of growth that ... is a science of its own. And Taoe is subject to spontaneous bursts of expansion, followed by months of "O_O". And Hetra... well... ^^. Shadow Dragon probably falls into the same category as the latter. So, what does this mean? It means... I don't have much patience for complex graphics. . Jeqo needs a graphics expert that isn't me. I am rather confident that if graphics weren't such an issue, more content would likely exist in the LC game by now (Never mind the fact that graphics aren't necessary for testing the game. It's really helpful to build the graphics along with everything else to keep the content moving smoothly. And making character models from arrays of coordinates is not my idea of fun... never mind all the time I've spent measuring things to get proportions for such images.).
Well, there you are. . Since I have to zip this up and send it off for the instructor, I may wind up uploading it in its current state, but don't expect a game so much as a "Hmm. Main menu. Hmm. A room. Why do I move really slowly and jump really not slowly? *Gets bored*".
Joined: Dec 2003 Posts: 2,406 Location: Earth... for now Karma: 6
Re: Legend of Lu Chao production info « Reply #5 on Mar 9, 2008, 6:52am »
Oh yeah?
DELETED!
I know I'll come back and cringe at not deleting that post immediately, but I'm in a meh state and feel like doing something vaguely awesome. So... Take that!