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[Wip] Project Hyperion Legacy


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#1 heron

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Posted 15 November 2011 - 08:19 PM

Posted Image

Hyperion Legacy
is a total conversion mod.
All files are heavily edited from art to scripting.
The project will have its own unique installer.


HL Team

Lead-heron
Music-zeeman
Sound-zeeman
Art-Arachne's Son
Art-bluewolfknight
Story-doubleyou
Filehosting-spock
Testers-All

Inspired Games

Zelda
Resident Evil
Castlevania

Story:

You docked on a secluded island.
There you find a mysterious creature named Gunther.
He will give you four simple quests.

First quest - kill a zombie on level 1. (Reward - a pistol)
Second quest - kill a flesh zombie and retrieve a stolen artifact on level 3. (Reward - a shotgun)
Third quest - kill a giant rat and retrieve a stolen artifact on level 5. (Reward - an autogun)

Fourth quest - kill machinegunner willy on level 7. (Reward - None)
Final quest - rescue Princess kira and kill the Zombie King on level 9. (Reward - a ak47 machinegun)

Theme:

Guns and Zombies only!


Objective:

You begin the game on a life meter.
You get: 6 healing potions, 2 town portal scrolls and a sword and shield.
To survive: you must kill zombies which will drop healing orbs.
To Win: you must complete 4 quests.


Content:

New UI
New Town
New Dungeon
New gun animation
Etc.

______________________________________________________________________

Release Notes:


Version 0.6

- Fixed MGWilly dropping 2 guns (quest items)
- Reworked the mini-map
- Added firespark to gunshots
- Removed FCK unused realms
- Hyperion town (creation draft)

Version 0.5
[11-29-2011]

- Removed mana and stamina bars
- Removed town portal books
- Redo the quest line (now player start with a sword and shield)
- Dungeons are now smaller (faster action)
- New quest - Machinegunner Willy!
- New inventory and option window UI
- Added Masterquestgiver
- Added Shop
- Town music

Download link
http://www.mediafire...ao68tdpp8edn5x7


Version 0.4
[11-23-2011]

- hyperion legacy title art
- speed orb (increased speed by 50% for 15 secs)
- healing orbs fixed (increased 10% to 25%)
- splash screen
- new minimap (green!)
- new dungeon music
- new running zombies (level 4-7)
- reduced zombies EXP from 80 to 20
- added sidequestgiver npc

Download link
http://www.mediafire...9xzn8j1bi6rnzu1

Version 0.3
[11-21-2011]

- UI revamped (buttons,etc)
- changed fate approaches screen
- removed all tarot cards
- fixed zombies blood (again!)
- added support for all race
- removed all pets

Download Link

http://filepost.com/...re-alpha03.zip/

Version 0.2
[11-18-2011]

- changed titled screen music
- zombie's blood changed from green to red
- removed all rage attacks
- added accuracy ratings on guns
- added life drain on player (death timer implemented)
- removed mana energy
- added unlimited stamina (run forever!)
- tweaked levelup spell FX
- player starts with 6 health potions and book of town portal

Download Link

HL-pre-alpha02.zip - 2.86MB
http://www.mediafire...m6yse9nk5ea26vl
http://filepost.com/...re-alpha02.zip/

Version 0.1
[11-16-2011]

- Quests working
- Guns working
- Starting town working (placeholder)
- Dungeon working (placeholder)
- Questgiver working (placeholder)

Special note -
- clear all cache files
- start a new human character
- play in soldier difficulty
- complete all the quests
- do not use cheats
- report any loading crashes

Download Link


HL-pre-alpha01.zip - 2.37MB

#2 zeeman

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Posted 16 November 2011 - 04:33 AM

Coolness. I've got a bunch of sci-fi laser gun type sounds. Let me know if you want them. :)

#3 Arachne's Son

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Posted 16 November 2011 - 05:49 AM

Heron, if you are interested, I made a time ago a simple animation for guns (crossbow) I can give it to you if you want. :)

Nice themed mod, Im pretty sure it will be an interesting survival gameplay.

#4 DoubleYou

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Posted 16 November 2011 - 06:47 AM

I would really like to see some one-handed pistols, if possible, like they have in Torchlight (ok, don't throw me out for liking that game!). That way you could equip a pistol in one hand and a, say, sword in the other. The sword would fight up close, and if the beastie decided to flee, or if you had a strong knockback bonus, you could still fight him.

#5 zeeman

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Posted 16 November 2011 - 07:42 AM

I think projectile weapons are hard-coded into the game engine to use both hands. You could give the character an animation that looked more like firearm aiming, like AS did, but it wouldn't free up your other hand for dual wielding.

#6 heron

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Posted 16 November 2011 - 09:14 AM

Thanks for all the feedback guys!

So far I got all the questlines working.

My main focus is on the guns and machine gun combat.
The setup is crossbow = machine gun animation and bow = pistol animation.

Things to do;
  • Better gun sounds (pistol, shotgun and ak47/mp5) preferably in wav format
  • new Ui
  • new town (abandon town/graveyard)
  • Someone to write a good story for the opening
So yea, if you have good stuff to share with me, just send it my way.

I will release a pre-alpha build for you guys to play around with BUT i must warn you, all files will be overwritten!
Unless you have a second pc to install this bad boy, I would not recommend installing it over your current projects!

#7 DoubleYou

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Posted 16 November 2011 - 09:44 AM

View Postheron, on 16 November 2011 - 09:14 AM, said:

I will release a pre-alpha build for you guys to play around with BUT i must warn you, all files will be overwritten!
Unless you have a second pc to install this bad boy, I would not recommend installing it over your current projects!
Couldn't we just install Fate again into another folder specifically for this mod? I think then you wouldn't need to use a second pc. Too bad about the pistols. I might think about writing the story.

#8 heron

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Posted 16 November 2011 - 09:51 AM

View PostDoubleYou, on 16 November 2011 - 09:44 AM, said:

Couldn't we just install Fate again into another folder specifically for this mod? I think then you wouldn't need to use a second pc. Too bad about the pistols. I might think about writing the story.

Problem is that when i make the installer, i use the default path for fate.
If you install a second copy in a different location, you have to manually copy all my files over to that folder path.

If you can do a nice write up for the story, that would be sweet!

#9 Arachne's Son

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Posted 16 November 2011 - 10:41 AM

View Postheron, on 16 November 2011 - 09:51 AM, said:

Problem is that when i make the installer, i use the default path for fate.

Use the option to allow user to change the installation folder ;)

#10 heron

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Posted 16 November 2011 - 10:45 AM

View PostArachne, on 16 November 2011 - 10:41 AM, said:

Use the option to allow user to change the installation folder ;)

That might work, I will give that a try when I make the installer.

#11 zeeman

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Posted 16 November 2011 - 11:13 AM

Yeah, heron - give us a manual install version if you would please. I'll go through my weapons sounds later tonight and send some stuff on. It's mostly in mp3 but if there's anything you want to use I can convert it to wav.

#12 DoubleYou

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Posted 16 November 2011 - 11:50 AM

Do you guys know where the file(s) is that tells the game what words to display for the story? I found the images, but I didn't see the words.

#13 Arachne's Son

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Posted 16 November 2011 - 11:59 AM

@DoubleYou

Fate The Cursed King/STORY/Intro/en-US/intro.dat


EDIT: Zeeman, if you want to convert sound files to wav, this tutorial can be helpful ;)

http://forum.wildgam...sounds-to-fate/

Edited by Arachne's Son, 16 November 2011 - 12:15 PM.


#14 heron

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Posted 16 November 2011 - 12:01 PM

Double, you can post the story here for us to read if you feel confident.

Guns in action youtube preview!



#15 zeeman

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Posted 16 November 2011 - 01:18 PM

That YouTube is cool, lol. Two thumbs up!

I can convert to wav - I'm a professional musician, lol. I was just saying that most of the good effects stuff I have is in mp3 and it would take a while to convert all the files. You can listen to the files in mp3, then let me know which ones you want and I'll convert them.

I've got some good stuff that would suit the guns in the video but I won't be able to bundle them up till tomorrow. :)

#16 heron

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Posted 16 November 2011 - 01:37 PM

thanks zee! no rush :)

#17 DoubleYou

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Posted 17 November 2011 - 08:57 AM

For the story, this is what I'm thinking so far. Please comment as to whether it fits well or not.

Quote

The worst part was when you discovered your lifeboat had a hole in it. Never mind that the notorious zombie pirate Grayskulls had successfully captured your ship. Never mind that the fiend had captured the princess, locked everyone else in the captain's chamber, and then set your ship aflame. Never mind that you were the only survivor from the ship, cowardly tossing yourself into a lifeboat when the zombies weren't looking. Your boat had a hole in it, and you must now toss all the beautiful armor that the princess herself had given you into the sea. You only manage to save a small revolver as you drop your magical axe into the sea after hacking your boat into a suitable lifeboard.

You make yourself as comfortable as possible, eating only some toothpaste to hold back your hunger. You worry about the princess. What would they do to her? Would they feed her to the giant gargantaur in his lair said to be five miles underground on a god-forsaken island in the middle of nowhere? Or would the Zombie King want to take her as his wife so that he could breed elven zombies, combining the magic of the elves, their swiftness and daring, with the brutality of the zombaic race? And what about the Zombaic Ring of Destruction that had been entrusted to the princess? If that precious artifact were to fall into enemy hands, it would be the end of all Elvendom.

As you ponder these thoughts, an island comes into view. It looks strangely dead, not a tree in sight. Huge mushrooms instead pear over the horizon. You come to a dock and land your vessel, what's left of it. As soon as you turn around you see a creature that looks half tree and half mushroom coming toward you. You instinctively grasp your revolver.

Naturally this story calls for some items to be made. A toothpaste potion, perhaps, but I'm not sure what to use if for. We would have a fishing area, probably at the dock, to perchance fish up the armor we tossed into the sea. Our creature would be half mushroom, half tree, as stated. The "gargantaur" monster is directly from the game "Plants Vs Zombies," who typically has a telephone pole that does a tremendous amount of damage, but is extremely slow attack speed. Perhaps it should be an artifact item with an attack speed penalty, but a large damage bonus, dropped upon killing the monster. He also should have the power to summon tiny baby zombies. See picture attached. Not exactly sure what type of bonuses should go on the ring. Feel free to change names.

By the way, reward from the creature in the island could be the lost magical axe he had dropped in the sea? I know this only allows guns, but wasn't sure how else he could cut his boat into a "lifeboard."

The creature will fill the remaining details of the story together.

Attached Files


Edited by DoubleYou, 17 November 2011 - 09:05 AM.


#18 heron

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Posted 17 November 2011 - 10:01 AM

Double, thanks for the story.
As promised, a release of the game for public testing.
See first post for the link!

Thanks for testing :)

#19 zeeman

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Posted 17 November 2011 - 12:23 PM

Thanks for the zip heron, but what exactly does it overwrite? I don't mind if the UI gets overwritten but I've made a number of manual changes to the CK's primary dat files and I don't want to redo them.

#20 heron

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Posted 17 November 2011 - 04:03 PM

View Postzeeman, on 17 November 2011 - 12:23 PM, said:

Thanks for the zip heron, but what exactly does it overwrite? I don't mind if the UI gets overwritten but I've made a number of manual changes to the CK's primary dat files and I don't want to redo them.

It overwrites most dats and xml files.
Make sure you do a second install or backup your current project!
Also clear your cache files too.




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