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Valrahk

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Everything posted by Valrahk

  1. Valrahk

    Update #22

    Sadly, no. The boss you will encounter, though, will be awesome enough to suffice (so much so that I wouldn't dare even mention its name here). There will be security staff for enemies, though, if that helps. Seriously, the Library's second (technically third - there's a miniboss hidden away in there as well) boss fight is going to be awesome. Also, if you want its name spoiled earlier in the dungeon, bring Ikuria along. Actually, bringing Ikuria changes the story part of that entire dungeon quite a bit. It all ends the same way, but the details that emerge will be drastically different.
  2. Valrahk

    Update #22

    Well, I said I'd update when that dungeon was in a screenshot-worthy state, and sorry it took so long, but here we go: That's right - you haven't found all of the secrets of the Library yet. I also have another bit of good news: Aside from some small very-end bits, whose tileset I haven't even made yet, Act III is fully mapped. All of the dungeons, islands, towns, etc. are in the game right now. Most of what's left is puzzle and story event programming, with some minor graphics (apparently "entirely custom-made chipset" now counts as "minor" ) and some programming bits on the side. Also, every weapon graphic in the game has been made (and some of them look just plain awesome) and I've been working on that still-secret battle enhancement. I'll reveal what it is soon enough, though, probably before testing begins. As a side note, I'm thinking of changing how To-hun abilities are acquired - the current system, looking back, just feels too clunky, and if I can work it into the class system, I think I'll change to a level-up method instead. So, yeah. Massive progress. Here's hoping for even more before next time. By the way, I'm hoping to get Act III ready for Beta testing sometime late March/early April. If I manage to keep to the schedule I've made, I should be able to, with a bit of luck.
  3. Valrahk

    Update #21

    I'm going to go with... the dungeon was collapsing and something turned it back to endless-ness during the minigame. Also, why are you taking something in Piraka Mania seriously? Also, as a side note, today I made some events that pushed the Storyline variable up over 100! 105 as of this writing, to be exact. It doesn't really hit you how much story material is in this game until you see stuff like that, and then realize that, especially in Act III, you literally can't experience all of it in one playthrough because of how the dialogue works out. One last thing: I've written up a schedule for development to help speed things along, and it seems to be working - the boss of Act III's second dungeon just needs to be balanced, the story segments through the cutscenes after that boss are all set up, and I've even started doing things I had scheduled for next week. So... hurray!
  4. Valrahk

    Update #21

    Whew... Brickshelf finally got over its server issues, so I can finally make this post properly (I was originally planning to do this on Monday, maybe Sunday). So, without further ado, the new title screen for Masks of the Elders: The logo will also appear in the opening cinematic. I'm also thinking of adding some animations to more clearly show transitions between acts. More on this as it develops (or doesn't, but I'm leaning toward adding them in right now). Also, the second dungeon of Act III is mapped, and it gets a bit weird - remember that little "endless staircase" effect from Piraka Mania? Well, I've been putting that effect to far better use in Elders, in multiple locations. It will also be put to a more spectacular use later on, but that involves some colossal spoilers, so I won't say any more until that point. Progress is still being made, just a bit more slowly at the moment - adjusting to my new schedule and getting distracted by Zelda: Majora's Mask have taken a bit of a toll on my gamemaking time and ability. Hopefully, though, my workload won't get too crazy this time around, and I can get more done. MICRO UPDATE 2/8/12: In a sharp change from the previous paragraph, progress has picked up tremendously. The third dungeon of Act III is being mapped (all the architecture is done, and the details need to be filled in), and I actually will reveal what that third dungeon will be... next time. I want to get it to screenshot-ready status before I go and announce what it is.
  5. Valrahk

    Update #20

    What's this? An update not too long after the last one? Scandalous! Absurd! An affront to all that is... I think you get the picture. Anyway, I've been busy with a couple of things in Elders. One is mapping the pre-dungeon area of Stelt, which is looking excellent, by the way. Oh, here's a preview: The image is too big to put into the post itself. The other thing I've been working on is updating the title screen. I recently added a graphic for an in-game item (whose identity I cannot reveal because of massive spoilers, which includes the battle system), and then realized: This item, if I were to make a larger graphic of it, would make an excellent logo for the title screen. Now, I can't post a teaser of it here, since it's not in presentable shape quite yet - it needs a lot of shading before it's done, and there's some work elements (color pallette, guide lines, etc.) still in the image. However, I can say that it's looking good, and will definitely be worthy of adorning the game's screen on bootup. Also, I should have the title screen done by next time (whenever that happens to be). Until then, farewell. EDIT: The title screen logo is done, but still needs to be implemented in the opening cinematic. I'm still waiting until the next blog post to show it, though.
  6. Valrahk

    Update #19

    Good news: Work on Elders has picked up its pace over the last week or so (translation: work is actually getting done), and I've made some good progress, most notably: I've gotten the first dungeon of Act III to the point where I can test it properly (for continuity, difficulty, balancing, etc.). Unfortunately, I didn't balance the dungeon very well, and a quasi-boss battle ended in disaster. The balancing part still has quite a bit of work left in it, apparently... I've also gotten some more work done on the Stelt section of Act III, mostly mapping the area before the dungeon and doing some cutscene work. Speaking of which, here's a screenshot of one such cutscene: You may look at that and have some questions, but rest assured: I won't answer any of them until I'm good and ready, y'hear? Anyway... I'll be working more on that second dungeon in the near future, as well as making sure the crafting system is properly implemented. Speaking of which, does everyone remember that one building on the Na-koro docks you couldn't enter, the one that just sat there without so much as a sign to tell you what you weren't seeing? Well, that's the new Crafting center for Na-koro, though you won't be able to enter until Act III, since there will be some new weapons that can be crafted there. Also check back with the merchants in Na-koro, since at least one will have some new items for sale by then. EDIT: One last thing: As part of Act III, I'm severely nerfing the Stunned condition - it now goes away much quicker and easier, and is more of a nuisance than a crippling ailment.
  7. Valrahk

    Update #18

    This past couple of weeks has been incredibly busy for me, so unfortunately Elders got pushed out of the way to make room for all the frantic game designing and Finals that dominated this week. Between all the classwork I've had to do (which spontaneously included writing most of a game soundtrack from scratch) and finishing off Skyward Sword, well, I think you get the picture... Luckily, I managed to get most of Act I's first dungeon finished off before the madness began, so there's just one room and some bug checking to do before that's finished off, and Act III gets one giant step closer to getting done. After that, there's the segment on Stelt, which is already partly mapped, another dungeon on an already-explored island (which, thankfully, already has the necessary graphics, so that should speed up production), and then another area that I cannot at this point reveal. As far as stage design goes, there's a lot to do yet, but it should go smoothly once I get momentum back up again. Now the new enhancement to the Battle system... that could take some time. It's got a lot of new animations attached to it. Now, for one last little detail: A new character who will appear sometime in Act III. Also, the spoiler tags are necessary, as the brief description does in fact spoil part of the story. Whew... Finals are finished, I've kept up at the very least enthusiasm for Elders, and... I'm tired...
  8. The next game update won't be for a while yet - I've been busy designing games for classes this semester, and unfortunately Elders hasn't gotten the attention it deserves. The good news is that I've gotten some really good work done on the next Act's first dungeon, and it's about 75% complete, with some story segments left to program and making sure that everything is properly connected left to do (and a few other details, like making sure all the enemies get placed, etc.). After that, I can go back to the next island and start working with a new character, and...As far as the elements go, I made sure to make that as flexible as possible, to allow for a wide variety of strategies. Speaking of which, that still-secret battle system enhancement is going to allow for a mind-boggling array of different strategies, once fully implemented.
  9. I just posted two new screenshots from Act II, specifically from its once super-secret second dungeon. I figure that, a month after release, it's no longer a spoiler to say that the dungeon is a colossal library.By the way, did anyone spot the little Ghostbusters reference I snuck in there?
  10. Valrahk

    Update #17

    I figure it's probably a good idea to get in as much progress as I can manage before Skyward Sword (not Skyrim - I don't have much interest in The Elder Scrolls at the moment) devours what little free time I have left, so how about some details about the first dungeon of Act III? I'll be as non-spoilery as possible, mostly because I don't want to reveal what this dungeon exactly is (like that one dungeon from Act II). First off, the dungeon is divided into three parts: Caves leading to its entrance, the main dungeon itself, and, for lack of a better term, the "catacombs." The first two parts are mapped and being populated by events, and the third is slowly being put together. That third part is the most unusual of the three, since that section will focus entirely on story, with no combat until the very end. There will be seven chambers to go through, one introducing the ideas of that part of the dungeon, and then one for each character (you'll only be able to see four of these rooms, however, since you have to have that character in the party to reach that room), and each character's chamber will delve deep into their psyches, possibly deeper than you want to go, bringing their personal issues and backstories to the surface. In one instance, the character will have to grapple with things even they aren't aware of. What goes on in the chambers will eventually tie into each character's side quest later on. Also, once you reach the dungeon proper, head in the "wrong" direction for a little cameo appearance. It'll also get you a rare piece of equipment (there's actually just the one - you'll see once you get it). On a more serious note, and to reveal one more little detail, the Taluka Book 1 remake is pretty much canned at this point. After Masks of the Elders, I don't think I'll realistically be able to fit RPGMaking for BZPower into my schedule, especially not remaking the same game I've remade way too many times before... and as part of this, I've re-appropriated one of the boss ideas from Taluka Book 1 Gold into Masks of the Elders as the boss of the second dungeon of Act III. Which one is it? Well, it's one of the main dungeon bosses, from the first half of the game, but past that, I won't say what it is. And with that, happy Thanksgiving (for those who celebrate it) and happy questing (for those in Skyloft or wherever you are fighting evil).
  11. Valrahk

    Update #16

    Well, before I begin, I have to say that progress has been slow lately. The semester's getting really busy, and time to work on Elders has been in painfully short supply, mostly because I've been working on homework for game design courses in the time I had originally set aside for working on Elders. I actually just now had to remind myself where I was and what I was supposed to be doing in regard to the gamemaking. Thankfully, there are still plenty of things to talk about in these updates, not the least of which being more details on that Crafting system I mentioned earlier. For starters, I've been programming the crafting devices, and while the initial creation of them is a bit on the obnoxious side(and just now I realized I could have made it so much easier... oh well), a lot of the devices are simply copy/paste to different locations, since certain craftable items will be available pretty much everywhere, such as Berry Juice and Leaf Powder. Those two items are actually ingredients to make more crafted items, and a very good reason to stock up on Cholo Berries and Haiga Leaves. Speaking of ingredients, how about some recipes for the items in Za-koro's Crafting Center (the first one in the game): -Berry Juice*: Cholo Berry x1 -Leaf Powder*: Haiga Leaf x1 -Zakaz "Sand Float"*: Berry Juice* x1, Water* x1, Sand* x1, Mud* x1 -Throwing Axe*: Sharp Rock* x1, Stick* x1 -Crude Shelter: Stick* x2, Rahi Hide* x4 There will also be some equipment to craft: -Weighted Disk*: Practice Disk x1, Metal Weight* x1 -Sharpened Staff*: Short Staff x1, Stick* x2 -Heavy Armor: Guard's Armor x1, Metal Weight* x1 -Focus Armor: Guard's Armor x1, Empty Focus* x1 -Empty Focus*: Empty Vial* x1, Odd Crystal x3 *- Items new to Act III's release. You'll be able to get crafting ingredients in a variety of places, including the crafting centers themselves, since they'll sell things you don't normally find (like Metal Weights and Empty Vials). Other items can be obtained by defeating Rahi, like Rock Ussals now giving you Sharp Rocks and Lightbugs giving you Lightstone Shards. Also notice that there are new weapon upgrades, in this case between the original first and second stages of each character's respective weapon. There are a lot more different weapons for each character now, though some you won't have access to for quite a while (more on this next time - it deserves its own post). You'll also be able to craft new kinds of armor, but you'll need the low-end armor to make the better one, so choose wisely. Also, as part of this, I'm increasing the cost of purchasing the higher-end equipment, to make crafting the primary focus of upgrading your characters. In case you didn't notice at first, one of the items is a drink native to Zakaz (though not a good one). This will be a recurring thing for all populated islands in the game: Each city will have its own unique beverage, sometimes two. They can be crafted, and possibly purchased, and have some really interesting flavor text. Their effects will be proportional (a percentage of HP or SP will be healed), so don't worry if it doesn't do much in the beginning - it'll heal more later on. NOTE: I may change the throwing axe in the Zakaz Crafting Center to something else, but for now, that's what's planned to be there. Okay, I think I've revealed enough for one night. See you next time.
  12. Okay, I'll tackle these in order... -Thank you.-If you notice, all of the music was originally in Piraka Mania, but yeah, also Nintendo...-I might tweak the game a little bit, maybe this as part of it.-Yeah, that gets annoying, especially in a heated battle in a flash game...-Aside from aiming the gun with the mouse (which, honestly, would be a pain for me to program and wouldn't add that much to the game anyway), there wasn't much opportunity for mouse usage here.-One battery = up to ten shots, two batteries = up to twenty, etc.-Yeah, that happens... Other than making a second vortex, there's no good way to fix that...-I take it I should make the platforms (and spikes) a bit easier to see...-What did you go and do that for? -The game adds up points from spare ammo before you get to the next level. If you're lost on that front, just go after all the coins, and try to ignore enemies. Each level (except the bonus one) has exactly enough coins to get 3600 points.-Yes.-Actually, originally, there were just a pair of coins in that spot, and yeah, it's tough to reach.-Surprise!-9,000 is pretty good. I got 11,000 last time I played through.-Not entirely sure why that happens.-Again, yeah, it is. A timed level can be a bit tense, but a timed bonus level with everything and the kitchen sink thrown in? That's just downright FUN! Also, I probably should have mentioned: This game was actually made as an assignment for the class. That's why there's the oddball elements like score-based progression and a timed level - those elements were required. Also, it essentially had to be based on the Gamemaker platformer tutorial, because, while I did fool around a while back with a different GM platformer "engine" (does it really count as a separate engine if it's all in the same program?), it can't handle stairs, which were also required. Oh, and about using the spacebar to jump: personally, I find using the up arrow to be really awkward, so I switched it to the spacebar. I prefer the jump button to be away from the movement buttons. If you want, you can blame Mario for that.
  13. In the fall of 2011, an aspiring game programmer started taking a class... a class... on Gamemaker. What happened in that class, you ask? Well, among other things: GARTEN'S MONEY PIT ...happened... What is Garten's Money Pit, you ask? Well, it's what happens when Valrahk makes a platformer for a game design class. You can download it here.Ah, but I can tell you're a gamer of discerning taste, so you want to see what you're downloading first, so here's some screenshots: But what's so special about it?-It's a game, starring everyone's favorite Akaku-wearing sarcastic nerdy royal aide, Garten!-It has a HUD! How many games have that? What, almost all of them? Uh...-Three non-linear levels, and one of them's just crazy (you'll know it once you see it)-Four kinds of enemies!-And a manual, explaining all of this again! Enjoy this nonsense. That's why it's here.
  14. The Enhanced Soundtrack Version of Demo 2 is uploaded!I'll just leave this here...It's a blog post about the mp3 version's soundtrack, if you must know...Enjoy.
  15. A few of you intrepid computer sleuths may have found out by now, but RPGMaker pulls its media directly from a file on your computer, contained in the folder you installed when you set up the game. This means that you can find and open those files. Because of this... let's call it a 'feature,' I've given the Enhanced version of the soundtrack a full set of ID3 tags, containing the track title, album information, composer information (when I'm certain who wrote the original versions) and context information. There's no artwork yet, but who knows... You may also notice, if you open the files in a program like iTunes, that most of the tracks have track and disc numbers attached to them, but some don't. For the tracks that are on Disc 3, this is because I haven't figured out the order of them yet, and the tracklist isn't complete. For the tracks that don't have either, that just means they aren't in the "soundtrack," and since these are, in order, a loop of water sounds, the "suspense" strings that play almost as a sound effect, and a version of the Victory theme with extra blank space at the end, it makes sense not to include them. Also, in case you were wondering, every track included in the enhanced soundtrack is arranged to some extent, usually just enhanced sound samples, but occasionally a different genre or, in the case of the Ice Forest theme, an entirely different arrangement.* Also, the title theme, Masks of the Elders, is the same as in the standard version, since it was an mp3 track to begin with, and converting it to a MIDI would just ruin it. *Speaking of the Ice Forest theme, Snowy Heights, the enhanced version was originally part of an attempt to orchestrate the Metroid Prime soundtrack. That project fell through, but I managed to tweak the Phendrana Drifts arrangement so it could be usable here.
  16. It might, but not right now. My focus is on Elders and schoolwork right now, as well as something... else. You'll see on Friday.
  17. In short, pretty much. Some parts of Act I were made slightly easier, namely the trek back to Cho-koro (if one character gets KO'd, after the battle they get healed, but only during that first part). On the other hand, I did some data wrangling with enemies' experience drops, so it takes slightly longer to get up to the recommended levels. As for Act II, let's just say that in Beta Testing I had to add in some extra healing in one dungeon because it was a bit too hard. So, to say it in short again, yes, yes it is.Also, the plan is to have the Enhanced Soundtrack Version up on Friday.
  18. Unfortunately, that's just how the setup of the game is. Also, did you make sure to check both boxes before clicking the looks-kind-of-like-an-OK-button? The full credits list won't appear until the end of the game, but... yeah, I should put up some temporary credits in the topic. Working on that now...
  19. In the Matoran Universe, peace has long since taken hold. Evil has been banished from the world, and the guardians of the Matoran saw fit to leave them to their lives unaided. The Toa, once great heroes and defenders of right and good, are now a faded memory. Even the Great Spirit, once ever-present, now seems but a distant shadow, a mythical being from a bygone age. Few alive even remember the times when these figures roamed the land, and even they are fading into history But there are those who remember all too clearly, and now see fit to destroy this peace.With the world complacent, they have begun to move what little forces they have left, and plunge an unsuspecting planet into a greater darkness than it has ever known. The only beings who could have stopped them are now but lifeless relics in shrines, a mere facade, an image of what they once were.This is a world on the edge.This is the world of... Bionicle: Masks of the Elders News:11/22/2011: Two new Act II screenshots added.10/23/2011: Demo 2 link corrected - In my initial rush to re-open the topic, I accidentally posted the link to the Beta, not the Demo. Also, the Demo 2 Walkthrough and an extra link to the Element Chart have been posted. 10/22/2011: Topic Reopened.Downloads:Demo 1.1, Standard VersionDemo 1.1, Enhanced Soundtrack VersionDemo 2, Standard VersionDemo 2, Enhanced Soundtrack VersionDemo 2 WalkthroughBoss Guide for Demo 2Element Chart(Excel Spreadsheet)Screenshots: Act I: Act II: Features:-All-New, Original Story-An enormous overworld to explore-A cast of rich, unique characters-Elemental Class System-Another, still top-secret battle enhancement (coming soon)-Challenging Combat -Item and Weapon Crafting (coming soon)-And Much, Much MoreTeaser Stories: Click here.Production Blog Link: Click here.Credits: Graphics: Bonesiii/Ojhilom, InnerRayg, ValrahkMusic: a site I can't mention in the forum because the site has forums.Sound Effects: Runtime Package, ValrahkComing Soon: Blog Updates - More Crafting System details
  20. A sharp thud boomed throughout the room. He glanced up from his research to find a small crack in the stone door that sealed him within the chamber. Another thud shook bits of rock from the crack, widening it by several inches. He gulped, the terror of his knowledge finally reaching the front of his mind. Silence took hold for a moment, but he kept his eyes on the door. Slowly, a deep, droning sound began to grow, at first a quiet hum. Soon, it grew in volume, shaking the entire structure and all but rendering him deaf. New cracks crept from the sides of the door, sprawling out an alarming rate. For a brief instant, he froze, fear overwhelming him. He snapped himself back as the cracks converged in the center of the slab. He sprinted for the back of the room and pushed aside an old stack of books. He tossed a floor tile aside, and pulled it back into place over him. The drone suddenly stopped, interrupted by the shattering of stone as he fled through the darkness below.
  21. A ship, no bigger than a Takea fishing boat from back home, flew along the water, the sea tunnel's walls barely visible on either side. At its prow, a tall figure clad in red and gold armor stood, his gaze fixed on the dark horizon and his hand on the rope that stretched above him. "You can already see the smoke on the horizon." A voice behind him shouted over the waves. "I can't believe there's that much manufacturing going on over there. Where does it all go?" "To whoever has the money." He hardly moved as he answered. "Mata Nui, Taluka. What made you so cynical all of the sudden?" "I can't talk about that right now." Taluka tightened his grip on his Toa tool, a flame jet that could vaporize most materials instantly, provided a hot enough flame passed through it. "We just need to keep our focus on the job at hand." He turned to his comrades, seven Toa that has been through some of the toughest war zones ever seen. He could hardly believe that mere months before, they had been Matoran, still dazed that destiny had brought them away from their home island. Now, they stood together as hardened warriors, their next mission one of grave importance. Not long ago, they had traveled to the island of Artakha, where strange beings told them of even stranger happenings. None of them knew exactly what was going on, only that they had been chosen for something they couldn't fully understand. Now, they headed for Xia, where, according to these beings, the Vortixx had somehow obtained and been experimenting with copious amounts of Energized Protodermis. In the past few days, they had managed to weaponize the substance. If even so much as half the reports were true, an attack launched from Xia could easily destroy most of the surrounding islands. With Metru Nui in such close proximity, that chance was too frightening to consider. Soon, the towers, their peaks lit with an eerie orange glow, rose from the horizon. Haze and smog enveloped the entire city, and in the darkness, nothing else could be seen. It was as if the entire city were staring them down, intimidating them even at this vast distance. "Does everyone remember the plan?" Taluka asked, his voice sharp with tension. "Onuka and I will go through the western forge district and disable the power supply just to the north." Pokonas called out first. "We shouldn't have much trouble there. A quick shout through the Kane-ra horns here, and we'll be out the door." "Lenak's going to track down the source of the Protodermis while I cover him." Garan shot a glance at her brother in arms. "I will enter the Visorak lair and confuse their security force. Maiaki will assist me in reaching there, but I doubt I will require her once I am inside." Koraka added. "Right. That just leaves me and Granja." Taluka looked at his partner. "We're going to head for the central manufacturing facility and attempt to shut that down. It'll likely have its own generator and security force, so it won't be easy to breach. Everyone must go there once they are done with their other missions, understood?" All agreed. The team split, each fragment vanishing into the permeating shadows. The roads before them weaved through all manner of urban terrain, even onto the peaks of the iron mountains that surrounded them. Taluka was forced to take this path, and began to clamber up the nearest scaffold, its building abandoned years ago for reasons irrelevant to him. The aging metal groaned and buckled under his feet, leaving his partner quietly pleading with the Great Beings with each following step. He stepped onto the summit, reaching down to haul his brother in arms up. From their vantage, the entire city sprawled before them. The haze-shrouded glow enveloped everything, from the walls of the massive buildings to the Mountain on the horizon to the very air they drew in. Only the furthest fringes were left in true darkness. Remaining unseen would be difficult, at best. "Mata Nui…" Granja peered out into the landscape, "What are we doing here?" Taluka turned to him for a moment, then back to the city. "Nothing we can't handle." His voice wavered slightly. He marched forward, his fists clenched, onto a crude metal bridge between the rooftops. Granja followed him, staying low, painfully aware of how reflective his white armor was, how visible it made him. For several minutes, they clambered across the roofs of the city, the lights growing closer and brighter as they approached the colossal manufacturing district. An angry hiss brought them to a halt, and they peered over the edge. Below, on the streets, a lone Visorak struggled with a piece of scrap metal, growling in disgust and frustration. The Toa slowly snuck away from them, making sure they kept completely silent. Ahead, another Visorak patrolled the same rooftops they needed to cross, and still more wandered the streets, ready to alert the swarms at the first sign of anything. "Now what?" Granja asked impatiently. "We wait." "Wait? Are you serious?" His voice was loud, and Taluka's eyes strained. "Remember the plan, Granja." Taluka knelt behind a piece of equipment. "Koraka can take care of it." "And if he doesn't?" "He will." Some time passed, and the Visorak still patrolled. The thought crossed Taluka's mind that the Visorak might not have the collective will he was told about, that scrambling the ones in the hive might not affect the guards in the field. Suddenly, one of the patrollers shrieked, and more chimed in, their shrill voices echoing a cacophony of confusion through the streets. "Now!" The two sprinted forward, disregarding the screaming spiders as they randomly shifted their eyes across the blank sky. In the distance, the familiar glint of Pokonas' bronze armor darted around the central factory complex. Slowly, the Visorak calmed down, and Taluka slid down a nearby drainpipe. "Time to change tactics." He called up to Granja. Nearby, a metal grille covered an entrance to the sewers. It begged to be ripped open. Their feet splashed loudly as they landed, the filth beneath already staining their armor. "Are you sure you know what you're doing?" Granja's voice grated as it echoed. "This pipe we're in is huge, and I smell some nasty things up ahead, industrial things. I'm pretty sure this sewer goes straight through to our destination." He marched forward through the muck. "And they won't be expecting us to come from down here." *** "I can't believe there aren't any guards around here." Granja pulled his hand away as his sonic waves shattered the lock in front of him. "Like I said," Taluka pulled the door open, "They're expecting an attack from outside. All their defenses are there too." He snuck through, onto a darkened catwalk. Beneath, massive vats of gleaming, silver-tinted Protodermis weaved between Vortixx leaning over their control stations. "Uh, Taluka… What exactly was your plan for getting out of here?" Taluka paused, giving Granja a hard look. "That doesn't matter. We were told to get in and complete our mission." He shut his eyes, then turned back around. "We're not here to run away." They snuck their way through the catwalks, over dozens of chambers filled with Protodermis vats and horrendous machines fit for nothing but the waging of war. Soon, the vats vanished, replaced by spherical containers, repurposed Matoran capsules, the unsettling gleam of their volatile contents casting an eerie glow throughout the chamber. At last, they hit another heavy metal door, marked in numerous languages all ordering them to leave it alone. "I've got this one." Taluka pulled out his Toa tool, sending a blast of concentrated fire at its hinges. As the last hinge melted, the security lock snapped, and the door fell from its frame with a loud clatter. The two crept through the frame, and looked up at the massive chamber before them. A huge sphere of swirling metal loomed above them, and all around, a sphere of yet more metal encased the room. From inside the smaller sphere, dozens of pipes and tubes sprawled out, flowing up to the ceiling and glowing with unnatural light. "All right, Taluka. How exactly do you plan on destroying this thing?" Taluka left his jaw agape. "We wait." He gulped. "We can't do anything until the rest of the team arrives." "Well, you won't have to wait very long." A strange voice cackled from the shadows. "Your little friends all blew their cover just as we anticipated." The rest of the Toa tumbled into the chamber as a Vortixx marched up behind to block the door. Loud, sharp footsteps echoed as the source of the voice stepped into the light, her black and silver armor gleaming beneath the machinery. "You Toa are just too predictable. The minute you hear of something you don't like, someone getting a bit too much power for your taste, you rush in and try to stop them. I have news for you: Everyone knows your playbook. Even me. But then, I've dealt with your kind before." "Roodaka?" Garan struggled to her feet. "Learned about me from your little Turaga, did you? Surely they told you I… we… wouldn't fall easily." "We have more Toa than they did," Granja took a step toward her. "And… and we're not mutated by your Visorak!" "Hmph." She stepped toward Granja, towering over him. "I have three words for you: Home. Turf. Advantage. I honestly can't believe you thought you could sneak in, the way you blasted holes in everything, even alerting us to your presence by scrambling the Visorak. You clearly couldn't expect to get out of here alive. Give us a moment, and we'll be happy to oblige." "That's where you're wrong!" Pokonas jumped up. "Right Taluka?" Taluka's face hardened, and he raised his Toa tools. "Right? Taluka?" Roodaka chuckled, stepping back toward the door. "Very well. Fight. Try to get out of here with even one of you still alive. Just remember: The entire city is mobilizing as we speak, and they all want you annihilated." Koraka glanced at his brothers. "We cannot fight. Even if we were to escape, we will fail our mission." "And they'd start attacking, starting with Metru Nui." Granja looked hard at Taluka. "Come on! You've had plans for the rest of this mission. What's the plan now?" Taluka sighed. His blinked, and his eyes grew weary. "There is one thing we can do…" He shut his eyes tight, "But it'll be the last thing we do." "You mean?" He looked at his comrades. "Nova blast." Granja glared at him. "You knew this entire time, didn't you?" "Before we left Artakha, someone told me we wouldn't survive this mission – he saw our destiny, and it ended here. Now I see what he meant…" Taluka walked toward the sphere in the center. "So we can either fight our way out and die, or Nova blast." "A single Nova blast will not be able to stop the entire city." Koraka replied. "No Toa is that powerful." "What about eight?" Taluka looked around at his brothers, his sisters. "We would destroy each other in the process, but we'd take out this entire factory, this entire district, maybe more." Pokonas walked up to him, arms folded. "I always knew you were a little out there." He put his hand on his brother's shoulder. "I'm in. Let's shut this place down." "I'm in too," Lenak stood beside them. "And me." Onuka, Koraka, Maiaki and Garan walked over. Granja stood away from them, his Toa tools loose in his hands. "I can't believe you're doing this." "It's the only way left, Granja." Taluka held out his hand. "Now come on. We have a destiny to fulfill." Granja tilted his head back, and pointed straight up. "All right. Mata Nui, you owe me one!" Roodaka leaned against the wall. "Oh, how sweet. The little Toa are going to hold hands. Are you going to start singing now?" She stepped toward them. "I'm getting tired of dealing with you Toa. Guards! Get in here! Destroy these pathetic creatures." Taluka's eyes glowed white, and his armor radiated with energy. "No, you won't. We will never let you." *** The events of that day were recorded in secrecy. Few outside of Artakha have ever known of the final deeds of Toa Taluka and his company, and none remain alive to tell the tale. Only a single book, hidden deep within the catacombs of Artakha's temples, tells of these events, and it is kept under constant surveillance. Only one in this age has ever tried to read this tome, not knowing of what guarded it…
  22. A creature hobbled into the chamber, its eyes wide and its breath sharp and heavy. "Master!" it shouted, "Master Ilidran! I have a message for you—it is most urgent." Its master sighed, rising from his chair and turning to face the creature. "Tell me. You know not to hesitate with important news." "I remember, master. The message comes from above. The entire organization is to meet in Metru Nui. Our leader has an announcement for us." "Then we must depart at once." Ilidran reached for his aging staff, his posture suddenly straightened and his face more solemn. "If the leader commands me, I must not disobey." He turned toward the chamber door. "Wait, master—there is more!" The creature's voice was now strained. "I have another message, one of even greater importance." "Then speak." His eyes fell entirely on the creature. "I found one of our enemies en route to some island to the north. He spoke of an ambush planned for us. Their entire force is gathering as we speak, including… our problematic recruit." Ilidran mused. "They have his Olmak, as well?" "Most certainly. Both he and the mask are under careful watch, it seems. His turning must have been by force, not betrayal." "This is unsettling." His brow furrowed. "I sensed their treachery some time ago, though I never expected them to move so quickly or so secretly. That they possess a Great Olmak now points to nothing less than catastrophe for any who answer the call. I fear they may well exterminate us." The creature shifted its weight, its nerves on clear display. "What shall we do, master?" His face remained stern. "I will go to the home island, and warn any who try to leave. You must ready my airship, and alert my decoy. I must not let our enemy destroy us. They must not succeed."
  23. Valrahk

    Update #15

    Well, it's been way too long since the last update, but you all should be happy to know that Masks of the Elders is still being made, despite all of the forum problems. The next Demo should finally be up by Friday (more to give me time to prepare/do school work than anything else), and the teaser stories should start up on Wednesday. Now, for progress: The forum downtime got me thinking seriously this summer, and I've decided to make some fairly radical changes to the way Act III plays out. Originally, the idea for the middle section of the Act was to have a Metroid-esque progression, where going through a mini-dungeon would give you an item to go to the next mini-dungeon until eventually you could get to the next main dungeon - then I realized this would give the player too much too fast, so it would have to be changed... then I remembered that there were a few islands still unexplored, so now, you'll be going to the island of Stelt instead. Don't worry - the items from what would have been that part of the game will still be obtainable, but they'll be in a side-quest instead. Also, another radical change: I was looking through the equipment list and realized I had given far too few equipment upgrades to each character (a mere five each, at most), and that, in making those pieces of equipment, some characters were capable of wielding elemental weapons, and others weren't, and that only certain elements were represented, so I decided to add a new system, which will be implemented in Act III: Crafting. As part of this, each character will get a host of new weapons to use, including the full spectrum of elemental staffs, spears, disks, etc. You'll also be able to craft new healing items, and craft existing ones for much cheaper than buying them. Speaking of which: As of Act III, you'll want to craft all your new weapons, not buy them. It'll be much, much cheaper. Oh, and here's a screenshot of the new Za-koro crafting house: The building's still imcomplete, so there will be more crafting machines in there when it's done. Also, as far as Act II's release goes, I'm going to try to get both the regular and enhanced-soundtrack versions released simultaneously. Oh, and before I forget, I've got a bit of a weird surprise in store for Piraka Mania fans, and when I say surprise, I mean it: Don't even try to guess what's on its way. Just stay tuned, and hopefully next week it'll get posted.
  24. Valrahk

    Update #14

    Good News! Act II was sent off to the Beta Testers last weekend, so release should be soon. In the meantime, I've started working on the first part of Act III, and while I can't say much about it, since it's going to be downright awesome (in every sense of the word), I can reveal that it will kick off one of the more unusual facets of the storytelling: Because there are going to be more than four party members playable in Act III, the script will have to accommodate this, meaning that you'll get different glimpses into the story depending on who is in your party. Not only that, but I'm going an extra step with the idea, and having a few points that will affect the story later on, particularly when it comes to sidequests. Don't worry, though: I'll be sure to put them all in the walkthrough. Also, be sure to check back soon for the next round of teaser stories, Another Destiny.
  25. Valrahk

    Update #13

    1. Funny you should ask... Turns out I forgot to add some battle graphics in, namely Lauenna's weapons and two status ailment graphics... So... whoops. The status ailment graphics are done and implemented now. Better to find out now than later, I guess... 2. Well, they're not really random encounters, actually - they're enemies wandering around like the others, but they're invisible. As far as avoiding them, open in RPGMaker, hold control, and walk on the walls. That's the only real way to avoid them, other than to defeat every single one in the room, but they'll just respawn once you enter another room, so it doesn't help much. 1. Cool. Doesn't sound like it'll be too long. 2. HPPhdaaaaaaah... but i thought the walktrough said they were random ._. Also please delete my double post. - It'll be a bit longer yet. My schedule suddenly went haywire, but I'll try to get the Demo out this weekend. It's already zipped, but I won't have time until then.
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