MV - Horseventures

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Started by Burgerland 54 posts Page 1 of 3 View original ↗
  1. Linux Demo

    Mac Demo

    Windows Demo


    Screenshots
    combat turn based.PNGgame manual.PNGloading stable.PNGmaker screen.PNGoverworld.PNGrandomizer.PNGtitle screen.PNG

    Note 1: Turn-based combat will not work if you try it, as I'm still working on TBC. Dungeons are not in the game, as I'm still working on them.

    Note 2: I'm looking for feedback so I can know of any bugs and whatever you want in the game


    Horseventures is a horse adventure game based on the NES Legend of Zelda! Barry and his steed Hightail must travel across the Horse Kingdom Grassia, avoiding being gobbled up by Predators and searching everywhere for valuable Treasures (such as the Guns that can kill Predators), to find the Seven Skull Keys needed to open the way into Skull Mountain and save Grassia's Princesses from Predator King Aggro! Each Key is hidden away in a Dungeon, guarded by a Dungeon Master at the end of a series of riddles and puzzles that you must solve!

    Besides Hightail, you have many allies on your side - but you must find them in Caves! There's Wonderbunny, who can sell you fabulous Prizes that will help you on your quest; the Save Fairy, who can save your game for you; and many more characters you will meet!

    Horseventures features various mechanics not found in other games of its kind, such as following:
    - two different dimensions of play: switch between 2D and 3D whenever you want
    - two different battle systems: Real Time Combat (RTC), which means you fight Predators where they are (like in Legend of Zelda), and Turn Based Combat (TBC), which means you fight Predator in the traditioal RPG way (like in Final Fantasy)
    - change up the TBC camera view: fight Predators in 2D or 3D, first person or third person view
    - a Loading Stable, wherein the game's save files are horses that you can interact with (even pet them)...but what happens if you delete a save file?
    - a robust character creator on the Maker Screen, which even let you change your age and clothing
    - a built-in manual, which you can access at any time in case you get lost while exploring or need a helpful reminder on what to do or what an object is

    In the Settings Menu, you can find such settings as:
    - 3D Diag. Isometric: isometric camera view goes from being top down (like in Legend of Zelda) to being diagonal isometric (like in Mario RPG)
    - 3D POV Graticule: a graticule will appear on screen when you're in first person view for easier gun aiming
    - 3D POV Cockpit: if you randomly become a Moe Mecha, using the Random Sprite setting in the Randomizer, than first person view will be from inside the Moe Mecha's cockpit
    - Friendly Fire: killable NPCs, including Save Fairies
    - Pred Rebirth: Predators you've killed on a previous Screen will show up again when you return to that Screen
    - Invis. Player: makes your sprite invisible, making the game harder to play
    - Invis. Pred: makes Predators invisible, simulating random encounters
    - Pause Music: music will stop playing on the Pause Menu
    - Screen/Treasure Autosaves: game will automatically save on each Screen or when you get a Treasure
    - Brief Dialogue: long strings of text boxes will be skipped when you talk to a character
    - Screen Timer: a timer will appear on each Screen; escape the Screen before time runs out or it's game over
    - Randomizer: lets you randomize where doors lead; the game's seasons, time of day, and weather; which Treasures you get; where you start at the beginning of the game; what your sprite is; what movements you make; and much more

    My to-do list:
    - finish work on the TBC
    - finish work on the Dungeons
  2. I hope this isn't the actually real maps, just a scratch, right?
  3. fizzly said:
    I hope this isn't the actually real maps, just a scratch, right?

    Yeah, scratches. I'm working on the maps as I work on the mechanics. Is there anything you'd like to see/have happen in the maps?
  4. Burgerland said:
    Yeah, scratches. I'm working on the maps as I work on the mechanics. Is there anything you'd like to see/have happen in the maps?
    I would like to have option to go to the stable and feed/play/brush your horse. That would be nice :)
  5. fizzly said:
    I would like to have option to go to the stable and feed/play/brush your horse. That would be nice :)

    Alright, what about survival mechanics, such as horse dying if not fed? I feel like they're in every horse game, though.
  6. Burgerland said:
    Alright, what about survival mechanics, such as horse dying if not fed? I feel like they're in every horse game, though.
    Sure, I like it!
  7. fizzly said:
    Sure, I like it!
    When/if you want anything else in the game, let me know. :)
  8. Waiting for first screenshots ;)
  9. fizzly said:
    Waiting for first screenshots ;)
    Alright, adding stable and horse care and survival stuff now, will post shots after I'm done
  10. Ok, I changed the hubworld to be more like NES Zelda (events not visible) and started on the stable:

    hub
    Map002.png
    stable
    stable.PNG
  11. Oh interesting game idea. Curious for the eventual demo. Wonder how it'll play.
  12. FleshToDust said:
    Oh interesting game idea. Curious for the eventual demo. Wonder how it'll play.
    Thank you! I've updated the hub world again to be more Zelda-esque:

    Spoiler
    Map031.png

    Hub world is like the Diddy Kong Racing hubworld in that it leads to race tracks. In Horseventure, the race tracks are hidden in caves. Also hidden around the world are items and shortcuts. Let me know if you like or dislike that idea.

    Edit: Forgot to mention! For brushing, feeding, and playing with the horse, obviously, RMMV has limits and I have artistic and financial limits, so I can't actually depict the player doing those things. But I can represent them as mini-games, for example: for feeding the horse, the player has to catch food as it falls from the sky, and depending on player's performance, the horse will either be fed or failed to be fed.
  13. Demo version 1 for Windows/Mac/Linux is out (Google Drive)

    Demo includes pre-title screen tutorial, title screen, horse selection screen, hubworld, stable, and feeding minigame. Snowball minigame and brushing minigame are also included, but not playable. Tutorial is incomplete, so here's a quick rundown of the gameplay: on screen are three meters: joy, food, and speed. The speed meter shows your speed, the joy meter affects your food meter (the more joy, the less hungry you are), and the food meter is essentially your health bar (when it empties, you're out of health and get a game over). Haystacks increase your speed, food, and joy. Feeding minigame affects your food meter (win = increase, lose = decrease). On the hubworld are predators and other animals roaming about who, when they touch you, take away a bit of your joy. Races and caves are not in the demo. Depending on what you name your horse, you can activate a cheat code. Finally, for the purpose of the demo, you already have the items that, in the official release of the game, will be scattered about the hubworld to find. These items are in the modes menu on the pause screen menu (inventory). Please tell me what you think and what you want and don't want in the game.
  14. Demo version 2 for Windows, Mac, and Linux (Google Drive)

    New features:
    * Find modes hidden around the hubworld
    * Puzzles to open new areas
    * Brushing minigame is finished
    * More cheat codes
    * Little more detailed map (I'm terrible at designing maps)
    * Quicksand slows player down

    There are more new features, too, but I don't want to spoil them!

    Features to be added:
    * Race tracks
    * Boss races
    * Championship Race (it's like Grand Prix Race, only without the hubworld so the player who doesn't like exploring can still see the story)

    If you want anything in the game or don't like something in the game, please let me know!

    Features dropped:
    * Player can change horse's interests and breed. Can't figure out how to work it into the gameplay.
    * Weather and time systems. Incompatible with the modes.
    * Snowball minigame. Modeled it after Mario Party's Snowball Summit, but the NPC isn't working right.
    * Backstory for the predators. Can't come up with anything silly.
  15. I tested it because I love horses, but there is not a lot of good horse games out there. I've encountered a few bugs:

    -The mini game where you have to eat fruit don't work. It told me I didn't eat any fruit before the game even started the I got stuck on the transition screen with the timer still running.
    -The brushing mini game works fine, but again the transition screen don't go away once the game is over.
    -Starting a new game don't reset the rocks to their initial places unless I completely close the game. Also when I first started the game I named my horse Epona. But when I started a new game and tried a different horse the name remained Epona. I don't know if it was on purpose, but it may be the reason the rocks don't reset.
    -The steps countdown don't work on the Step limit mode.
    -This is not a bug, but I don't really see the point of the game modes? Having a mode that turn the screen black makes the game unplayable, and the modes that make the screen shake or flash are just annoying. I don't see any reason someone would turn those on.

    I hope this can help you better your game! I'll give it another try once you release new updates.
  16. Zreine said:
    I tested it because I love horses, but there is not a lot of good horse games out there. I've encountered a few bugs:...

    I hope this can help you better your game! I'll give it another try once you release new updates.

    I also love horses, it's why I'm making Horseventure. Thank you for playing the demo and telling me about these bugs and what you don't like! I'm going to iron out the bugs now.

    -Starting a new game don't reset the rocks to their initial places unless I completely close the game.

    The rocks are meant to stay in the positions where you push them, a la object permanence.

    Also when I first started the game I named my horse Epona. But when I started a new game and tried a different horse the name remained Epona. I don't know if it was on purpose, but it may be the reason the rocks don't reset.

    That name not changing is a bug, I'm ironing it out.

    -The steps countdown don't work on the Step limit mode.
    -This is not a bug, but I don't really see the point of the game modes? Having a mode that turn the screen black makes the game unplayable, and the modes that make the screen shake or flash are just annoying. I don't see any reason someone would turn those on.

    The modes exist to make the game harder for players who think the game is too easy, but if they're annoying than I'll get rid of them..
    Is there anything you'd like to see in the game or want changed?
  17. Demo version 2.2

    Updates:
    - fixed transition screen bug about screen not going away after transition is complete
    - fixed feeding game bug about the results of the game appearing before the game begins
    - fixed name bug about the horses not having their correct names but the same name
    - modes no longer scattered about the hubworld to find; instead they'll be won in the race cup

    A small update, but I wanted to fix the bugs and address the modes issue.
  18. Burgerland said:
    The modes exist to make the game harder for players who think the game is too easy, but if they're annoying than I'll get rid of them..
    Is there anything you'd like to see in the game or want changed?

    It's hard to tell because the game is so early in it's development, but maybe have some kind of training system that would increase stats or grant bonuses for the races to come, could be a thing. It could also be a solution for making the game harder/easier. The more the player chose to train, the easier the game become. You could implement that by adding mini-games. If you make sure it is optional, the player could chose to not train if they want to make the game harder for them. It's just an idea like that, but if well balanced I think it could work.
  19. Zreine said:
    It's hard to tell because the game is so early in it's development, but maybe have some kind of training system that would increase stats or grant bonuses for the races to come, could be a thing. It could also be a solution for making the game harder/easier. The more the player chose to train, the easier the game become. You could implement that by adding mini-games. If you make sure it is optional, the player could chose to not train if they want to make the game harder for them. It's just an idea like that, but if well balanced I think it could work.
    So modes as the bonuses? What stats other than speed, food, and joy would you want? What minigames other than feeding game and brushing game do you want?
  20. Demo 3 for Windows, Mac, and Linux (Google Drive)

    waterfall track
    Map017.png

    Updates include:
    * Championship Race (allows you to experience the story without having to explore the hubworld) added
    * Waterfall race added (go to waterfall at top of map and examine the top of the waterfall)
    * Predators now only deplete your food meter

    In the waterfall race, the three yellow horses are able to move through solid objects to make the race more challenging, but they're not meant to move off the water (the track).

    To-do list:
    * Add boss races
    * Add regular races
    * Add predators to tracks

    I need ideas for:
    * New minigmes
    * New stats
    * Training system
    * Bonuses

    Thank you for playing the demo and telling me what you think of it and what you want in the game! :)