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Watchtower Zeta An AFS Game ["We're sorry! =("]

#1 User is offline   asgromo 

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Posted 14 February 2005 - 11:03 PM

Watchtower Zeta is thirty complete boards in. Its likely size will be three worlds (called, of course, "discs" out of my incessant fanboyism) of forty to fifty boards a piece, just because I think it looks cooler that way. Also, in terms of "coolness", this game needs all the help it can get. At my current rate of completion, I could expect to finish it anytime from this coming Summer (highly unlikely) to never (more than possible).

The graphics suck, so you don't need (or want) screenshots. If you whine enough I'll give them to you anyway. All the music is ripped from whatever, but, of course, all the credit for it that I can muster will be given. I'm recording my own sound effects because so far it's been genuinely enjoyable and some fairly convincing stuff has come out of it.

As far as planning, the first two worlds are completely planned out on paper, to the point that I can just MZX the stuff without deviating or rewriting anything. The third world is floating around my head in pieces, much the same way as at the end of "The Neverending Story." The game is a simple MZX adventure, but I'm probably throwing in a better-than-average RPG engine so I can double the play time with random battles and neato bosses. Since your party is going to be three unchanging characters the whole way through, it shouldn't be a ridiculously massive amount of work.

Since the game started as a practice effort to see what I could do by completely ad-libbing it from the start, and has gradually turned into a completely pre-planned work, it's going to look really weird- especially at the beginning. (The title I came up with by stringing together a couple of completely noncompatable words) The story gets far more serious by the middle of the first world, and the end of the first world, I think the characters and story has matured drastically (to bad the graphics have not).

As far as the plot is really concerned, it's a little more complex than most MZX games manage. It's also silly (read: irrational) as all hell. Time travel plays the greatest role, as well does the gruesome, but not always senseless, murder of characters- often cartoony, seemingly invulnerable cliches- that really don't deserve it. But that's mainly in the first world, anyway, from what I've got planned on paper. After that the main characters are subjected to endless embarrassing moments and are constantly forced to make amends for the deeds they were forced to do in making amends. I also expect the Illuminati to jump in at some point, just for the freaking hell of it, and also because I finished Deus Ex not so long ago and it poisoned my brain with botched ideas for conspiracy theories.

By the way, if anyone wants to do anything, just ask and I'll probably give you my work. (As long as you promise not to just give it away ^_^). There's my naive sense of trust in people to act like civilized human beings, again.

I suppose posting this vague and drawn-out summary will do nothing but decrease my chances of ever actually finishing the game. I have high hopes, though- thirty solid boards is by far the most work I've ever completed in an MZX project, and I started in early November. I guess we'll see how it goes. As Kuru said before I ruthlessly mocked him, let the lack of comments begin. :D
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#2 User is offline   Micah 

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Posted 14 February 2005 - 11:44 PM

Really kind of vague, but what I've managed to visualize seems pretty nice.
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#3 User is offline   asgromo 

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Posted 15 February 2005 - 12:06 AM

Yeah... That was kinda worthless. Here's a typical introduction to the plot:

Note: this is a stereotypical fantasy setting, at least at first

The main character, Paul, is a 14-16 year old boy living with his foster father near the Watchtower Zeta, a tall building that assumedly watches stuff. On the day of his graduation, Jeff, a friend of his, pushes him and two others into going off to a nearby forest to search for the fabled "DOOMSTONE." You know, because it's there. The DOOMSTONE is easily taken from its shrine by the ignorant boys. The following night, at the graduation party, Jeff and Paul meet up with a fellow student, Jennifer, who forces them to understand the implications of removing an obviously cursed artifact from its location. With the new understanding that their fate is forfeit and everyone from the church to the art collectors are after them, they are about to begin planning a course of action when the DOOMSTONE flies off of its own accord, back to its shrine, causing quite the understandable commotion in the graduation party. Upon returning to the shrine, Paul, Jeff, and Jennifer find an old man who blames them for a problem they don't understand and sends them on a quest for the BRIGHTSTONE, located in the vault of a nearby kingdom's castle. With no choice but to do what the old guy says (they can't very well just go back to the Watchtower, because they're pansies), they begin their quest, unaware of the incomprehensible amount of trouble they're getting into by playing with artifacts that literally create fate.

Sorry if that wasn't much less vague. =P At least you have an idea as to how retarded (read: silly; read: irrational) the story's going to be.
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#4 User is offline   hob nado 

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Posted 15 February 2005 - 12:19 AM

Wow, this sounds pretty enjoyable. Keep us posted plz <3

And yeah, isn't lack of comments a bitch? Pardon my French, but seriously.
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#5 User is offline   Bramble 

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Posted 15 February 2005 - 01:02 PM

Well say this looks interesting. And graphics aren't everything. Forest of Ruin. That game is cool.
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#6 User is offline   Zagooky 

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Posted 16 February 2005 - 08:44 AM

Sounds alright. I'm a big rpg fan :D
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#7 User is offline   Game master pro 

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Posted 09 March 2005 - 09:57 AM

Sounds pretty good, when do you think it'll be out?
<Goshi>I'm not human, I'm Goshi, Goshies are a more hansome and sexy race that are far more superior to normal humans... they also tend to have big ego

<burstroc> SORRY FELLAS ONE SECOND *crankcrankcrank* I'LL BE ABOUT A MINUTE OR TWO HERE

<Fighter-Phil>Your mum is so funky she is friends with revvy.
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#8 User is offline   asgromo 

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Posted 09 March 2005 - 06:55 PM

Look Game Master Pro, its right there! No, up! On the ceiling! Aw, now its behind the table. You've got to catch it, Game Master. MegaZeux games are tricky little devils!
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#9 User is offline   Zagooky 

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Posted 10 March 2005 - 09:22 AM

Heh, I hear that.
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#10 User is offline   Game master pro 

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Posted 28 March 2005 - 07:04 AM

Ooh i nearly got it.....
<Goshi>I'm not human, I'm Goshi, Goshies are a more hansome and sexy race that are far more superior to normal humans... they also tend to have big ego

<burstroc> SORRY FELLAS ONE SECOND *crankcrankcrank* I'LL BE ABOUT A MINUTE OR TWO HERE

<Fighter-Phil>Your mum is so funky she is friends with revvy.
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#11 User is offline   asgromo 

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Posted 30 March 2005 - 06:46 AM

I'm thinking of making the game even more thoroughly rip off Earthbound by making the battle engine DQ-style... This would save me a lot of pain, for sure... But would I be better off just leaving it out completely, then? I know that style of RPG battle is not a whole lot of fun...
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#12 User is offline   Koji 

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Posted 30 March 2005 - 11:39 PM

Make the rpg battle system I say.

An EarthBound battle engine like that isn't so dificult anyway
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