Legend of Erthia: Armageddon (Reborn)

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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legendoferthia
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Unread postby legendoferthia » 03 Apr 2011, 23:32

@unknownone
Thank you.

@MMXAlamar
Surprisingly, I never even thought about making one for LOE, but now that you mentioned it, I think I probably will.

EDIT:
I have created the LOE facebook page, I will add more content to it in the coming days.

http://www.facebook.com/pages/The-Legen ... 6367110054
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
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MMXAlamar
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Unread postby MMXAlamar » 04 Apr 2011, 00:20

Nice page! I will network with you so people who check out Might & Magic 10 will see your page too.

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legendoferthia
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Unread postby legendoferthia » 04 Apr 2011, 00:33

Thanks, I will add some more content in the next few days. I ave also networked your facebook page as well
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
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Unread postby MMXAlamar » 04 Apr 2011, 01:51

It's a little slow at first, but I made that page back in January. So that's roughly 40 likes per month for us.

One thing that will help you is holding back some of the material you have until you've built up a fanbase. If you post it all right away, there will be no updates to post in the future, and it will be harder to maintain the interest of your fans.

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Unread postby Lord13 » 04 Apr 2011, 16:21

Great news savatara, adding mouse pointer will make gameplay
smoother for sure, I know is hard to add it without problems at
rpgmaker engine, so thanks for your hard work, your dedication
at this project is something really great :)
Every man dies...
Every beast dies...
Only heroes live forever!

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Unread postby legendoferthia » 05 Apr 2011, 08:13

Thanks for the feedback,

The mouse is going to be very challenging, but it is also going to be the lowest priority right now. I am really working on the story so I can get at least a demo out.
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
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Unread postby legendoferthia » 07 Apr 2011, 19:14

Yesterday, I have done another major update. Random encounters are now a thing of the past, for enemies are now visible on the map. You will be able to explore a little more efficiently and are able to clear the enemies right off the map just like in Might and Magic. Enemies will also chase you, so it won't be so easy to get away from the. Enemy respawns will happen after a year in game time.

EDIT:
Here is the new video with the enemies visible on the map.

http://www.youtube.com/watch?v=hkFVq-byNdg
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manoose47
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Awesomeness

Unread postby manoose47 » 14 Apr 2011, 15:22

:-D really impressive, amazing stuff. this is the first time i've heard of this project and it looks really spectacular, I just had some queries, you probably get this a lot but:

1. Is there currently or is there any plans to implement an option for combat in real time, like in might and magic VI?

2. and... are there any plans to add a necromancer/lich character class?


Sorry if these questions have been asked a million times already, like i said this is the first ive heard of this project.

thanks, and Keep up the good work

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Unread postby Stryfer » 16 Apr 2011, 19:03

Your progress is very promising. The project looks like it's really coming together and I can't wait to try it out.
What I really enjoyed hearing was your emphasis on the amount of secrets! That was always my favorite part of MM games.

Non-project related:
Would it be out of line to ask which plugins you use to achieve some of those systems in RPGmaker? I may wish to implement some of those systems in a game I'm making (not MM related). However, I've seen various plugins for the same systems and I don't want to get stuck with imperfect ones. What you use seems to be working great though.

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Unread postby legendoferthia » 17 Apr 2011, 02:16

Thanks,

I am using a 3d script which has been heavily modified to suit my game. I had to optimize the script in order to allow virtually unlimited events can be placed on the map without lag. Here is a download of the original script that I have translated. It won't be the same as the one that has been edited for my game, but it will allow you to get the 3d view.

http://www.save-tara.com/downloads/3D%20Dungeon.rar

I am using a couple basic scripts that have been heavily modified to work with my game, but a lot of what you see to bring LOE to feel like MM, was created by myself throughout the last few years.

Some of my scripts include: the battle mechanics, skills, parameters, random treasure and much more.

Rpg maker VX comes with about 4 default character parameters. In LOE I have implemented over 100 different character parameters, and this is not including all of the extra parameters I have added for enemies, spells, equipment, etc.
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
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Unread postby Stryfer » 21 Apr 2011, 14:51

Wow 8| That's quite an amount of work... In that case, congrats on making such quick progress! :D

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Unread postby legendoferthia » 22 Apr 2011, 06:18

@Stryfer
Thanks

Well, LOE is progressing much faster now since I have dedicated much more time to it. I have completed much more work since my last update here. I have almost all maps populated with the non-random encounter enemies, I have added a new region to the game, Ancient Isles (As according to the map of LOE.). The final city, Castleguard is completed. That brings the total cities in Erthia to 5. In addition, I have added expert, master, and grandmaster to the skills and placed all of the expert and master trainers in the world. The grandmaster trainers will be more of a challenge to find... :) secrets secrets secrets.. :). The mouse script is still in the alpha stage, it may be a while before I get it working properly.
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
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Unread postby overall » 23 Apr 2011, 18:25

Looks interesting hmmm... kind of remind me The Cathedral has some dramatic end ;) good luck to your project too :)

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Unread postby legendoferthia » 24 Apr 2011, 07:24

Thanks Overall. The cathedral had some nice scenery.

Well, I spent the last hour beta testing the first area, and I personally get the feeling of Might and Magic VI (Skill system, grid inventory, etc...) crossed with Might and Magic III (exploration). Having enemies on the map really made a whole lot of a difference as compared to the random encounters by step.

I have removed all of the oblivion screenshots for interior placeholders. Right now houses will be interactive on the map until I figure out how to get some interior pictures. I am not much of a graphic artist :(.

I fixed an important bug today. If you used a healing spell on a character and decided to cancel and use an offensive spell on an enemy, you would deal damage to the ally you were going to heal. The problem has been resolved
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
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Unread postby Lord13 » 24 Apr 2011, 17:21

savetara wrote: I have removed all of the oblivion screenshots for interior placeholders. Right now houses will be interactive on the map until I figure out how to get some interior pictures. I am not much of a graphic artist :(.
For this you have 2 choices, seek out an artist that can help you create
some nice interiors screens for your game or use interiors from
MnM 6-8 (will create a more MnM feeling and if we speak for a
non marketing project would be no problem with the law...i guess)

Thx for the updates btw again, great work and dedication!
Every man dies...
Every beast dies...
Only heroes live forever!

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Unread postby legendoferthia » 05 May 2011, 21:25

I have been playing Might and Magic 7 for the last few days and have gained some new ideas. I think I am going to add a couple new classes like the Thief, monk, and barbarian. As it currently stands, the skill system is most like Might and Magic 6. I am going to make it more like mm7 where it more specific to each class for a better rpg experience.

EDIT:
I have added 4 new classes:
- Barbarian/Barbarian Chief/Warlord
- Thief/Scout/Spy
- Hunter/Ranger/Ranger Lord
- Monk/Initiate/Master
Last edited by legendoferthia on 06 May 2011, 13:51, edited 1 time in total.
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Unread postby vladimir-maestro » 06 May 2011, 11:12

savetara wrote:I have been playing Might and Magic 7 for the last few
/Spie
i guess it was misprinting but should be "spy"
You can contact me here:
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vladud @ yandex.ru - preferred one
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if you wish to upload some materials for this site - let me know.

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Unread postby legendoferthia » 06 May 2011, 13:51

Woops lol, yes it was meant to be spy. I guess I was thinking of spies lol!
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
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Unread postby legendoferthia » 08 May 2011, 00:50

I just wanted to recap all of the important updates within the last couple of months.

Please retake character class poll again to reflect on the changes!
http://www.legendoferthia.com/

- Visible and mobile enemies placed on the map (no more random encounters)
- Added the charge based battle system (turns are determined by speed)
- Basic, Expert, Master, and Grandmaster skills
- Placed expert and master instructors for skills across the world
- Placed many more special location on the map (fountains, parameter trainers, etc...)
- Added the barbarian, hunter, thief, and monk to the character classes
- Added the unarmed skill to the game
- Created the new city Castleguard
- Created two outdoor areas (Frozen Highlands and Ancient Isles)
- Enhanced the treasure and enchantment system (More variety and unique treasures to be found)
- Implemented the advanced save game system (shows location and screenshot)
- Added monster sounds

Some may ask, "Why add the barbarian class when there is already a knight class." Since I have added the expert, master, and grandmaster skill system, it has left more options for class designing. The main difference between the knight and barbarian class is that barbarians will have much more health and will be much more stronger, and even GM some weapon skills, but there lack of armor skill cannot compare to the knight or paladin.
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
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Unread postby vladimir-maestro » 10 May 2011, 04:25

savetara wrote:Woops lol, yes it was meant to be spy. I guess I was thinking of spies lol!
yes, i've hated this "unusual" rules too...elF -> elVes, staFF -> staVes, spY -> spIEs :D i like to write it wrong too :proud:
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
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Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.


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