Author Topic: Betrayed Alliance 2 Development Journal  (Read 262 times)

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Offline Doan Sephim

Betrayed Alliance 2 Development Journal
« on: September 03, 2019, 12:55:13 PM »
Disclaimer:
This game is not done, or even nearly done; It's closer to 1% complete at this time. There is no timeline to completion or guarantee thereof.

Development Backstory:
Six years ago was the release of the first part of Betrayed Alliance. While ending on a cliffhanger, I never thought I'd work on it again. I just wanted to release something that would justify all the time I had put into it. Six months after release, I put together a walkthrough and noticed some bugs and issues and filed them away. Two years or so later, I patched the game and had more than a few people playing the game and asking if I'd work on it again. The answer was always, “No.”
But that's when I started getting ideas. Every once in a while, I'd pick it up and work on something. The bug would bite me, and not an irritating programming one, but the creative one that pushed me with motivation.
On and off, I am working on the sequel.

Some Artwork:
After seeing how excellent the artwork was in the fan-made SCI-like project "The Crimson Diamond" I spent some time looking more carefully at some of the artwork from the old SCI games to get a better grasp on how to make my artwork better. One big thing I walked away with was I almost never used the color Black but it was heavily used in a lot of the old games. I doubt I'll be able to reach the level of the old games or the excellent work seen in the Crimson Diamond, but I think I've made some progress.
The Forest are that our heroes escape to at the end of Book 1:



Aside from the forest, I have to fill in much of the lower half the game's map (Only the top half was created/utilized for the first game):



The Southern Castle (Nothing to show of this area yet)

Getting to reuse areas from the 1st game feels great as I won’t have to recreate those resources (although slight alterations will probably take place)

Expectations:
I'm just posting this as a place to post artwork, ideas, and milestones.

I'm open to all forms of criticism.
« Last Edit: September 03, 2019, 12:59:46 PM by Doan Sephim »


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Offline gumby

Re: Betrayed Alliance 2 Development Journal
« Reply #1 on: September 03, 2019, 08:18:30 PM »
One criticism, looks like the water wheel isn't aligned properly with the building (top looks tilted inward toward the building). 

Glad to hear you are moving towards a Book 2.
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Offline Collector

Re: Betrayed Alliance 2 Development Journal
« Reply #2 on: September 03, 2019, 08:56:38 PM »
Why not also move onto SCI1.1 for it?
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Offline Doan Sephim

Re: Betrayed Alliance 2 Development Journal
« Reply #3 on: September 03, 2019, 11:16:40 PM »
One criticism, looks like the water wheel isn't aligned properly with the building (top looks tilted inward toward the building).
Good catch. That will be a tough one to fix, but I think you are correct. Doing perspective on a prop can be tough sometimes.
Why not also move onto SCI1.1 for it?
My primary reason is just that those were my favorites of the Sierra games. I always liked the parser and I enjoy the limited palate.

Secondary reasons would be that I will get to reuse a ton of resources from the previous game and that I'm already very familiar with the tools.

Offline MusicallyInspired

Re: Betrayed Alliance 2 Development Journal
« Reply #4 on: September 04, 2019, 09:24:49 AM »
Nice!!
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Offline EricOakford

Re: Betrayed Alliance 2 Development Journal
« Reply #5 on: September 10, 2019, 09:27:29 PM »
Why not also move onto SCI1.1 for it?
My primary reason is just that those were my favorites of the Sierra games. I always liked the parser and I enjoy the limited palate.

Secondary reasons would be that I will get to reuse a ton of resources from the previous game and that I'm already very familiar with the tools.

An idea could be to move to SCI0.1 (which is what QFG2 uses). It fully supports SCI0 views and pics, but sounds will need to be upgraded to the SCI1 format. It also manages memory much more efficiently - between my SCI0 and SCI01 templates, SCI0 has 20618 bytes of free heap space in the test room, while SCI01 has 29456 bytes of free heap - nearly a 9000 byte difference!
SCI01 also has the doVerb method, which can be mapped to parser commands, as used in KQ1SCI and QFG2, as well as support for polygon-based paths.

Just an idea if it turns out heap space will be a problem.
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1

Offline Doan Sephim

Re: Betrayed Alliance 2 Development Journal
« Reply #6 on: September 16, 2019, 10:03:04 AM »
An idea could be to move to SCI0.1 (which is what QFG2 uses).
This is an interesting idea, and I have to say the addtional heap and path functions are of interest to me. I wonder how cumbersome the transcription of my project to that would be?

In fact, I don't really know how to do that at all, as the options when creating a game with Companion is SCI0 or SCI1.1.

Am I missing something?

Online Kawa

Re: Betrayed Alliance 2 Development Journal
« Reply #7 on: September 16, 2019, 04:42:02 PM »
In fact, I don't really know how to do that at all, as the options when creating a game with Companion is SCI0 or SCI1.1.
You put the SCI01 template in the TemplateGame folder and it'll be there in the New Game dialog.

Offline EricOakford

Re: Betrayed Alliance 2 Development Journal
« Reply #8 on: September 16, 2019, 08:40:58 PM »
An idea could be to move to SCI0.1 (which is what QFG2 uses).
This is an interesting idea, and I have to say the addtional heap and path functions are of interest to me. I wonder how cumbersome the transcription of my project to that would be?

In fact, I don't really know how to do that at all, as the options when creating a game with Companion is SCI0 or SCI1.1.

Am I missing something?

No, you just need to download the template here. As Kawa said, you can then put it in the TemplateGame folder, and it'll be there in the New Game dialog.

Quote
I wonder how cumbersome the transcription of my project to that would be?

You'd have to change from Studio to Sierra script. I designed my templates to be as close to the original Sierra source as possible.
Also, keep in mind that the 900 script range and script 255 are specifically intended for system scripts, which should not be edited (except for the Menu script). If you need to make custom properties for things like the inventory or ego, you should instead create subclasses and instances in the game-specific scripts.
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1

Offline Doan Sephim

Re: Betrayed Alliance 2 Development Journal
« Reply #9 on: September 17, 2019, 08:26:11 AM »
No, you just need to download the template here. As Kawa said, you can then put it in the TemplateGame folder, and it'll be there in the New Game dialog.
Done! Thanks.
You'd have to change from Studio to Sierra script. I designed my templates to be as close to the original Sierra source as possible.
Also, keep in mind that the 900 script range and script 255 are specifically intended for system scripts, which should not be edited (except for the Menu script). If you need to make custom properties for things like the inventory or ego, you should instead create subclasses and instances in the game-specific scripts.
Luckily, I recently converted everything from Studio to Sierra Script, so that won't be a problem. It'll take me some time to tinker around a bit, and hopefully I'll be able to get back to you on the conversion progress.

Offline MusicallyInspired

Re: Betrayed Alliance 2 Development Journal
« Reply #10 on: September 17, 2019, 11:27:08 AM »
I think I'm going to move KQ2SCI to SCI01 myself! I guess I forgot or it didn't really click that it was in a ready state.
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