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General and Everything Else => The Games and other Sierra Adventure stuff => Topic started by: Doan Sephim on September 03, 2019, 12:55:13 PM

Title: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on September 03, 2019, 12:55:13 PM
(https://i.imgur.com/oUJKZ0j.gif)
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:

(https://i.imgur.com/gKRA6zj.jpg) (https://i.imgur.com/eaZAfKn.jpg)

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):

(https://i.imgur.com/GM9ytTr.jpg)

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.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: gumby 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.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Collector on September 03, 2019, 08:56:38 PM
Why not also move onto SCI1.1 for it?
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim 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.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: MusicallyInspired on September 04, 2019, 09:24:49 AM
Nice!!
Title: Re: Betrayed Alliance 2 Development Journal
Post by: EricOakford 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.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim 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?
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Kawa 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.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: EricOakford 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 (https://github.com/EricOakford/SCI01-Template). 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.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on September 17, 2019, 08:26:11 AM
No, you just need to download the template here (https://github.com/EricOakford/SCI01-Template). 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.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: MusicallyInspired 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.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on March 20, 2020, 03:10:25 PM
(https://i.imgur.com/wEpJivR.jpg)

Just a quick update:
Progress is being made, albeit very slowly on the follow up (still at about 1% completion rate). I'm split between working on this and finishing the Patch for the first part (which is now almost finished)
I'm still very much in the notebook phase for BA2. But major story points are down. Some puzzle elements and possible features include:
- Cloak of invisibility
- Telepathic Pig
- Cursed Frying Pan
- Your suggestions!
- Traditional Battle Screen
- Have them fight each other
- Have a giant smash them
- Trap them in an area and burn it (gruesome!)
- Your suggestions!

Here's the current mock-up of the forest monster (subject to change...I think I'll make his rags/clothing gray)
(https://i.imgur.com/LKZGHdo.jpg)(https://i.imgur.com/bTz4Nfx.png)

While a lot is being planned in the notebook phase, I'm still working on some rooms:
Here's a broken-down bell tower in the forest and cliff overlooking the river separating the North are and South (only the North was playable in the first part)

(https://i.imgur.com/B9Y6mpk.jpg) (https://i.imgur.com/OzXIssp.jpg)

Feel free to drop some of your thoughts. I'm very open to ideas and puzzle considerations. With only the story aspect generally firmly in place, there's a lot of space for me to go in different directions, but I'm already excited to execute on the ideas I have already.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: MusicallyInspired on March 22, 2020, 10:54:21 PM
Nice. If you want my suggestion, I say keep the forest monster's clothes red. Really pops out more, and for EGA it can resemble a number of different colours. Almost looks like it could be brown for instance.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on March 23, 2020, 10:14:17 AM
Nice. If you want my suggestion, I say keep the forest monster's clothes red. Really pops out more, and for EGA it can resemble a number of different colours. Almost looks like it could be brown for instance.
(https://i.imgur.com/bTz4Nfx.png)(https://i.imgur.com/LKZGHdo.jpg)
What do you think? I'm liking the gray better and I have a couple reasons for it
1. These are gargoyle-like monsters that can turn into and out of stone, and gray tends to work better for that idea.
2. They're supposed to be dead/undead monsters and I think being drained of color (even clothing sells that more)

But you are right about it popping out more...maybe I could use different color clothings...
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on March 23, 2020, 10:09:28 PM
"End of the World Party"

Idea: On eve of nation going to war, a wealthy person hosts a nihilistic party involving a "death game"
The 9(?) guests are each given a random hidden card.

Each card has a task:
King of Hearts - Find the declare Queen of Hearts (both win)
Queen of Hearts - Find the declare  King of Hearts (both win)
Ace of Spades - No winning goal
Jack of Spades - Find and declare the Ace of Spades (Ace dies)
Queen of Spades - Find and declare the Jack of Spades (Jack dies.)
Queen of Diamonds - Steal King of Diamond's Card
King of Diamonds - Find the Queen of Hearts (Queen dies)
Queen of Clubs - Find the King of Hearts (Queen dies)
Joker - Knowledge of All Cards, wins if false declaration is made.

Anyone may make declaration at any time. If makes wrong declaration, dies.

Not exactly sure how this will all looks and or play, but I wanted to have a murder mystery part of the game, and it evolved from crime scene investigation to crime scene participation. I'm curious about any ideas, potential problems, and gameplay considerations (like reshuffling after so much time)
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on June 21, 2020, 04:31:44 PM
(https://i.imgur.com/OkoOtMq.jpg)(https://i.imgur.com/3tfDAoL.jpg) (https://i.imgur.com/xIQFhBL.jpg)(https://i.imgur.com/Q89vBue.jpg)

Small update today.

Working quite a bit on artwork these days. Trying to flesh out the forest area.

Title: Re: Betrayed Alliance 2 Development Journal
Post by: MusicallyInspired on June 25, 2020, 11:32:25 PM
Beautiful screens!
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on June 26, 2020, 09:31:00 AM
Beautiful screens!
Thanks, only about 65 more to go  :D  :o
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on September 03, 2020, 10:00:20 PM
A whole year! Today, one year ago, I posted that I'm working on BA2.

Just wanted to let you know, I'm still working. Little by little, every day. The current goals have changed a little bit. When I first posted, the idea was to complete both Books 2 and 3, but after working a while, I realized the workflow works better if I complete the book 2 before working on book 3.

I also am looking to finish sometime in 2022.

I've put up a One-Year-Retrospective/DevLog (https://rjslattery.com/2020/09/03/betrayed-alliance-1-year-devlog/) on my website if you want to check it out.

I also update and share info/pics on my twitter account (https://twitter.com/slattstudio).
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on December 09, 2020, 10:29:18 AM
End of 2020 Update:
Here's some screenshots and artwork pieces:
(https://i.imgur.com/7LW9JJI.jpg)(https://i.imgur.com/1MX1TtV.jpg)
(https://i.imgur.com/3Bc1Gt9.jpg)(https://i.imgur.com/vQwK023.jpg)
(https://i.imgur.com/cW9INPQ.jpg)(https://i.imgur.com/mneNfND.jpg)

I've completed the Sprites of the "main" characters in the game:
(https://i.imgur.com/nFqI2f4.gif)

The story and gameplay elements are also coming along nicely, but are still mainly in the "Notebook" phase of development. This game is still far more a "project" than a game yet, and there are exactly ZERO puzzles implemented in the game so far. Best you can do is walk around and interact with a little bit.

For instance, there will be a mechanic that allows you to peer ahead to different rooms to check on the placement of enemies, etc:

(https://i.imgur.com/Ie3OI1l.gif)

I've also begun working on some music. I've had some brief conversations with someone who might be willing to lend his talent to this project, but for now, here are a few tunes. (https://soundcloud.com/slattstudio)

Hope everyone has a happy Holiday Seasons.

Feel free to leave comments and/or questions - critiques are welcome also.
Title: Re: Betrayed Alliance 2 Development Journal
Post by: OmerMor on December 09, 2020, 02:24:28 PM
That's beautiful! Both the artwork and the music!
Title: Re: Betrayed Alliance 2 Development Journal
Post by: MusicallyInspired on December 09, 2020, 06:03:06 PM
It's all indeed so lovely! Great job!
Title: Re: Betrayed Alliance 2 Development Journal
Post by: gumby on December 09, 2020, 07:30:00 PM
Looks great, nice work!
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on December 09, 2020, 09:22:52 PM
That's beautiful! Both the artwork and the music!
Thanks, OmerMor! Especially for taking the time to listen to the songs. For me, it's always nice to have different types of things to work on. After drawing pics gets a bit tedious, I can move on to music or views.
It's all indeed so lovely! Great job!
Thank you, Music! A bit of positive feedback is always welcome for my own motivation!
Looks great, nice work!
Thanks for commenting Gumby! I'm always thankful you were there to help me out when I was finishing up the last one (some 7 years ago  :o) Crazy to think it was that long ago!
Title: Re: Betrayed Alliance 2 Development Journal
Post by: Doan Sephim on May 14, 2021, 08:47:59 AM
Been half a year, so what's new?

Working mainly on asset creation and story/puzzle plotting. On that front, I've produced somewhere near 60 or so backgrounds. For a project that was just supposed to be 1/3 of total game, this one is shaping up to be more of a full-length experience than I had anticipated at the outset, but I think that's great because it means I keep having more story and puzzle ideas to flesh out (and a bigger forest to explore). For comparison, Betrayed Alliance Book 1 had 56 Backgrounds, and I feel like I'm nowhere near finished making backgrounds. I would estimate maybe 100 or so would be the final amount for Book 2 (which is in the ballpark of some of the Sierra Originals).

I've also been working on character animations for the main two playable characters. Death screen animations and pictures were a focus earlier this year.

(https://ryanjslattery.files.wordpress.com/2021/03/bear.jpg)

I will admit that work on the game has diminished to about 50% of my usual work in the last couple of months as I've been focusing on my health. I'm generally healthy, but have high blood pressure and have been working to get my weight down so that my blood pressure will reduce as well. So I've been working out more in my "free time" which has cut into my ability to work on the game. But I'm already at the halfway point for my weight goal having lost 18 lbs, so I'm looking forward to not having to focus so much energy on that and can get back to full creative capacity!

Here's some of my newer screens:

(https://ryanjslattery.files.wordpress.com/2021/05/washing-pond.jpg)(https://ryanjslattery.files.wordpress.com/2021/05/crumbled-wall.jpg)
(https://ryanjslattery.files.wordpress.com/2021/05/stump.jpg)(https://ryanjslattery.files.wordpress.com/2021/05/statuebrother.jpg)
(https://ryanjslattery.files.wordpress.com/2021/05/rock-building.jpg)(https://ryanjslattery.files.wordpress.com/2021/05/mud-surfing-hill2.jpg)
(https://ryanjslattery.files.wordpress.com/2021/05/268.jpg)(https://ryanjslattery.files.wordpress.com/2021/05/another-tree.jpg)
Title: Re: Betrayed Alliance 2 Development Journal
Post by: gumby on May 14, 2021, 09:18:07 AM
Looks great, your project is progressing well!