Posted on 09/30/09 @ 09:15 AM (updated 10/02/09
All That Glitters
|The Conquerors 1.0c
|Number of scenarios:
Several centuries ago storms lashed the bay, the feeble rays from the lighthouse lost in the gloom and rain, a ship laden with gold and other treasures floundered on waves higher than cliffs, the mast snapped and with a great crash the hull was ripped open on a cruel rock... the ship and all its crew sank to a watery grave in Davy Jones' Locker. Many years later, two brave men intend to dive to the very bottom of Fool's Cove and retrieve the vast wealth that lies beneath.
Bernard and his companion are two luckless treasure-seekers, and in this campaign you can follow two of their adventures. The first (story above) is a remake of The Treasure of Fool's Cove, the second is a new scenario that relates the story of The Gold of Jackal's Valley.
These two scenarios are not packed with action and fighting (although there is some), but have the emphasis on story, humour and creativity. They are also partly intended to showcase ideas I've had that don't fit well into other projects (underwater scenes, a prison escape). If you're looking for something fresh, this might be for you.
All comments are welcome, and a review would especially be appreciated.
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Amazing. I never played the first one but the remake is amazing! Funny as hell and brilliant ideas. The second scenario I died when going north.
Posted on 10/02/09 @ 08:59 AM
Glad you liked it so far.
Posted on 10/02/09 @ 10:24 AM
As an extra hint, the oasis you're looking for is not necessarily precisely due north of where you start. This is because I wanted to try out a "lost in the desert" feeling. Try looking around a bit more, and use the marco polo cheats if you're really stuck. Apart from that, as long as you run away from attackers and don't fight them, you should be okay.
OK, I will. Thanks.
Posted on 10/02/09 @ 01:27 PM
What tools did you use to create this campaign?
Especially for the dialogues? Is there a special trigger program?
I just used the normal editor you get with AoK. There's nothing special about the dialogues either, but if you have any specific questions on how to do something, try asking here:
Posted on 10/02/09 @ 02:14 PM
I just played scenario one, and after comparing it to your original version, this is an immense improvement. The design not only feels better but the characters appear a little more interactive with the audience than last time. Good work here.
Posted on 10/05/09 @ 07:37 PM
Now to go onto the next scenario...
EDIT: After a bit of a lull, I've just finished the second scenario. Quite fun and creative, though a tad short - although it goes along with the cut-scene-style game play you wanted. I hope to see more from our two unlucky friends. :-)
[Edited on 10/07/09 @ 11:37 PM]
I am playing the first scenario, it's good so far, with respect to it being a cutscene-like exploring map.
Posted on 10/07/09 @ 10:43 AM
I'm now in the water and searching for the shipwreck. I found some "cave openings?", it seems to do nothing and prior to finding it, I believe a gaia bridge was converted to my side and back.
I went south(right of the shipwreck, near the cliff gap) and a sound of some kind popped up and then it crashed. The sound was either a dialogue or a converting sound.
EDIT: I completed it. I found the axe by moving the diver to every square possible. You should have made it a bit more obvious?
Also, a bit inconsistent how you don't require oxygen inside the boat.
EDIT: The second scenario with the searching for the oasis in the desert, I marcopolo'd it. I'm stuck in the prison now. I got the axe and chopped the tree. Lost from here.
[Edited on 10/07/09 @ 11:17 AM]
Posted on 10/24/09 @ 12:13 PM
An oxygen counter in the shipwreck would be pointless, as that part is totally unsuited to a time limit. You find the axe by entering a specific room, and there's only a handful.
For the prison escape, read the hints. There's a specific mention that should help you out.
Julius, I know about the wall, I can't break the stone because I can't get the pickaxe. I got ownership of the mining camp and the guy said there's a pickaxe there.
Posted on 10/30/09 @ 02:40 PM
I was very impressed the originality of your "underwater" concept and how well it came across, and your innovations such as the Bottom Feeding Fish and Old Leaky Tub were enough to amuse without overdoing it.
Posted on 11/09/09 @ 02:07 PM
The part inside the ship is short and simple, but well-made.
The story is brilliant...funny, a mix of classical and unconventional that keeps you guessing, although the name "Fool's Cove" did give away the plot to some extent.
I liked the oxygen limit as well, and the seafloor and ruins looked pretty good, although I wish the seafloor plants were named appropriately.
No complaints to speak of concerning this scenario...except...I wish it were longer, I want more! (Sequel? And if so, include Bernard as a playable character for parts?)
[Edited on 11/09/09 @ 10:16 PM]
Still waiting on what to do... I'm surprised how MB won it and didn't help me out... It's like not holding the door for an elder that's right behind you.
Posted on 12/08/09 @ 08:47 PM
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