The Daily Click ::. Projects ::. Ye Olde Knights Of Yore (YOKOY)
 

Project: Ye Olde Knights Of Yore (YOKOY)
Project Started: 4th April, 2009 Last Update: 26th September, 2017
Project Owner: Asholay Project Members: Asholay
Project Type: Action RPG Project Progress:

Update: Progress Report
Posted 29th Jun 09, by Asholay  
Screenshots from the massive Game Bible, which covers every aspect of the game.

The Screenshots to the left are from:

1) Quest Data
2) Quest Tree
3) Enemy List/Data
4) Item List/Data
5) Character Info
[v4.2]

Two New Updates:

6) Centre Yore map breakdown
7) Character Development Details (exp, stat and skill tree points)
[v5.9]

I've kept the pictures small to avoid revealing too much of the actual game-play - but it should give you an idea of the scale of this game; suffice to say 7 years of on/off planning has gone into this, and I'm now keen to push this out.

Ciao for now
Preview

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Posted by Dr. James MD 29th June, 2009

Oh very nice. Always love a project with effort.
 
Posted by Jason Orme 29th June, 2009

Brilliant stuff
 
Posted by BeamSplashX 29th June, 2009

All that excitement from the days of the last deathmatch release is creeping back into me... it's hard to believe so many years have passed!
 
Posted by Asholay 30th June, 2009

Cheers chaps. BeamSpashX, nice to hear of someone who remembers the original DM version - I think it might just be the older peeps who have been around since I released that!!

It has indeed been a while - but with that comes experience, design and hopefully a great finished product.
 
Posted by ILIKESCIFI Games 3rd December, 2009

That is pretty impressive. How many pages is it? I wish i would someone do the same for my game
 
Posted by Asholay 4th December, 2009

It's now about 50 tabs, some are one pagers, some are 15 pages long and it covers absolutely everything in the game, although there's more to come.

With regard to level design, I've done the entire world & area outlay, including demographics (i.e. how rich an area will be, what kind of enemies etc) - but each level needs the details completing such as where fixed secrets will be, price boundaries for shops & items, etc.

The main reason is to get the game balance just right being an RPG. It's far easier to set everything up from the start, rather than to try to keep implementing ideas on the fly!

Doing a game-plan like this helps cement your idea as well - helps keep yourself within your own parameters - I don't think anyone could ever do it for you though, as only you know your vision...
 


 



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