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Sequence

Last post 8/17/2009 11:10 AM by TCT. 5 replies.
  • 8/7/2009 6:34 AM

    Sequence

    Well, I've been workin' on this one for fifteen months, and I submitted approximately 23 minutes before the deadline. Amazing how so many new problems can pop up only hours before the due date, isn't it? = D

    As usual, the trailer does not do a good job of explaining what the hell is going on. Sequence is a hybrid of a rhythm title and an RPG, by which there are three separate streams of notes, each corresponding to one of offense, defense, and mana regeneration. It gets pretty chaotic. There's an in-depth item synthesis system, fantastic art, and a script written by myself and several professional Hollywood screenwriters. It's quite ambitious, but the game is probably 60-70% complete at this point. I'm gunning for an early 2010 release date.

    Trailer: Sequence Dream Build Play '09 HD Trailer
  • 8/12/2009 8:44 AM In reply to

    Re: Sequence

    If I hadn't seen a game already that combines the "puzzle bobble" style with rpg elements like spells I would hardly believe that the principle really "works". But in fact I have seen one (don't remember the name though) and know better: I believe the game concept could really be fun.

    I've got one question concerning the gameplay shown in the trailer:
    There are those three "subscreens" and the selected one (that is in the center) switches from time to time.
    Is this done by the game or by the player?

    Regards, Gooni.
  • 8/13/2009 8:44 AM In reply to

    Re: Sequence

    Puzzle Quest, right? PQ had a significant influence on my game, though the core elements differ greatly: PQ uses puzzle mechanics in battle, and mine uses rhythm mechanics.

    To answer your question (and give a quick summary of battle): each player, in tried-and-true RPG fashion, has Hit Points (shown at the bottom of the screen on either side). If your hit points hit zero, you lose, of course.

    Each of the three subscreens represents a different part of battle. The red one is where the enemy attacks you; if you fail to hit these notes, you'll take damage. The glowing gems hurt you even more. If you hit them, though, no damage is taken. The green one is where you can cast spells, doing damage to your opponent, or setting up a barrier, or healing yourself, or various other effects. Casting a spell introduces a series of notes into this subscreen; you must hit ALL of them for the spell to take effect. Finally, the blue one is simply for regaining MP to cast spells.

    Switching from subscreen to subscreen is indeed controlled by the player, using the L and R triggers. The game becomes not only about being able to hit those quick patterns of notes, but also strategically switching from subscreen to subscreen when necessary. All three need to be effectively used to defeat the opponent.

    The game is rather complex; I'd arrogantly hazard to say it's the most difficult to understand of any of the DBP entries. Compounding the problem is the fact that it's a new style of game with no precedent or forebear, and consequently, it's almost impossible to get a handle on what's going on from the trailer. I wanted to spend time and make an easier-to-understand video, but I was hitting bug after bug after bug, and...sigh. Well, I'll do my best to hype it up come closer to release. = D And worry not, I have a deep (and optional!) tutorial system in place to ease the player in.

    Thanks for the feedback! I was sad when no one responded. = (
  • 8/13/2009 9:04 AM In reply to

    Re: Sequence

    Ah yes :) It was Puzzle Quest, I just looked up some screenshots. I never played that game myself but only saw someone playing it, that's why I didn't remember the name.

    From what you say, I think the game could be really cool. I am an old school RPG fan ever since the SSI golden box games on my c64.
    (I got "The Curse of the Azure Bonds" from my dear uncle when I was sth. like 8 years old. I simply wasn't able to play the game because I hadn't yet learned one english word althought I tried over and over. Then at the age of ~11 I played it with a dicitionary in my hands. That was really a great time!!)

    So all the stuff about mana, health, attacking, defending and hitpoints sounds very familiar and your short explanation gives me a good idea about the game. (Which might be an indication that the game is not too complex to understand it after all.)

    I think the ideal name for an RPG where you have to play notes would be "The Bard's Tale" ;)

    Did you yourself try and play it with the Guitar Hero or Rock Band controller? Are you a hobby musician?
  • 8/13/2009 9:25 AM In reply to

    Re: Sequence

    (laugh) You know, that's not bad! The game's story involves genetics, however, so I thought "Sequence" would be a clever double entendre.

    The game will indeed support the Guitar Hero controller, though I personally don't think it works quite as well as a standard controller. And I am a hobby musician as well, one of the reasons why I decided to make such a game. = D

    Anyway, I'm glad you understood! Makes me feel a little better. = D
  • 8/17/2009 11:10 AM In reply to
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    Re: Sequence

    WOW this title went trough some major polishing since I saw it last year under a different name! Can't wait to try it!
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