Myrne: The Quest

Immerse yourself in the Myrne world in this first-person RPG

Myrne 6312

A coop-topdown-shooter in SPAAAAACE !

March 14, 2013

Song of the Myrne: Better AI and enemies skills


Hello everyone !

I improved the monsters and NPC AI a little.

They move smoother and can cast spells or shoot arrows and stuff like that. The result is pretty stunning.

But see for yourselves. This mage is level 2 (but got a lot of life) and I'm a level 6 chracter according to the stats points I'm using.


Hard...

Of course this mage will not be an enemy in the final product but I'll make some ranged enemies like black mages, archers bandits, etc

The bosses will also offer a bigger and better challenge by throwing stuff at you.

I hope you enjoy the changes as much as I am ;)

March 9, 2013

Song of the Myrne: pictures of the day


Hi, two little pictures today

One from the game. It's a shop in a cave. It makes me thing about Arx Fatalis^^

Don't forget to click on it to see an image in its real size

The second one is a modification of my Blender render. I made some changes for a little contest.

I'm pretty proud of it^^



The game moves very well by the way. I'm adding actual content (levels, quests, etc).

Here's for today. Bye.

March 7, 2013

Song of the Myrne: so much things to show

Hello everyone !

As usual, sorry for the lack of content on this blog. Writing in english isn't really my favourite thing to do so I usually forget to post here when I update my french blog.

So here's some random infos.

Dialogue's editor


I made this to help me gain time when writing dialogues. I used to write them directly in javascript.


It also help a lot for the english traduction ;)

A brand new class: Archer


I started to implement this new class. It's not finished yet but will be for the next demo of the game (don't ask for a date^^).


It's of course a distance based class but it will also includes some melee attacks and I implemented dodging for him/her so it should be playable like some kind of ranger (the class includes survival skills).

If the melee combat feels "right" (balanced, nervous enough,...) I plan to add a third class based on it. Some kind of knight which will be able to block attacks with a shield.


Crafting


I added a very basic system of craft to make potions, cooking and stuff like that.

"Viande" means meat

Collecting ressources is now a set of skills that increase automatically (think Morrowind^^), they don't need skill points.

"I need a pickaxe to do that"

Art


Someone made me some artworks for the mage's skill trees. Don't hesitate to visit his blog (in english).


You can get full size pictures without the skills icons here with a picture of the mage.

Random stuff


And finally here's a picture I posted today to show what I'm currently working on.

Note that the interface changed a bit

And to conclude this post entry, here's a 3D render of the mage i made with Blender, just for fun. I'm pretty proud of it^^. I'll probably make more of it and use them in menus and stuff...


Annnd, it's done. I'll try to post here more often to avoid posting so much stuff at once ;)

Hope you liked it. See you next time.

January 14, 2013

Song of the Myrne: The skills

[Announce: There's some issues with the image hosting of the blog, the template will be back as soon as possible.]

Hello everyone !

I worked on the skills of the game and it goes pretty well for the moment and I finished a little less than half of the skills.

Players who will develop the Thunder skill tree will meet Fluffy, a psychotic bunny that will help them in their adventures.

Well, I let you discover all this in a little video.

As usual, the music is from RedSam

I forgot to show the heal skill in the video. It looks like this:


The game is really more fun with these skils and I hope you'll dicover this in the next demo (don't know when it'll get ready).

I hope you like it.

Bye :)


December 24, 2012

Song of the Myrne: Presentation and demo

Hello everyone !

Today I present you a "little" RPG I'm working on.


It's a simple fantasy ARPG with some random elements in it to offer some kind of replayability (I'm not saying it will be interesting to replay it right after you finish it but it will definitely be six months after).

It's humorous, definitely not a serious RPG and there's some dialogues options which sometimes affect the game. Again, I don't want to mislead you, I'm not speaking of a game where the world is totally changed if you decide to drink a cup of coffee instead of one of tea...


SotM isn't open world but their's some side quests and I'll add one or two factions (religions/sects) to make the replayability more interesting. Their's also two main quests depending on the character you choose (your choice doesn't determine your play style, you can build your character as you please).

I'm on a "when it's done" approach when it comes to the release date but you can already try the demo. It's the beginning of the game without any constraints.



I hope you'll take the same pleasure as I take while making it (except when nothing works of course^^).
(you can play it in english but I recommend the french version if you speak it, since it's my first language).

Latest version: b0.4 (October 30th 2013)

Windows version;
MacOS version
Linux version

Previous version: b0.3.1 (September 7th 2013)
Windows version;
MacOS version
Linux version



Reviews


IGP (The Indie Game Promoter)

Another great review but, once again, old graphics.

Another Game


A written review. The graphics have changed since this review but the rest of it is really accurate.


EaglEyeLoco



Here's a review by EaglEyeLoco of the latest demo. He's missing out some of the features because the game's not as intuitive and bugfree as what I thought it was (will fix it as soon as possible^^) but it covers enough to give you a feel of the game. Thanks a lot to him.


The Pixel Pirate



You can also watch the review of a very old demo (seriously, it's really old and lack mostly all features^^) made by The Pixel Pirate. A big "Thanks !" to him, he was the first one to review the game.




Have fun :)

PS: don't hesitate to report any bug you'd encounter or to tell me what you think of the game.

September 12, 2012

Myrne: Cold World - Water

Hi everyone !

Here's some news about Cold World.

First of all, the game is officially in pre-alpha. What does it mean? Nothing. It's just a way to organize my different versions of the game. But what it really suggests is that Cold World is now "playable" (somehow). We can create or join a game and kill each other with a handgun.

We're far from what the final game will be like but it's a real relief for me to see I am able to make the game work in multiplayer. I wasn't sure I could do it when I started the game developpement as a test.

I'm seeking to release a first demo once the game will hit alpha version. For say, when  their will be more weapons (distance and melee) and when conteners like chests, barrels,... will work correctly on network. Of course, I will also work on other game aspects as level design et cetera.

Today I did almost all the water related code (render, physic, oxygen,...).
I have to say I'm impressed and suprised by the result. I made a video to celebrate it^^.


Sorry about the qualité, my computer's getting old

We can't dive yet but I plan to implement it someday.


September 1, 2012

Myrne: Cold World

Hey everyone !

I'm working on a new game.

I reassure you right away, no, I didn't drop off Tower of Namok. I'm just taking a little break to rewrite its scripts, implement them in the new project, and to work on a less ambitious project for a little while.

Ok. Now we can speak about "Myrne: Cold World".

Why does it has a title and a subtitle?

Since the beginning I wanted to group all my games (or at least, the most of them) in one universe. I didn't find a good name for this universe until now. The Myrmidion it is ! And the Myrne is some kind of divine entity which created it. Informations about the Myrne and the Myrmidion's creation will be distilled in the games, like in the Elder Scrolls serie for example. Cold World takes place thousands years after Tower of Namok, that's why there's so much differences between the two games, like the presence of more evolved guns for example.

"Cold World" is a little pun, the island where the game takes place is called "Kold's Island".

Click on pictures to see them on full size
The game is minimalist on purpose

And what will be the point of the game?

This is inspired by the film and the manga "Battle Royale". Like in BR you have to kill without being killed to win the game. There's no respawn and your stuff is totally random (will you begin with a machinegun or with an umbrella? Only the Myrne knows...)

That's just a classic deathmatch in summary...

Nope, I want to add a survival aspect to the game. It takes place on a big open level (by big I want to say one or two km, not a MMO's map). Your caracter will have to eat AND to drink, (not sleeping unfortunately since it's a multiplayer game) and he will die easily, don't expect to take more than three bullets in the body before go blaaargll (I want to add damage localisation one day).

That's it?

More or less. I don't want to make an advanced AAA game, the goal is to make a game which is easy to play and to create. The equipment of the player is more limited than what I made for ToN: one weapon slot, one item slot (flashlight, map,...) and a hat slot (helmet, tuba,...). Finally there's five inventory slots for food, drink and your war trophies (weapon of dead opponents,...).

Maybe I'll add some levels if the game's a (relative) success.

Loot window on the left, Inventory and equipment on the right.

More screenshots in this album.

What about the price?

It will probably be free but I'm not completely sure yet.