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Upcoming Project :: The Eye Of Oracles: Soul Destroyer
The Eye Of Oracles: Soul Destroyer

Progress: ||||||||| (9%)
Project Title: The Eye Of Oracles: Soul Destroyer

The Second in the Eye Of Oracles Saga. The Oracle Eye has vanished. A year after the events of Golden Bloodline. The dark elf necromancer Menov mentioned something called 'Soul Destroyer' before the Oracles of Light and Justice washed the land of Orian of his evil intentions but just what is 'Soul Destroyer' and what does it do?

EDIT 08.01.10
The story has been revised and now the game will focus on multi stranded narratives, several key characters' will be followed as they eventually are brought together through one common link: Soul Destroyer.

MAIN FEATURES

EDIT 08.01.10
Licence System has been scrapped. It was a limitation device.
Instead now spell shops will sell spells.

Loot: Defeating enemies may result in the finding of loot which can be sold in exchange for money. This is the chief way of gaining money in EOO:SD

Techniks: With the exception of 'Steal' and 'Determine' these have been scrapped.

Hunts: With the exception of a few, these have been scrapped.

Side Quests: Across game there are plenty of side quests to be had. A Note on Side Quests: Some Side Quests where a weapon, item or piece of armour are awarded to the player will follow the 'Levelled Item' idea from Bethesda's Elder Scrolls IV: Oblivion, wherein depending on what level you are, the weapon or item awarded may be stronger and have added effects.

Elemental advantages: Most enemies in the game are weak to a certain element, find out which with the 'Determine' skill and use the correct element to make short work of your enemies.

Special Attacks: These have been scrapped too.

Mini Games: Plenty of gambling to be found in pubs and inns as well as other mini games to be found across the lands.

TECHNICAL FEATURES

Characters don't learn their skills. Apart from Special Attacks, characters don't learn skills. Instead skills have to be bought. In this way the player can mould their characters into whatever they want, a strong fighter, a status effecting mage, a healer, booster or whatever.

Enemy AI. Monsters have their own unique skills, for example some seemingly weak monsters have a skill 'Call Allies' which calls forth more of their kin. Other monsters crank up the difficulty the more damage you do to them.

A word on enemies: Some enemies including bosses and optional bosses will reflect the party's strength thereby making them more formidable. If you are weak, the boss will not be too overwhelming but if you are very strong the boss will be on a par with you.

Choose the wrong element and you could regret it! Some monsters have an element they can abosrb, so using the wrong move may end up healing your enemy!

More challenging: I do acknowledge Golden Bloodline was very easy, it was rushed because it really is just an epilogue to the events in this game. Anyway, great detail and thought is being put into every map and every dungeon this time around, this project will likely take a loong time to finish. I will frequently produce demos and demo updates that will feature only specific parts of the game that I hope some beta testers will be interested in testing.

EDIT - 08.01.10
The game is no longer being made in Powermode, this has erased multiple bugs from the game.

Keep an eye on the updates!

Project Updates
Updated on 03 Mar 2010

Main update is on forum thread.
Progress is coming along nicely, I can't belive it has almost been a year since I started on this project!
New screens are to come! Keep watching!

Updated on 05 Feb 2010

Got the ball rolling now, we have got several character introductions and the re-written script calls back a character from the prequel! Once I get all characters' move lists done for the demo and finish up the Orian Castle Town Map we'll be ready for a beta testing and then hopefully a demo in time for March 2010.

Updated on 08 Jan 2010

Yay! 8% done! All thanks to Sky's maps, which are awesome. It's going to be hard for me to top the first dunegon now. That's okay though because it'll make me work harder.
Regards to a demo, I will not be releasing one afterall. At least not for another month. If I set a date I'll only rush out my work which is what happened to the first game. I don't want that to happen.
Progress is good and some new screenshots will be posted soon!

Updated on 02 Jan 2010

The demo fell through. I am sorry to any who were looking foward to it but I just couldn't get the right amount done.

Now 1 February 2010 is the release date for a demo.

Development is slow and frustrating. The real problem is houses, interiors to be exact. Every time I draw up a map I think "no, this won't do, I didn't envision this!" so it's taking multiple tries for me to just design npcs' homes.

Oh well, another update inside the month, I promise.

Updated on 15 Nov 2009

Right, the revised script is more complex then before and I don't know how it's going to neatly link together, but trust me it will.

Now, the first part of the game revolves around Orian, if it was a play, these events would be ACT 1 SCENE 1.

It focuses around the turmoil in Orian a year after the first game and the disappearance of the Oracle Eye. There is alot of characters you'll be playing as but only a fraction of them will make up the key players in the story. The others you play as just to gain knowledge of their personal story and their personalities which you lead you on to how they're going to act and link in later on in the story.

I feel like I'll be explaining the background and the prologue very soon.

Anyway DECEMBER 1st 2009 is the fixed release date for the demo which will contain the prologue. This date will be met without delay or failure. That is all

Updated on 07 Nov 2009

ALL PREVIOUS PROGRESS HAS BEEN DESTROYED

I, after revising the story, plot, characters, skills and just about everything have come up with what I consider a much improved version of this game. I have removed elements that were too cliche such as the FF musics and am now starting work on my 'Revised' script of Eoo2.

Progress as of 07/11/09

Over 150 skills have been finished (not including enemy skills or summons)
Weapon sets have been finished, weapons follow their own strengths and weaknesses, the sets are as follows.

BLADES
Dagger
Shortsword
Longsword
Claymore

BLUNT
Mace, Hammer, Staves

RANGED
Bow
Staff

POLE
Pole
Spear
Halberd

OTHER
Double edged sword
Double edged Axe

And as true with most rpgs all weapons follow classes (iron, steel etc)

The Story however, is the most revised of all and I am very pleased with this. It's more in depth and some new characters have emerged as a result of the new story. Even just the opening gameplay in Orian contains a whole story of its own.

All that's left is to gather resources such as more music, battlecharsets and some facesets.

I plan to release a 'Teaser Demo' containing the opening gameplay.

Updated on 08 Oct 2009

Major reconstruction is going to take place so the actual amount of the game produced won't increase for a while but hopefully that quality of what's already there will.

Updated on 15 Sep 2009

Okay, once the main body of dialogue is fixed up I'll release the alpha demo to those who have shown interest in testing. So, the release date for the alpha demo is now Thursday 17 September 2009. However, what with pesky essay assignments and other time consuming activities I may peg the date back, I'll try not to at all costs but I may end up doing so.

Updated on 26 Jul 2009

There will be what can only be described as a slouch in development for the next month or so. Partly because I'm working on another project and partly because I'm looking for testers to test the game out thus far.

Also there is a technical hitch with the game. It is being made with Powermode so mouse clicking can be enabled but also to enable the game's opening movie to play upon loading the game up. The problem is that during play usually after boss battles and cutscenes frequent error messages flash up usually displaying words not even Brainzilla could understand and the game closes. I have narrowed down the reason for this down to Powermode because before, when the game was being made without Powermode there were no such problems.

I have been left with two options.
1: Somehow figure out the problem and sort it out.
2: Drop Powermode and make the game in normal RPG 2k3.

At the moment it's looking like option 2 which means I'll have to drop the opening movie from the game.

Of course production has by no means halted it's just hit a speed bump and because I was travelling less than 20mph it's having some adverse effects.

Updated on 09 Jul 2009

Some moderate progress has been made with the game itself however I'm going to be adressing the bugs I've found in the game so far.
The damned message input box in the event commands tabs holds far more characters than the ingame message box. So as a consequence over 50% of the text in the game has overflowed. Don't you just hate that?
So, I'm going to be fixing the text I have so far before making any more progress with the actual game.
Also, before I go on to make any further progress I need a maximum of two testers to test the game thus far. Anyone who wants to should either PM me or leave a comment saying you do. Thanks, Tentacool Out.

Updated on 30 Jun 2009

It's been some time since I updated this what with my personal life invading my computer nerd one.
The updates since last time are -

- The first (and smallest) of the game's many continents has been completed. Orian, the place where our hero comes from and the starting place which consists of..

- Kioro Village - Hiro's home village, a nice but small community that boasts an item and weapon store and a newly opened building bought by Milo (The talking Cat from EOO1) where the player is guided through concepts such as techniks and equipping items.

- Orian Castle Town - The capital of Orian (It's been much expanded since EOO1) that boasts multiple shops of every caliber as well as the drinking dragon tavern where the local gamblers come to play cards. NPCs are everywhere in this bustling town some with valuable information, some in need of a sword for hire.

- Orian Castle - The grand residence of the Orian royal family.

- Klimweave Woods - The goblin infested woods that seperate Kioro village from Orian Castle Town.

- Mt Oath - The only notable peak in Orian.

- St Oria's Ruins - The ruins of St Oria's tower (From EOO1) since the tower's collapse a strange monolith has appeared in the center of the rubble.

So, this is but one of the many continents in the game. One of the other continents, considerably larger than Orian, is Exia which has multiple towns and cities (Originally I planned far more to give the feel of a real nation but I cut down the number of towns to be included in the continent because some towns would essentially be the same, or very little different from each other.) Here's what's done in Exia.

Exia City - The capital of Exia, where multiple shops take route and the multicultural aspect of the nation comes to real fruition, there are not just humans living in Exia, there are the strange Dragonmen, the alchemist Moogles and the ancient Wolfer people. The City boasts a guil hall for all aspiring hunters and a sword training academy to boot. Also the renowned pub 'The Two Moons' which offers more than ale.

- Exia Castle - The mystic castle of the Exian royal family.

- Helas Wood - A fairly large expanse of forest that is the only route for traders seeking to reach Exia City, as such many bandits ply the roads and make hideouts within the forest. Many strange plants live in the Helas Wood.

- Tyne Village - A small village on the outskirts of Helas Wood, it is important although only a tiny village, to Exia's economy, the best bread and diary come from Tyne.

The rest of the places in Exia are yet to be made. A third nation, Valvania, the great military nation is under development and a city has been made but I'll explain the histories of the seperate nations later.

The only other notable development is that the first hunt has been done! A hunt is a bounty of sorts where the player finds a bill posted on a board (Usually at a pub or inn) demanding the defeat of a certain monster. The player once accepted the bill can then go off and slay the monster for a cash reward. Anyway, the first hunt has been done. I'm not telling what it is though.

So, hopefully this has shed some much needed light on my project. The long winded update is chiefly because I've been away from UI for too long and now I'm back I bring hordes of writings with me.

Updated on 23 Apr 2009

Took all my previously uploaded screenshots off. Will someone notify me when we're able to upload screenies once again?

Updated on 16 Apr 2009

Seems screenshots don't appear to be working.
I'll put the links to all the screenshots so far here.

http://i717.photobucket.com/albums/ww174/TentacoolKing/Screen1.png

http://i717.photobucket.com/albums/ww174/TentacoolKing/Screen2.png

http://i717.photobucket.com/albums/ww174/TentacoolKing/Screen3.png

http://i717.photobucket.com/albums/ww174/TentacoolKing/Screen4.png

http://i717.photobucket.com/albums/ww174/TentacoolKing/Screen5.png

http://i717.photobucket.com/albums/ww174/TentacoolKing/Screen6.png

http://i717.photobucket.com/albums/ww174/TentacoolKing/Screen7.png

http://i717.photobucket.com/albums/ww174/TentacoolKing/Screen8.png

http://i717.photobucket.com/albums/ww174/TentacoolKing/Screen9.png

They're all in order.

Latest Comments
Gretgor (Offline)
Put the screens on image tags plz. I don't think people will really want to bother C/Ping these text links over and over to check out the screenies.

Except for that, it does look decent. If it weren't for the battlecharset mismatch between that modded Setzer and those other ones. Also why the hell did you take so many pictures of the same battle is a thing I don't get.

Doesn't look bad, but I guess I'll have to wait to see, right? The story so far looks pretty solid except a little cliche.

Also fix up your grammar if you want your project page to be taken seriously. That's all.
Valius (Offline)
I used image tags in my game description so you can delete or add as many as you want.
TentacoolKing (Offline)
If you're going to leave a comment please make sure it makes some sort of sense.
Gretgor (Offline)
Alright, progress.

I see you like working on it, that's good.

My diagnosis is: If this game gets to live up to it's intensions, even if just a bit, it will be good.
TentacoolKing (Offline)
For previews and trailers for my games in development please visit my youtube channel http://www.youtube.com/user/TentacoolKing
Sky-Rifter (Offline)
>I guess all i can say is,
do you need any help with anything that your game needs to speed up development in the process?

some U.I. members here may have certain sets of skills, i suppose..,
that could apply to, -*getting it completed-!*

*!^_^!* just to support your ideas for the game,
on the bright sides of thingz.

Or are you just dandy by what you've got going already? -...?? -& need no help. ?
Sky-Rifter (Offline)
My skills are that of;

1. Midi- Enhancing remixes,

2. & Weirdly cool- Complex, Dungeon/ World-maps-
future design landscapes.


Note: Nobody has ever asked me to build them a Map of any-kind for 2000 games before.
They are most likely 'Awaiting shocking results.'

*!^_^!*
TentacoolKing (Offline)
Funny you say that. I am in need of a complex but petit design for the first dungeon in the prologue. If you want to give it a try PM and I'll give you the details. Thanks for the offer anyways!
Gretgor (Offline)
Looking forward to this, might turn out very good if you don't procrasleepate.
Animemaster984 (Offline)
Its a shame I didn't play the first one, I would of liked to ut the link obviously didn't work for me for some reason.
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Sword and the Fish is now a COMIC. :D
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You did it wrong, man. Anyways, you turned a frog into a screwdriver.
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