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Forum: King's Field Series
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Return to Melanat - General Discussion |
Posted by: JC Bailey - 2014-04-08, 03:29 AM - Forum: JC Bailey's Games
- Replies (67)
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UPDATE: This game has already been released! You can find more info and a download link on this thread:
https://www.swordofmoonlight.com/bbs/ind...opic=813.0
ORIGINAL POST:
So I've been bouncing back and forth between numerous ideas for a short spring side-project to create in SOM, and I think I've finally settled on the idea of a quaint revisit to the isle of Melanat. Below is a quick rundown of what I have planned so far, but please note that this probably isn't as detailed as it should be, as I'm still in the early conceptual stage of development.
To start, the game will take place on Melanat about 50 years after the events of King's Field 3 and will be more light-hearted than past games, this is to remain consistent with the ending of KF3, where Lyle ushers a new age of light into the world of Verdite after having defeated Seath. The exact details of the story are still a work in progress, but the main plot will center around the player character who is a descendent of Lyle Forester, and the main goal (as per usual) will be to retrieve the Moonlight Sword from the island of Melanat.
The levels will, in theory, will be scaled recreations of Melanat's levels as seen in KF2 (minus certain multi-leveled sections). One major difference, however, will be the addition of a large 'Holy' Temple, built long ago in the center of the island to honor a legendary hero of light (Lyle Forester). This single most important venue will change how the maps in Melanat are interconnected.
The gameplay will be your standard King's Field affair, but I do plan on making a huge effort to balance enemies and make every item useful. I want for everything to have a use, in other words, no tier-based nonsense like we've seen in a lot of grind-y RPGs in the past. Puzzles will also be somewhat prevalent, though not as major as the focus on exploration and discovery.
As I stated above, the game won't be dark and bleak like the past games in the series, though I do still intend to retain the isolated atmosphere that King's Field is known for. Specific areas like the West Shore will have all new flora and be more populated (more houses, npcs, ect) and luminous. This of course means larger drawn distances, which will unfortunately result in a rather annoying graphical glitch SOM creates when in large open environments, where map pieces on the sides of the screen are cut off to conserve memory. I will however try my best to make this problem as least-noticeable as possible (this may mean having to play the game in 4:3 standard resolution).
Lastly, I'll be using music made by a Youtuber known as Jacob Lake (with his permission of course). He makes some very unique King's Field-inspired music that will be perfect for this project. (His channel can be found here): https://www.youtube.com/channel/UCGYuLbj...-PXAqyQj0Q
Let me know what you all think, does this sound like a game you would play? 
PS: If anyone happens to have the maps from King's Field 2, they will help me lots!
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King's Field 20th Anniversary |
Posted by: StolenBattenberg - 2014-04-03, 05:20 PM - Forum: King's Field Series
- Replies (21)
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December, 20 years ago From Software released probably one of my all time favorite games, King's Field... I have very little expectation of From Software realizing this, and actually releasing something to commemorate the date, so it's up to the fans I guess. Hey, I have free time to burn!
For this very special day, I've got something planned which will probably be one of the bigger PS1 modding undertakings.
I'll be taking a break from SoM 2.0 while I do this, but it should only take a month if I can do the textures with my very limited skills.
The eventual product will be a windows launcher, which'll have some fancy graphics and a pre-configured PS1 emulator, with configurations to get the games working perfectly, and an inbuilt PS1 image patching tool to install the mods. It'll be released ON THE DAY KF-Japan was first released.
First on the list is KF-Japan,
Some special thanks go to HwitVlf, for (I'm pretty sure this was him) translating the original KF-Japan into English, so I can mess with it without being confused. And even more for creating KFTool and giving a basic instruction on how to replace/add files to PS1 isos, without messing them up.
NOTICE: I'd like to ask HwitVlf a few questions should he see this, regarding to a pretty big idea I had with PS1 modding, caused by a very nice error I did replacing TIMs...
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starting with king's field |
Posted by: usarus - 2014-03-30, 02:49 PM - Forum: King's Field Series
- Replies (5)
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Hello. I recently found out about the King's Field games and I wanted to get into them. Not sure though which to start with. I saw there's a fan-translated original version of the game on ps1 and also the sword of moonlight pc version. Can someone tell what differences do these versions have, graphics gameplay. Which one would be better to start with, which one is more enjoyable to play? Or maybe I should start with the second game? And is there only a SoM remake of the very first game, or others as well?
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Shadow Tower Abyss missing item |
Posted by: hurl - 2014-03-24, 05:21 AM - Forum: King's Field Series
- Replies (3)
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I recently replayed Shadow Tower Abyss, intending to make a list of every piece of equipment and its location. However, there's one bracelet I haven't been able to verify. According to this site, it's the Robust Triple Bless and should be somewhere in the Illusion Area during a New Game+ playthrough. I've combed through the place a few times with no success in finding it, and searching for the untranslated name only brings up a few archived 2chan discussions from people similarly asking where it is. Anyone have a clue where it might be?
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Cant get 'getting hit' sound effects to work on customs |
Posted by: Verdite - 2014-03-23, 10:28 PM - Forum: SOM Guides, FAQ and Help
- Replies (4)
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Okay I have a large problem with this, no matter how hard I try to setup getting hit sound effects to work on my custom enemies, I cant.
So I tried...
Creating an original .prf with a custom sound effect
Creating an original .prf with an existing sound effect
Using a custom model in an existing profile (ant)
All failed.
I later tried the ant on its own and it made the sound effects when I hit it. It doesnt make sense. Can someone help?
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