Sword of Moonlight > Demos

Moratheia

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Verdite:


This is the official Moratheia Sword of Moonlight thread. All news etc goes in here.

Summary

Moratheia is possibly the longest and most involving Sword of Moonlight project to date that has been in development for over 2.5 years. Many iterations and tests of the game have been released in order to better polish the custom gameplay, system and enemies, as the project uses no original stock art from the original SOM install or any other game.
However the final public release is still being held back in order to offer the best experience the author intends to deliver.

With original and unique settings, music, sound effects, consistent imaginative art forms, faster combat, involving story and good pacing, Moratheia gives players a Kings Field experience like no other.


Site Administrator speaking: It's 2019, I'm putting a copy of my Moratheia 2.1 demo folder here in case anyone wants to see it. I didn't do anything to prepare it. You may want to change some settings. More in Reply #12. The file is 1.24GB big. It is Moratheia 2.1.zip in http://www.swordofmoonlight.net/holy and you need to combine these to form a download URL yourself so it's not too easy for WWW spiders to download/suck out this site's bandwidth. (EDITED: To be clear, you won't find the screens from Reply #9 down in this demo. I hope that version is ever published, but this is not it.)

2021 UPDATE: If you can there's a new supersampling mode you can toggle with Alt+F1 that will remove most of the cracks that are caused by the do_aa extension. It will come at a cost of "worse" game performance, so if your PC gets choppy when you turn it on, try to not use widescreen first, and then consider lowering resolution a little or just turn it off and live with the cracks. This demo could have much better frame rates but it has many, many unnecessary polygons (you can't even see) which nevertheless must be converted to pixels...

Oh and you should add the following to the Ex.ini file to get rid of most of the black pixels on the edges of grass and trees. A lot of these things have thick black edges originally but recently SomEx.dll has switched to defaulting to treating 0,0,0 as a hole in a texture whereas prior any color between 0,0,0 and 7,7,7 would form a hole.

April 2022 UPDATE: A INI setting (shown below) called do_fix_trip_zone_range=no is needed to change maps because it seems the transfer events aren't situated at the same elevation as the level geometry.


--- Code: (Moratheia Ex.ini) ---[Bugfix]
;this demo was made when black colors up to 7,7,7
;were taken to be colorkey pixels (even though the
;game program requests a pure black only colorkey)
do_fix_colorkey = no

;this is needed so map change events extend out to
;infinity elevation. I'm not sure why they're not bound
;to objects at the ground level, but they're not
do_fix_trip_zone_range = no

--- End code ---

ATTACHMENT INFO

I'm uploading my Ex.ini file in case it's helpful, but be warned it has changes to the damage formulas. I doubt you can play this demo without such changes anyway.

Holey Moley:
Everything looks amazing. Especially the new monsters. I think you've found just the right level of detail to not fall over into the valley of parody where so many contemporary games find themselves.

There's too much to individually comment on here I think. But I've said it before. The only games that really look like Shadow of the Colossus is King's Field. I hope that as a SOM community emerges we are able to stay this course so that SOM games will be simple and beautiful, not garish and cartoonish. And I hope you will keep maintaining every instance of Rathmor instead of abandoning it the way commercial games are. And I hope you will stick around for the brutal standardization process that will begin the day after the first iteration of Rathmor shows itself.


PS: I am glad how the Eggthief came out. Always glad when my consultation are not for naught. And again the new Alkarg (nail walkers) and environs look amazing.

I am going to make a point to look into why these images are escaping the confines of the layout, and see about adding the popup zoom functionality already enjoyed by the rest of the site as well.

I'd also like to see if it isn't a simple trick to make the black knockout texels go away in SOM_PRM and SOM_MAP per link. I don't know if they might be instructive to authors. I think so. I may well opt to make them visible by default (you might even have to click a check box every time the preview windows are opened)


EDITED: Like I keep saying. Keep it up and you can be game of the year. Mark my words. There's a revolution brewing... and it goes without saying. Rathmor is going to be its premier tour de force.

Holey Moley:
@Verdite,

Can you provide a URL directly to your older information at  www.swordofmoonlight.com where you provide the link to som.com in the opening post?

Also, I've moved the topic (and created a new subforum in the process) but for the record, it doesn't look like this will have changed its URL (so any outside links to it should still work.)
PS: Happy B-day Rathmor :blow:

Holey Moley:

I've noticed the images in the top post are not displaying. They've probably gone from the WWW. I will delete this thread before too long, if it isn't resurrected in one form or another.

Verdite:
Despite being unwell I managed to update some of the text and added a placeholder title.

Oh, I'd also like to say, again, thank you so much for offering encouragement and good feedback, Holy. I'm very grateful for your support.  :thumbsup:

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