Reaver Dragon Online

Welcome to Reaver Dragon Online...

Reaver Dragon

Evil Reamins...

Vaultar II is here!

So what waits for thee in the hallways, swamps and caves of Vaultar II... New enemies with a familiar appearance. More spells, new 'energies', along with the mana elements and energies are the six glyphical energies; Ether, Astral, Mental, Spiritual, Zombonic and Demonic.

Vaultar fountain grows, old enemies return better than before, summon monsters to do your bidding, watch your foes suffer the wraith they cause you and vanquish evil, once and for all...

News:

29/04/2007

Done! Vaultar II is fnished! The summoning spells work fine-ish and all the maps are in place and scripted together, just needs a good full game test and it's all done. Map production has suddenly gone super-fast, 4 maps in one day, I admit I could put more detail into them, but Vaultar II depends more on gameplay and features than map appearance, I'm more of a scripter, decorater, monster and weapon designist than a mapper, but there are some pretty maps out there, Vaultar II is short on little secrets but has some nice big secrets. The summoning spells finally summon monsters that don't start attacking the player - had to add the friendly tag to the actual 'weapon' itself not the projectile that explodes into a monster. The problem is, the summoning spell doesn't always work, especially when fired at a wall but does most of the time so, it'll do! There are some other faults as well, but they don't effect gameplay, some aren't even noticable, so, after a few tweaks and fixes here and there, this project will be closed.

22/04/2007

I can say that I've reached the half way point in map making, things have begun to speed up now. 15 maps have been made now, the 15th map, map21 being very important, along with map04 which was made ages ago but its script was re-done yesterday, removing some major flaws in the Vaultar II world system. Unlike Vaultar, Vaultar II allows the player to choose where he/she wants to go first, instead of having to do each level in a specific order, as strange as it sounds, the Vaultar Fountain level - map04, where the player is offered a selection of levels, was inspired by Crash Bandicoot 3! I liked the 'warp room' it had, after playing Hexen, seeing its 'home world levels' I thought to myself, I could do that for Vaultar II. Anyway, I still haven't fathemed out how to make summoning spells, well, to be honest, I haven't bothered to find out, just been mapping...

19/04/2007

Well, things have gone really well, the game system is inches away from completion, I just need to make the 'Summoning Spells' meanwhile, the maps are coming along fine, especially after the change they've gone through, using ACS instead of FraggleScript is a big change, especially since I've never made any Hexen maps before, but I'd say that I understand the engine very well now, at present I admit to rushing the maps, but just to get it done, I'll tweak everything later. I've been using ACS for almost three weeks now, at first I hated it, but now it kicks FraggleScripts ass! To this date I've made map 10, only about 14 left, extra maps may be added. 10 maps in 4 weeks, about another 4-5 weeks and I should be done, hopefully. A demo was going to be made, but it's just a waste of time, even though I could release it in the next few days, it's too much hassle!

29/03/2007

Having finished RDoom 2, and some other agendas, Vaultar II now reaches centre of attention.

02/01/2006

Product of this game has been started long back in sync with RDoom 2 production, now that RDoom 2 is almost finished, all that must be done for Vaultar II is some codes and many maps. The Vaultar II console is however, very near to completion.

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