when i played the game, years ago, while hongfire was still active and
the developers that it had back then, i got stuck often. there was only
bad ends back then, and some of them, like becoming a dog, was
reversible only one single time. after that, if you were converted into a
dog again, there was no way back. but was not told , so i got stuck
searching a way to reverse it for a second time. for a long time i was
searching everywhere. until i knew that there was no reverse process
provided.
The library book, for instance, is from that era. and was quite
difficult. i got stuck there too. was very very tricky to find out that
you needed to talk to the pig farmer by night. i managed to find all the
books, but.. dude.. to find out that was that farmer, on his farm, 2nd
floor.. and by night.. That was really tricky. And i got stuck until
some caritative soul told it to me, after i had searched everything
else.
This was the game as it was intended back then: difficult quests to progress and time consuming.
When i took it, one of the 1st things that i did was to provide a method
to reverse the doggy conversion. I dont know what the person who did it
would have thought about it, but to me .. leaving garnet permanently
converted in a dog and without any solution.. was a bad end. which is
not bad per se if the game would tell you that was a bad end. but it
didn't. and that was really mean.
So i changed that. bc for me it was wrong.
recently i've provided hints to find the library books, bc i understand
that is very time demanding. and that quest it is too essential in the
later progress, and easily forgotten. even with hints is complex and
tricky. without them.. i do think that was too hard by nowaday
standards. so i added the hints.
when i've planned a new quest, since i pretended to keep the same style
of things as a way to make it seem an organical growth, a continuity of
the same project, ive tried to keep the same way of doing things.
Garnet keeps having the same personality, story keeps being the same,
... i try to integrate the new into the old in a way that is difficult
to know where ends one and begins the other. to make it felt like a
whole, like a part of the same game.
with that in mind i've kept the same style of quests, someway: they are a
bit tricky, not too hard, but not too easy. if a player has played the
game and know its areas, i think that it is not too difficult.
when i arrived to Carthage my first time and reached that place where
the market is, i talked to the bouncer. always would tell me that i
didnt have permission to enter in that underground place. and i wanted
to go there. Well, happens that the place was not done, so i did it
later. just to experience the pleasure to enter there and pass through
the bouncer. as a way of progress, in some way.
and, after doing it, i included it in the main plot story, bc at some
point, all the developed areas should have a purpose. Thats the point of
doing them in the first place.
thats the reason that some quests in the later stage of the game include searching in those areas in a given moment.
bc is the way things were done when the game was created, bc by doing so
i think that i keep the same spirit and challenge, and bc it gives to
those places a purpose. not all of them, of course. only those who were
not part of any quest or plot and i think that they deserved it.
i may be wrong, of course. ive tried to avoid underdeveloped areas, like
clairia. and ive created my own areas most of the times in order to not
interfere with the original work of others, in case that any of them
would happen to come back and retake the job where they left it. but i
thought that using existing areas would increment the cohesion feeling.
i'm not programmer. i make lots of mistakes in english vocabulary,
grammar, and my lack of knowledge result in bugs in game, here and
there, that i try to fix.
i just try my best with what i got. and to keep coherence and cohesion
with a previous work done more than a decade ago by several people with
several mindsets.
with all of this in mind, i do what i can.
and my goal is that garnet finally finds her father in a way that it feels as a whole within the game.
about the walkthrough...yes, it would make the game easier. At some point.. maybe will be necessary doing one.
but.. without it, you do the quests by your own, without help, for the
first time, and when you get the prize, you fully deserve it.
I mean..the game is not even finished. why that rush? let people try to
figure out things, to explore, to think.. and if they are really stuck..
then .. here are us.
no?
but yes... i guess that at some point, a walkthrough will be needed.
that was, in part, the purpose of the "trophy room". and there is room
there for more candles.
The Adventures Of Garnet 2022
[taberenc version]
an answer to a question that i deleted later
Update
Been working recently again in the game. By now fixing bugs and improving little things.
link on mega: https://mega.nz/file/byRCSYSY#C85INs-h3Bjg9ONxn3svFSWn5UwuEf2HrviAf31f_jo
see the changelog to see recent changes
f95 forum
the link to the f95 forum thread about this game:
https://f95zone.to/threads/the-adventures-of-garnet-v0-815.154858/
Now i'm finally able to update the links there.
hell area explanation and future maps
In Dante's inferno, hell is organized in floors or layers.
In the classic pagan culture, the souls needed to pay to a boat man to go through the Estigean Lagoon. That also exists in Dante's Hell.
Also, in catholicism, there is a part of the world of dead called purgatory, where the souls are stranded, due to their ties with the living world. In the game, they are there until they pay the boatman, and go to hell or heaven depending on the nature of their soul. This game represents then a mixture of classic and catholic worlds.
In Dante the purgatory also exists.
Roughly.
Then..
The area in which the team of Prometheus is looking for the main villain is the greed area, previous to greed circle of hell, but still a purgatory (is before the Stigean Lagoon), because is an area where the living can access. As a purgatory, offers still the possibility to souls to go to heaven or to hell (hence, the 2 areas in which is subdivided, namely the chappel and the black wall).
If Garnet talks to the guard of the tower of wisdom, she is sent at the area that corresponds to her, which is the one of Lust, that is less dangerous than greed and upper in the order. So is some kind of ascension, and is less scary.
The main villain is in the area of wrath, that according to Dante, is below Greed.
The NPC's that Garnet finds in the greed area are then greed souls that still accumulate richness, ask for money, and try to have objects (like houses) and artifacts. Thats their purgatory. As example, the mage that helps them to go to the realm of living asks her money, but a very tiny amount because she appreciates it very much, and just a tiny amount is a lot for her. The dude that has a house (and a lot of gold within it) is stuck there, like the mage that wants her juices. But is there explained that one who had a less rich house has achieved to go through the lagoon. In order, the more closer that are those souls to the heaven side, the less greed they have. The more greed they have, are closer to the black wall (same purgatory, but previous to hell, not to heaven).
The NPC's that Garnet should find in the upper layer (lust) would be craving for sex, but are not yet developed.
The NPC's that Garnet finds in the lower level (wrath) are, by now, the chief orc that Garnet kills in the beginning of the game (she reaches that area by going stairs down, is a greed soul with wrath, but more greed than wrath, so is somewhere in between both purgatories, in that room).
When Garnet finds the 2 comrades of Prometheus, then she finds a long stairs that go down. She does not know, but she is going to the floor below greed, that is wrath, and is there where she will find the main villain.
Is yet to be seen, but would be nice if she would be able to find her mother, who would be (given the explanations on the dialogues of the game) in the lust area, hell direction side, but still in purgatory. Doing that would be a lot of job and I'm not yet sure.
This is, roughly, the explanation about why the "hell region" in this game is it as it is.
I'll update as soon as I'll can.
Important update. Current version: 0.185
Current state of the game:
https://github.com/taberenc/AOG_2022/releases/tag/0.815
Mega link:
https://mega.nz/file/ijRVTBja#J_SokDNKXX93fJc7dbAW1m7HC4Pb9Wq8nNXQxLn01zc
In case of bugs, the most updated game will be always the github one.
Changes:
When Garnet is under venom effect and is beaten, the knock mode manager now includes the cancellation of the venom state when she wakes up. That is when the adventurers guild is in charge of her respawn.
Now the merchant's portal between White Tower and Dali requires the merchants seal of approval.
The debug area beside White Tower requires Debug Mode to be active.
Both last changes are as were initially intended.
Now also, when she falls on knock out but is member of the Adventurer's Guild, and wakes up in the Adventurer's HQ, she does not fall in a Game Over (as was intended)
Also there is a new thread on f95zone forum site:
https://f95zone.to/threads/the-adventures-of-garnet-v0-81-gegerlan.154858/
the former thread was this one:
https://f95zone.to/threads/rpgm-the-adventures-of-garnet-2022-v0-81.154859/#post-10427191
Decaulion is found
The 2nd member of the troup of Prometheus, the father of Garnet, is found in this update. Now, only Prometheus himself is pending to be found.
This update includes several maps, new enemies and one final boss.
The enemies include scenes if Garnet does not have her armor.
Not the final boss, iirc, which can only be killed one time.
The addres of this prerelease, the 0.81 , can be found here:
https://mega.nz/file/TyIGWSbQ#lCh1FA-wbPEOFgopxBijxsZ617vaeYJrmOS9u-uSjbo
The map, as you can see in the screenshot, is now on the left, not overlapped with the image of Garnet. Also, the hotkeys menu has been fixed of its problems. To show it, tab key. To hide it, tab key again.
pd. If there are any bugs.. As I guess that will be, please, report them on a commentary
Also, a thread on f95zone has been created.
https://f95zone.to/threads/the-adventures-of-garnet-2022-v0-81-taberenc.148737/
Fixed interface
Thanks to KK-20 at Chaos-project for indicate that the problem with the bar in the left side was because of the size of the png files.
Thanks to my previous tries I learnt how to move the bar to a correct position. I've given the png a bit of transparency.
I think that now, the interface looks great!
I changed the position of the minimap to avoid overlapping with the picture of garnet. It was on the right and now is on the left. So I've moved the bar a bit upper in that left side.
To show that bar, Tab key. To hidden, tab key again.
Meanwhile.. the "hell's door" area is nearly finished. Ive done several maps, modified or created some enemies.. and changed others.
Still.. i think that the IA is problematic, but .. well.. one problem at each time.
I've spent a lot of time searching about lighting effects and shadows, but the script that i've found, that looks really great, does not work with the addons that the game already has.
Maybe could be fixed... but .. is not the priority right now. Sad, because i think that would look really great.
but is better to deal with problems one by one.
The Adventures of Garnet , realm of ghosts. Ver. 0.71
I think that the proper address to download it is the next one:
https://github.com/taberenc/AOG_2022/releases/tag/0.71
In this version Garnet can reach Helador and, from there, go even beyond.
Several maps, scenes and events have been added. Also new characters and tilesets.
It may contain bugs. Feedback about errors that could be found would be wellcome.
Also, if someone knows how to fix the skills interface, that would be very wellcome too.
Leave your comments below.



