=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Ascension of Vigil T A B L E O F C O N T E N T S Written by: 'RenegadeC' / 'Tyne' (Jeremy Sneep) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1. Description 2. Features 3. Controls 3a. PC version 3b. Dreamcast 3c. Misc 4. Special Moves 5. Game progress / Game todo / Game updates 6. Readme todo / updates 7. Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RenegadeC: TAoV is now officially and wholeheartedly supported by Vigil RenegadeC: You can add that to the readme, by the way Vigil: Will do 1. ------------- *Description* ------------- The Ascension Of Vigil is a 3D Beat 'em Up freeware stand alone game using the original Quake engine, it was originally based on Golden Axe at one point but then I decided to do my own modifications to the gameplay to make a bit more appealing to gamers of newer gaming generations. This game mixes a variety of gameplay elements such as platforming, minor roleplaying statistics, magic spells, equipment upgrades, relics, air combos and so on; it is currently updated often with new content. This is a work in progress and I hope to see it finished through till it's done, it also proves that 3D games are able to have as fast furious gameplay as 2D games if done so correctly. It can be summed up as a 3D Beat em up RPG platforming adventure fighting exploration game, yeah. You can view the mods constant progress by visiting this site: http://www.dcemulation.com/phpBB/viewtopic.php?t=57434 2. ---------- *Features* ---------- - Fully standalone! This game extracts into it's own directory - Fully graphical 2D menus, title screen, and more... - An intelligent camera that tracks the action dynamically complete with zooming features, or you may turn it off for the more 'old school' feeling - Grab enemies upclose and beat them personally - Smack your dead opponents around in mid-air racking up combos and points - Wall Grabbing similar to the Ninja Gaiden on NES series - RPG traits such as a leveling up / experience system - Blocking & countering, block an enemy attack then deliver your own in return almost instantly - Combo Counter, the game tracks how many hits you've successfully performed in a row! battle for who can achieve the highest combo, or work with a friend to combine combos - Evasive maneuvers, double jumping in midair to avoid enemy attacks and recovering from a fall with a backflip - A magic system rarely seen, featuring 5 devastating and useful spells and is similar to Guardian Heroes system for easy access and casting - Multiplayer support! Cooperative and Deathmatch are fully supported - Air combos! A feature never done before in the Quake engine, and on ground combos are included as well .. they're flashy similar to XBox Ninja Gaiden - 17 enemies, more enemies are being added constantly - Screen filling special effects and supported transparencies - A few levels to play around in, more are underway - Has it's own unique gameplay; fast, skillful and furious - Story is explained inside the game (leave the title screen waiting until the music is finished playing) - Use the enviroment around you, grab ledges and hoist Vigil up similar to Prince of Persia or run along the walls - Enemies die in a variety of cool ways - Enemy AI has been written from scratch and they are very smart with support for different enemy behaviors; each enemy has their own strengths and weaknesses! - Optimized loading times and support for regular Quake engines! (Dreamcast & XBox supported) 3. ---------- *Controls* ---------- !NOTE! Joystick is now supported through a third party program titled JoyToKey, you must setup your joystick manually in order for it to work with The Ascension of Vigil. Please review the JoyToKey text file for more information. !WARNING! For movement please bind J,K,L, and I in JoyToKey for movement instead of the arrows keys otherwise JoyToKey will not allow movement (it doesn't like arrow keys, odd). I've already binded IJKL for your convience. If you have any problems with JoyTokey, do not complain to me - I did not create it. 3a. PC Version: ----------- Up Arrow = Move closer to background Down Arrow = Move closer to foreground Left Arrow = Move Left Right Arrow = Move Right Z = Attack X = Jump S (Impulse 2) = Block A (Impulse 1) = Magic Menu 3b. Dreamcast: ---------- DPad Up = Move closer to background DPad Down = Move closer to foreground DPad Left = Move left DPad Right = Move Right X Button = Attack A Button = Jump Right Trigger = Block B Button = Magic Menu Xbox controls will eventually be added. *NOTE* You must edit settings.cfg in order to change your key binding setup! This is also where you're able to change the default name and starting colours. *NOTE* For newbie friendlyness I've binded insert, home, page up, delete end, and page down keys to easily switch between SOME of the available maps. The maps "boss1", "popaov" must be switched to manually! PC version only, obviously. 3c. Misc: ---- - Guard breaking - Some enemies attacks may break Vigil's guard, this is dangerous and leaves Vigil wide open to an attack as well as pushing Vigil backwards! Be wary of certain enemy attacks that are more powerful and immediately block again or jump or move away quickly! - spell Casting - To select the spell and not cast it, press anything but the magic button again such as jump, block or attack You may scroll through different spells with the UP/DOWN keys as long as the menu is open! NOTE: Which spell you've selected is saved at all times! - Running - Running - Double Tap which direction you wish to run in and hold it down. - Wall Grabbing - Press toward the direction of the wall you wish to grab, only flat walls may be grabbed! Block will cause Vigil to fall, jump will cause him to jump off the wall in the other direction (you may also double jump), and attack will perform Vigils "Diving Swallow" attack! - Enemy Grabbing - Vigil is able to grab enemies nearly his size, just simply walk (not run) into enemies and Vigil will attempt to grab them automatically. NOTE: You can only grab other players in deathmatch mode if they're blocking! Also certain monsters cannot be grabbed. - Ledge Grabbing - Vigil is able to grab onto ledges and hoist himself up, press the direction of the ledge to grab it. If this occurs you can either press UP and climb, or press DOWN to fall! You may block also, however you'll fall. - Wall Running - Vigil can run along walls for a short amount of time, simply run and jump towards the back wall while holding which direction you want Vigil to run it, letting go of that direction will cause Vigil to stop running along the wall. While wall running you may also press jump for a quick spin jump which will add speed and height! Vigil is also able to attack while wall running, simply press attack if an enemy is infront or near Vigil and he'll perform his "Diving Swallow" attack, with the added benefit of the attack auto aimed at a suitable enemy! 4. --------------- *Special Moves* --------------- press attack 3 times on the ground = "Vigil Slice Special", a basic 6-hit combo While running, press attack = "Vigil Destroyer", pushes enemies back far and deals moderate damage if the full attack connects! While in air, down and attack = "Head Smash", a falling high velocity damaging attack yet it has a slow recovery time when it lands While in air, press attack 3 times = Vigil "double kick slash" combo, a basic 3-hit air combo While Vigil is knocked back, quickly tap jump once and Vigil will backflip and recover Press jump twice for a double jump, it's best to do it when Vigil reaches the peak of his jump After blocking an enemy attack, press attack quickly = "Vigil Revenge", this is a quick counter attack move you can sneak in to slash enemies and it has an added benefit of pushing them back also Press attack and jump simultaneously = "Vigils Total Denial", a spin attack that damages all enemies around Vigil; it however uses up a lot of mana, however the more mana you possess the stronger the damage! While holding attack down, double/quickly tap forward = "Vigil Upperslice", this launches opponents straight up into the air with a good bit of damage, this is Vigil 'launcher' move for starting air combos. Hold/press left or right direction and block = "Spin Kick", this is useful for getting enemies away from you as it kicks them back a far distance and is very quick, it only deals minor damage though. It may also be used in the air, if done so and the attack connects then you may follow up with a "flying swallow" attack by pressing attack before he's finished his spin kick animation; the "flying swallow" is a high damaging move that pushes enemies very far along with dealing a good amount of damage While in the air, press/hold up and attack = "Uppercut Slice", this attack is used primarily for air combos and has great anti-air properties; it is able to hit an enemy up to 3 times! While Wall Grabbing + attack = Vigil "Diving Swallow", Vigil will jump kick through multiple enemies doing more damage and hits depending on if the enemy was struck in the air or not; this attack is potentially the most powerful if brought into an air combo! While wall grabbing press jump = "Wall Jump", Vigil will jump off the wall in the opposite direction, this is used to climb up verticle tunnels, you are also free to double jump to climb faster or gain more height and overall distance While grabbing an enemy, press attack 3 times = Vigil will pummel his opponents up close ending off with a fancy double round house kick that blows the enemy away and deals a decent amount of damage. NOTE: You're able to block at any time! Hold attack while standing still, when Vigil's sword is behind his head then release attack! This is the "Vol'Brand Blast" which creates a column of fire, deals high damage and knocks enemies back far! NOTE: If landing from a jump you're able to release this attack almost instantly Only *during* a double jump or performing an Uppercut slice you can execute Vigils strongest melee attack called the "Flaming Headsmash", simply press DOWN + Attack! (This will later on require a relic) While wall running, press attack = Vigil "Diving Swallow", same move as above however it's auto aimed which allows Vigil to hit enemies even in the foreground! However it's not always entirely accurate, and he may even miss completely if he's too high and his target is too low Try chaining special moves, regular moves and even air combos together for huge damage and impress your friends! 5. ----------------------------------------- Game progress / Game Todo / Game updates: ----------------------------------------- Coding, is handled by Tyne / RenegadeC Most graphics were borrowed or are free for use (with the author credited ofcourse) - I'd be nice to replace them all but that will delay the mod over a longer period of time from completion, the exception is the Hellknight - his model needs replacing. If you wish to create replacement models for some of the monsters please contact me. Some sounds are borrowed as well, however most of them from scratch - I hope to replace all the borrowed sounds. Mapping/Mappers, this is a problem as there aren't many Quake 1 map makers anymore; especially ones who are willing to help mods. I'll try to do the level myself and seek help wherever neccessary! *Thanks to the following mappers* RPG - map01 / map02 Pope - popaov Bl1tz - dungeon DCMad - castle Game levels: Wilderness (Done, map finished by RPG) -> Mountains (In progress by RPG) -> Caverns (Requires mapper) -> Lava Caverns (Lava Giant Boss Fight, almost finished by RenegadeC) Outlands (In progress by neg|ke) -> Village (Almost finished by RenegadeC) -> Castle Entrance (Almost finished by RenegadeC) -> Castle (In progress by RenegadeC) -> Castle2 (Done by RenegadeC) -> Cathedral Boss Battle (Done by RenegadeC, boss not started, expand this map?) -> Dungeon (Done, map finished by Bl1tz) -> Tower (Mostly finished, RenegadeC) -> Inner chamber (Last boss fight, requires mapper) -> End Game Cutscene Movie(s) (Not started) 6. ---------------------- Readme todo / updates: ---------------------- In no particular order: * Add spell descriptions * Add basic combat tactics and descriptions * Add Mapping info * Make this into an html file with pictures one day? * Add multiplayer setup information expect more in this readme over time.. 7. And finally, -------- Credits: -------- xaGe - He updated the title screen and menu graphics majorly, kudos to him for his support Wazat - Helped with the armor pickup code so each player in multiplayer is able to grab it, a great balancing issue. Armor was removed but his code was then applied to gold! DCMad - He helped with his suggestions on the mod and supported it greatly, also is the author of the castle level before I hacked/revised it to pieces and then finally turning it into a simple deathmatch arena. :P pope - he created the "popaov" map and brought some ideas/concerns to the table Bl1tz for Mapping / sound effects / awesome music work, he created all of dungeon.bsp along with the all the original music you hear in this game RPG for Helping with graphic decisions / mapping / helping the mod along and being on TAoV team even if it mainly consists of just us two ;) Evilbastard & Mindcrime, they made the Nehahra models that are used within the mod but couldn't decide who gets the credit so they both do; so there! Special thanks to Gokuma for helping with the sound from guardian heroes for spells charging up; it fits nicely, and thanks Treasure for making the coolest spell charging sound ever! LordHavoc for helping with me code-wise with searchradius(); which makes findradius(); obsolete and for the Darkplaces engine that's included in the TAoV package KingClops - Testing TAoV and giving feedback on glitches, and suggestions FrikaC for the Dreamcast (low framerate, ugh) frame skipping code to keep things in sync, blacksmiths skin, and more! Id software for Quake ofcourse, without them The Ascension of Vigil would not exist! Fragger, for Makaqu Quake Engine which allows many new graphical effects in software rendering and for testing, support, and more Chillo for support and ideas, battle mode testing, and keeping me sane, and his awesome modeling / texture / skin work / sound effects. Wow he's done a lot. :) Tomaz for the new font (conchars) replacement that's actually readable and straight compared to the old one PeachesTheDemon for his 'tall grass' sprite which replaced my ugly attempt, which was then replaced with a 3D grass model Seth Galbraith (sgalbrai@krl.org), I used some of his GPL models but not that many, pretty talented person! He also invented dithered water for Quake :) MauveBib - Helped with coding shadows tilting on sloped ground, new vigil skins on the old poly model, angular slope work, and also helped with the armor pickup code for multiplayer and multiplayer testing in general! Singe - explode1.mdl, he created it and I barely modified it If I missed anyone please let me know at jsnipez(at)gmail.com or on irc.anynet.net in the channel #qc and I will update this readme file immediately, I try my hardest to give credit where credit is due ... Enjoy, - 'Tyne' / 'RenegadeC' Jeremy Sneep (jsnipez@gmail.com)