Arcade of the Clockworks (Fangame planning)

UPDATE: due to lack of interest, IRL issues, and other various things, this is canceled. ET will be working on a simple text version of the story, and I'll focus down Blender. If this ever gets revived, I don't know when.
Hello, I'm probably going to make a fangame with the Rocks'n'Diamonds (or Rnd) engine. It will be-
What about Cradle Bound?
Oh, I was about to get to that. I don't have a thorough understanding of Blender yet, so I'm not going to start work on CB yet. I-
What the heck are you going to need Blender for?
Quite, I'm trying-
*Stares*
Shhhh, it's a secret. I'll tell you later.
*Rolls eyes* Fine. *Eternity-Terminal walks away*
Thank you. Anyway, as the name implies, this will be an Arcade style game, involving scores, force feedback (Not really), roulettes, and all that jazz. As I was saying before, I'll do this before Cradle Bound because it should be 20 times easier then making Cradle Bound, and I think it would be nice for grabbing the SK community's attention as well as, let's say, a first experience with the idea of making games/mods for those of you who've never practiced the art. In this thread I'll-
Wait a second! The RnD engine is ancient! See, the last update was made 3 years ago!
Eeek! When did you get back here?
*Blinks*
Uh....yes it's ancient. But there are other community pages, sites, etc. which are still popular. The creator of RnD is simply too busy to keep RnD updated often. (I've emailed him about it)
But...it's a Boulder Dash type game. That's all wrong! It's not SK-like at all!
If you want a treat, go to the downloads section and do a word search for "Zelda". Get the second one, please. It has HP, ammo, weapons, loot, enemies, rooms, keys, NPCs, and a little guy with a green hat. Now-
I don't see any sword combat...
*Facepalms* Just because the flipping game doesn't have swords doesn't mean they are impossible to add! Now if you'll excuse me I'd-
You told me you wanted me to be here before. If you didn't want me to come, why'd you ask in the first place?
You can stay, just please let me finish...anyway, I intend to do a nice little mod for the game. The game will start at D0 and end at D29. Instead of having to take a long, long time to craft all of your gear, you'll be able to buy all that you could ever wish for throughout the game. (From Kozma [and Brinks?]) Your score can be raised by killing things, travailing quickly through depths, and the amount of money you have when you reach the core, to name a few. Oh, and before I forget, you'll still "win" for going up instead of down, but you're game will end prematurely if you do so, and you'll miss out on the point bonus to be had at the core! (Not to mention a fancy "To Be Continued...." cut scene. ;)
We won't be including all of the weapons due to limitations, and some might vary a tad, too.
Hey, that's my line! How'd you know that's what I'd say?
I bought this wonderful mind reader attachment, so...
That's why you've been running around with those goofy antennas...anyway, we'll be posting ideas, requests, polls, and musings here. Some might come from me, some from Eternity, and-
Some will be from both of us! We'll be making posts and such, and then Auto will make a link to each post of ours that has something directly about what will be in the Arcade of the Clockworks (Or AotC) below.
Quite so. Now, then here's the list of AotC content posts so far:
Also, we'll be having times when we'll directly ask for opinion. Here are those instances so far:
- View angle (Coming Soon!)
We'll enjoy answering questions or comments. Please keep on topic.
I get disagreeable if you derail my threads!
No...it's my thread, not yours. And I get disagreeable. You get depressed.
No, you go cry in a corner when it happens and start shouting something about trains, right?
Whatever floats your boat. >.>

Maybe you have seen this before, maybe not.

I have seen your stuff before. Thanks for bringing it up, still. :D
I'm not sure if we'll use hand-drawn sprites or per-rendered. (Pictures taken with SS.)

The light-brown road winds further, on and on. The left is a steep drop off, with rhythmic clanking sounds of the Clockworks emanating from it. At the right is another drop off, with a little river a foot down. The stream's water flows gently, its dancing reflections cast on the bank. My steps are taking me upstream. Beyond the river lies a dense forest, filled with shrubbery and trees.
Returning after 4 miles...
In the sky above, the moon of the day is visible. The wind has picked up, rustling the leaves. Patches of grass along the road are swaying slowly. The path goes on, twisting left and right.
Returning after 3.5 miles...
The path is thinning and becoming rougher. The road beyond has many dips and rises, slowly descending. Sharp barbs are appearing in a few places, and the grass is becoming taller, and swaying more. The stream has vanished into the forest, and the forest now borders the road. The overhanging branches from the trees cast shadows on the road. Here and there a grating pokes out from the side of the rode and within the forest. My steps are slower as the road becomes more treacherous.
Objective info is confirmed. Extending return counter by 2 miles. Retuning after 5 miles...
My steps are timed carefully; the tall grass has almost thoroughly blanketed the road, and conceals most of the barbs. The wind is being blocked the wind, so the only noise to be heard is the constant, grinding clanks produced by the churning gears made within the abyss at my left.
Detecting a signal....patching......failed. Resuming.
The path now turns sharply into the forest. The trees' presence is consuming, as they completely block all horizons. The grass is somewhat shorter than before, so the brambles and barbs are easier to see. This quickens my progress significantly. The road is still winding and inconsistent, but this isn't a hindrance. The subdued noise of grass and leaves rustling replaces the Clockwork's gears. An occasional snipe or other surface dwelling bird flees upon seeing me.
Detecting a signal....patching.........encrypted, decrypting..........cannot be decrypt. Sending reply in same channel. Increasing speed by 1.2 times. Resuming...
I'm on the right track...the information is correct...
Detecting a signal on last channel. Encrypted. Sending EOF.
This isn't right....
Mist tank depleted. Swapping to reserve.
This....this....I'm here....
Switching to high-def camera. Activating... (Image pending)
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Just so you know, the story of this game will probably tie into CradleBound. Oh, and I'll get back to Command soon! I promise...I need to stop trying to make SS stuff related to it...screws up my scheduled and gets me out of the habit of updating it.

-_-
Oh well...we have our own little project then, right?
Maybe I should put a lie in the subject name...then everyone would click...and kill me after finding out how they were lured. :P
Looks around to make sure Eternity isn't here
Ok, good, I think he's busy doing something...
Anyway, I think it would be best to point out some of the larger differences and changes right here and now. Before I start, though, I should say a few things about RnD.
In RnD, there are the controls for moving (U,D,L, and R), dropping things (normally dropping dynamite. Will be changed to attack), and snapping. (Snapping traditionally grabs an item one space over. Here, it will change weapons.)
RnD is a tile based game, meaning that things are confined to a grid.
By default, the RnD HUD has an Emerald count, Dynamite count, Key inventory, Score count, and Time/Step count. As shown in Zelda II (The mod for RnD), it is possible to completely TWEAK the whole HUD so instead it shows HP, Ammo, Items obtained, Keys obtained, Amulets obtained, Speed, Rupees, and Time played. I will probably use some of this same HUD system...that is, if I can figure out how it works...
(Now for the changes. If I don't mention something it is either going to stay unchanged or I forgot about it.)
It is important to note that, when you run out of ammo for your weapons, proto weapons will be used instead. Proto weapons will never run out, but aren't the only ones with this trait.
I'm done with my outrageously long post and will gladly make it longer if I remember to put something which I've forgotten to add. Specifics on enemies, items, armor, etc. will be covered later. Hope I didn't make you snore...