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Miscellaneous
Second Demo - I call upon thee!
Hey everyone - once it's approved, the second demo will be available for your viewing pleasure.
This was a lot of work, even though it won't seem like a huge change from the previous demo. Even with highly reduced item/world interaction, roguelikes are a lot of work. I certainly have a better understanding of how someone who's seemingly half-finished a roguelike can give up on it. I was surprised at just how many minor bugs presented themselves as I played around with the stats of monsters, even. I had forgotten to set the hp of monsters when loading them, I had forgotten to make the boss spawn in a reachable place, on and on.
Some of the features in this demo: Monsters now level up as you progress in the dungeon. Not only that, but As you progress more monsters are added to the roster, and they earn new skills as they level. The most annoying enemy will have to be the Insane Cultist, with the power to teleport you randomly. Also, watch out for Ghost of Starman, and Cap'n Strong - their turns come 50% faster.
As for you, you have a decision to make at the beginning of the game: higher defense, or a weapon. You won't be able to afford PSI Healing alpha for a while, but it should definately be your first artifact purchase.
Your game will save automatically upon closing the game. you can walk out of the town to leave it. it the / or ? button for a command list.
Some problems: I haven't updated the AI of the monsters in a very long time aside from patchwork. As such, there are some exploitable behaviors. for instsnce, monsters won't walk around each other. Also, once you beat on a monster enough, he'll get scared and run away... into a wall. and stay there. waiting for you to massacre it.
Also, admittidly, I've very bad at balancing stats. Right now, the player and the monsters have the very same level up algorithm... Which makes their HP sky rocket. Even the monsters with pathetic HP at the start will grow at a high rate.
Finally, I still have some work do to on intergrating stats. eventually, a higher speed stat will affect your turn speed. Also, the amount of money you have by the end of the game is absurd, while the amount you get at the beginning is painfully low. Sadly, the enemies don't drop items yet, but to compensate, you don't have to pick up money - you do that automatically.
This was a lot of work, even though it won't seem like a huge change from the previous demo. Even with highly reduced item/world interaction, roguelikes are a lot of work. I certainly have a better understanding of how someone who's seemingly half-finished a roguelike can give up on it. I was surprised at just how many minor bugs presented themselves as I played around with the stats of monsters, even. I had forgotten to set the hp of monsters when loading them, I had forgotten to make the boss spawn in a reachable place, on and on.
Some of the features in this demo: Monsters now level up as you progress in the dungeon. Not only that, but As you progress more monsters are added to the roster, and they earn new skills as they level. The most annoying enemy will have to be the Insane Cultist, with the power to teleport you randomly. Also, watch out for Ghost of Starman, and Cap'n Strong - their turns come 50% faster.
As for you, you have a decision to make at the beginning of the game: higher defense, or a weapon. You won't be able to afford PSI Healing alpha for a while, but it should definately be your first artifact purchase.
Your game will save automatically upon closing the game. you can walk out of the town to leave it. it the / or ? button for a command list.
Some problems: I haven't updated the AI of the monsters in a very long time aside from patchwork. As such, there are some exploitable behaviors. for instsnce, monsters won't walk around each other. Also, once you beat on a monster enough, he'll get scared and run away... into a wall. and stay there. waiting for you to massacre it.
Also, admittidly, I've very bad at balancing stats. Right now, the player and the monsters have the very same level up algorithm... Which makes their HP sky rocket. Even the monsters with pathetic HP at the start will grow at a high rate.
Finally, I still have some work do to on intergrating stats. eventually, a higher speed stat will affect your turn speed. Also, the amount of money you have by the end of the game is absurd, while the amount you get at the beginning is painfully low. Sadly, the enemies don't drop items yet, but to compensate, you don't have to pick up money - you do that automatically.
Miscellaneous
Second Demo upcoming
Hexatona
10 post(s) 
- 06/01/2010 01:27 AM
Hey Y'all. Well, I was chattin' with kentona, and he convincd me to come out with another demo, so I guess I will.
While it will still be mostly devoid of features, It'll be one town, one 10 floor dungeon wth a final boss that will end the short excursion.
The art won't be so nice, But I'll try to clean up what I've got. Also, I'll have to re-instate my save feature! :P
Anyway, I mostly got my level transition issues fixed for now. To make the game demo ready, I have to:
1. Fix the save feature - easy as pie.
2. Add item descriptions - something you can see when you examine an item. should give you a nice feel for the original game, and any other useful info.
3. Give ya'll a few new artifacts - I only put like 5 in there right now.
4. Fix the battle descriptions when using artifacts.
5. Oh! and make it so you can leave the town by walking outside the town bordrs, rather than using a staircace slapped into the middle of the town someplace.
6. make Earthbound relevant items and artifacts.
7. Make towns only display earthbound items, and dungeons only pick from arthbound styled enemies.
8. optional - Change the art style to be Earthbound related.
Expect a demo within the next... hmm... Let' give me a nice two weeks. If I don't give you one by then, you may ask kentona to lynch me.
While it will still be mostly devoid of features, It'll be one town, one 10 floor dungeon wth a final boss that will end the short excursion.
The art won't be so nice, But I'll try to clean up what I've got. Also, I'll have to re-instate my save feature! :P
Anyway, I mostly got my level transition issues fixed for now. To make the game demo ready, I have to:
1. Fix the save feature - easy as pie.
2. Add item descriptions - something you can see when you examine an item. should give you a nice feel for the original game, and any other useful info.
3. Give ya'll a few new artifacts - I only put like 5 in there right now.
4. Fix the battle descriptions when using artifacts.
5. Oh! and make it so you can leave the town by walking outside the town bordrs, rather than using a staircace slapped into the middle of the town someplace.
6. make Earthbound relevant items and artifacts.
7. Make towns only display earthbound items, and dungeons only pick from arthbound styled enemies.
8. optional - Change the art style to be Earthbound related.
Expect a demo within the next... hmm... Let' give me a nice two weeks. If I don't give you one by then, you may ask kentona to lynch me.
Miscellaneous
The convenience of dungeon crawlers
Right now I'm working on some issues I discovered in some of my resent changes. Namely, Dungeons not leveling up their enemies like they should be. I've already identified the problem, but a nice solution eludes me. The problem is, I've mostly assumed that my dungeons are going to down downwards - but what if i want some kind of tower? I don't want to be too lazy and just pretend that going down is actually going up. One solution is to not assume any direction and make up or down transitions between floors merely cosmetic - but then this introduces a second problem. The way I scale the monster difficulty is directly proportional to the "depth" or level of the dungeons themselves. Then there's the whole issue of having the game remember which particular dungeon I'm in when traversing a multi-level dungeon, and then realising when I'm NOT in a dungeon when I leave.
Dungeon crawlers that pretty much have you in only one dungeon don't really have this problem, but I really like the variety involved in wandering from town to dungeon.
Really, once I'm finished and all the features are included, what I'm trying to make is a video game-themed rpg with some roguelike elements. I'm really looking forward to crushing myself under the yoke of trying to make a random npc talk generator that doesn't spout gobbledygook. I may give up on that and just try to come up with tons of lines chosen at semi-random - but I'd like to give it the ol college try anyway.
The amusement continues.
Dungeon crawlers that pretty much have you in only one dungeon don't really have this problem, but I really like the variety involved in wandering from town to dungeon.
Really, once I'm finished and all the features are included, what I'm trying to make is a video game-themed rpg with some roguelike elements. I'm really looking forward to crushing myself under the yoke of trying to make a random npc talk generator that doesn't spout gobbledygook. I may give up on that and just try to come up with tons of lines chosen at semi-random - but I'd like to give it the ol college try anyway.
The amusement continues.
Miscellaneous
Za Worldo!
Yeah, I can't resist a bad reference.
I haven't worked on yon game in some time, until yesterday. Let's just say that a few months ago I got to TVTropes and I just got back!
Anyway, I've been working on the world map and how it's going to function in-game. One thing I've noticed is that while my game seemed to be somewhat elegant when I released my demo - that elegance is slowly being replaced with something far more annoying. One of my goals was to make a game that was easy to understand code-wise, but I think I'm getting further away from that. While my demo all seemed to mesh together nicely, right now it's like "everything meshes together nicely... except this ONE scenario which I have to code a lengthy fix for."
Also, I'm hampered by the fact that I like to keep my game at least somehow playable at all times (because nothing's worse than introducing a whole slew of changes and trying to test them all at once), so sometimes I have to *ahem* shamelessly hack it in. These aren't bad by themselves, but if you do too many you can start to lose track of them.
However, so far my number 1 regret I have about the game is that down the line, if I decide a weapon or monster or whatever needs to be nerfed or something I cannot change it in games that have already started. This isn't that big of a deal, but I hope it doesn't bit me in the ass later.
tl;dr; Got the world map working (i.. really need to get better at spriting. you don't even know), code becoming full of special cases.
I haven't worked on yon game in some time, until yesterday. Let's just say that a few months ago I got to TVTropes and I just got back!
Anyway, I've been working on the world map and how it's going to function in-game. One thing I've noticed is that while my game seemed to be somewhat elegant when I released my demo - that elegance is slowly being replaced with something far more annoying. One of my goals was to make a game that was easy to understand code-wise, but I think I'm getting further away from that. While my demo all seemed to mesh together nicely, right now it's like "everything meshes together nicely... except this ONE scenario which I have to code a lengthy fix for."
Also, I'm hampered by the fact that I like to keep my game at least somehow playable at all times (because nothing's worse than introducing a whole slew of changes and trying to test them all at once), so sometimes I have to *ahem* shamelessly hack it in. These aren't bad by themselves, but if you do too many you can start to lose track of them.
However, so far my number 1 regret I have about the game is that down the line, if I decide a weapon or monster or whatever needs to be nerfed or something I cannot change it in games that have already started. This isn't that big of a deal, but I hope it doesn't bit me in the ass later.
tl;dr; Got the world map working (i.. really need to get better at spriting. you don't even know), code becoming full of special cases.
Miscellaneous
Would you like to see the Status of your Einherjar?
Sorry for the VP reference - i'm just kinda excited about this point in the game's development.
Finally, I started adding status effects. It's really fun. I can't wait to see the horrible things I'm going to do to everyone with them.
These are the ones I've come up with so far - I encourage you to give me some other ideas for status effects, I might just put some in. (PS: Yes yes, they mostly come from FFXII, but those were some awesome status effects!)
Poison, Oil, Slow, Sleep, Paralyze, Stone, Confuse, Blind, Berserk, Tiny, Frog, Death, Doom, Disease, Silence, Zombie, Freeze, Insane, Regen, Haste, Bubble, Protect, Shell, Reverse, Decoy, Autolife.
To those who haven't played FFXII, the only ones you'll be needing explained are:
Oil - fire based attacks do shit-tons of damage
Disease - whenever you are attacked, your maximum hp goes down instead which makes curing impossible.
Insane - actually I hope to mimic Ragnarok's insane status. god I wish I knew the algorithm they used.
Freeze - this I'm stealing from RO - paralyze the victim and make them vulnerable to thunder based attacks.
Bubble - positive status - doubles your max hp.
Reverse - all attacks cure you, all things that cure you will hurt you.
Decoy - enemies only attack you
Finally, I started adding status effects. It's really fun. I can't wait to see the horrible things I'm going to do to everyone with them.
These are the ones I've come up with so far - I encourage you to give me some other ideas for status effects, I might just put some in. (PS: Yes yes, they mostly come from FFXII, but those were some awesome status effects!)
Poison, Oil, Slow, Sleep, Paralyze, Stone, Confuse, Blind, Berserk, Tiny, Frog, Death, Doom, Disease, Silence, Zombie, Freeze, Insane, Regen, Haste, Bubble, Protect, Shell, Reverse, Decoy, Autolife.
To those who haven't played FFXII, the only ones you'll be needing explained are:
Oil - fire based attacks do shit-tons of damage
Disease - whenever you are attacked, your maximum hp goes down instead which makes curing impossible.
Insane - actually I hope to mimic Ragnarok's insane status. god I wish I knew the algorithm they used.
Freeze - this I'm stealing from RO - paralyze the victim and make them vulnerable to thunder based attacks.
Bubble - positive status - doubles your max hp.
Reverse - all attacks cure you, all things that cure you will hurt you.
Decoy - enemies only attack you
Miscellaneous
Wow... I have a lot of work to do
Sorry for the new blogpost so soon after the other. I was kinda hoping to get another demo out for "Release Something VIII" but upon review, quite impossible... Maybe if I had shops implemented I could make one, but without a way to buy supplies, the player would die horribly)
Alright, so after a bit of thinking, I realized I still had a lot to do:
-Shops: do I just have you walking to a door for the shop and a menu popping up, or do I actually have it as a place you can walk into, pick stuff up, and buy it then? Will their money regen? Will their items regen? Will items you sell re-appear? Guh, I dunno...
-Dungeons: I already kinda made this class, it will keep track of dungeon depth, theme, boss, quest item, name, description, graphic, and location. created but not used yet.
-Drops: What will monsters drop? will they drop money? How about items? will the drops be like rpg games (monster drops demon eye!) or will they straight up drop all their equips? How often will they drop an ability artifact?
-Skills: i need more skills, straight up. Also need to change the way they add messages - (a target of fire erupted from capt. Strong? gimme a break) Not to mention non-attack skills! gah!
-Exp - already said it needed to be fixed.
-Menu/Item fix - not only do I think the menu looks a bit ugly and old fashioned (don't get me started on the char create screen) but I need to make the item and skill menus ALSO have item stacking (e.g.: 99 potions), pages\\scrolling, and will i have a weight restriction, item slot restriction, both, or neither?
-World - the grand daddy class. This thing will have to generate the world map, all the dungeon classes, town classes? (hadn't even thought of that...), quest items, quest OBSTACLES, link the worldmap to towns and dungeons, and probably more.
-Classes: I have no idea about this yet. Sorry. Will i have the hero player as a totally blank slate so all skills come from artifacts, resistances from equips, and all the same number of artifact slots? - or can pick from VG tropes as classes (like jumpman for example) such that they learn innate skills and slight stat modifiers, status resistances are given, and possibly different amount of artifact slots?
Alright, so after a bit of thinking, I realized I still had a lot to do:
-Shops: do I just have you walking to a door for the shop and a menu popping up, or do I actually have it as a place you can walk into, pick stuff up, and buy it then? Will their money regen? Will their items regen? Will items you sell re-appear? Guh, I dunno...
-Dungeons: I already kinda made this class, it will keep track of dungeon depth, theme, boss, quest item, name, description, graphic, and location. created but not used yet.
-Drops: What will monsters drop? will they drop money? How about items? will the drops be like rpg games (monster drops demon eye!) or will they straight up drop all their equips? How often will they drop an ability artifact?
-Skills: i need more skills, straight up. Also need to change the way they add messages - (a target of fire erupted from capt. Strong? gimme a break) Not to mention non-attack skills! gah!
-Exp - already said it needed to be fixed.
-Menu/Item fix - not only do I think the menu looks a bit ugly and old fashioned (don't get me started on the char create screen) but I need to make the item and skill menus ALSO have item stacking (e.g.: 99 potions), pages\\scrolling, and will i have a weight restriction, item slot restriction, both, or neither?
-World - the grand daddy class. This thing will have to generate the world map, all the dungeon classes, town classes? (hadn't even thought of that...), quest items, quest OBSTACLES, link the worldmap to towns and dungeons, and probably more.
-Classes: I have no idea about this yet. Sorry. Will i have the hero player as a totally blank slate so all skills come from artifacts, resistances from equips, and all the same number of artifact slots? - or can pick from VG tropes as classes (like jumpman for example) such that they learn innate skills and slight stat modifiers, status resistances are given, and possibly different amount of artifact slots?
Miscellaneous
First Dungeon - Earthbound
As most of you who play video games would have noticed by now, all the enemies are Earthbound-related. For those who don't, It's an SNES-Era rpg.
Anyway, Even though I'm going to have many themed dungeons, the first one I'm trying to develop is full of earthbound enemies. I've made it so the enemy's level progresses with the floors, and that they will receive new skills when reaching new levels. Each enemy also has a "hardness" indicator so my game knows when they should be appearing in a dungeon, and how often. (it doesn't do anything yet, but soon)
I'll have to tweak how much enemies give for exp, because it takes 25 kills at level 1 to go to level 2. just seems a little long to me...
I also tweaked my menu's slightly, fiddled with my town algorithms, added new art, and some new enemies. I've got Capt. Strong, Runaway Dog, Coil Snake, Spiteful Crow, Smelly Ghost, and a zombie. I uploaded some pics of my new town signs.
So far, there aren't any status effects, or stealing, or even teleportation, but trust me it's on the list. I can't wait until I implement the Marlboro's - MUA HAHAHA.
Anyway, I'll keep on postin'
Anyway, Even though I'm going to have many themed dungeons, the first one I'm trying to develop is full of earthbound enemies. I've made it so the enemy's level progresses with the floors, and that they will receive new skills when reaching new levels. Each enemy also has a "hardness" indicator so my game knows when they should be appearing in a dungeon, and how often. (it doesn't do anything yet, but soon)
I'll have to tweak how much enemies give for exp, because it takes 25 kills at level 1 to go to level 2. just seems a little long to me...
I also tweaked my menu's slightly, fiddled with my town algorithms, added new art, and some new enemies. I've got Capt. Strong, Runaway Dog, Coil Snake, Spiteful Crow, Smelly Ghost, and a zombie. I uploaded some pics of my new town signs.
So far, there aren't any status effects, or stealing, or even teleportation, but trust me it's on the list. I can't wait until I implement the Marlboro's - MUA HAHAHA.
Anyway, I'll keep on postin'
Miscellaneous
The City of Townsville
Hey there - just finished my first town generator. Mostly grass, with some dirt, and 7 buildings that don't go anywhere. WOO! Actually, it won't be hard making them go anywhere, but I'm just not doing that yet.
I also started making my character generation screen... It's ugly... Also, I switch back and forth between hitting A or B for a selection, and using the keypad to enter in letters. I was going to switch things up so that you could just straight up type things out if you wanted, but I've been trying up until now to not use the shift keys for control of any kind and changing things would be a huge hassle and make using the numpad hard... So, to enter your name, you have a letter board. Sorry.
I believe I already mentioned my levels, stats, hp and mp finally advancing upon leveling. Haven't quite figured out the best way to handle how much experience to give out when creatures die, so it's a simple formula for now. (I'm trying to do things as programatically as possible, with as few variables showing up in the script files as possible)
Anyway, Next on the agenda... special non-attack skills and magic to be programmed in, add in NPCs, World Generation, Intro Text, Continue Game Text. The Last thing I'll be making is a random dialogue and plot generator... It's sorta the whole point of this exersize. I started out making a Final Fantasy roguelike, only to make a retro games roguelike. with plot! and hopefully amusing dialogue. We'll see how THAT goes.
I also started making my character generation screen... It's ugly... Also, I switch back and forth between hitting A or B for a selection, and using the keypad to enter in letters. I was going to switch things up so that you could just straight up type things out if you wanted, but I've been trying up until now to not use the shift keys for control of any kind and changing things would be a huge hassle and make using the numpad hard... So, to enter your name, you have a letter board. Sorry.
I believe I already mentioned my levels, stats, hp and mp finally advancing upon leveling. Haven't quite figured out the best way to handle how much experience to give out when creatures die, so it's a simple formula for now. (I'm trying to do things as programatically as possible, with as few variables showing up in the script files as possible)
Anyway, Next on the agenda... special non-attack skills and magic to be programmed in, add in NPCs, World Generation, Intro Text, Continue Game Text. The Last thing I'll be making is a random dialogue and plot generator... It's sorta the whole point of this exersize. I started out making a Final Fantasy roguelike, only to make a retro games roguelike. with plot! and hopefully amusing dialogue. We'll see how THAT goes.
Miscellaneous
Stat Progression
Well, after hours of mind numbing contemplation, I develloped a system of stat growth I can be happy with. Basically, I mapped out a long skill progression table that goes from 1 to 99. Depending on your starting stat, by the time you reach level 99, any particular stat could be from anywhere beteen 50 and 99.
For example, if you started the journey with a strength of 1 - by the time you were level 50 your strength would be an abysmal 15. So basically my game will punish you for ignoring stats when you make a character.
I did it this way because in my tables, all my monsters start at level 1, and will level up according to their location in the game. Sadly, no randomness involved with stats, but HP and MP will be slightly random I think. If I want, I can add a slight randomness to monster stats later.
For example, if you started the journey with a strength of 1 - by the time you were level 50 your strength would be an abysmal 15. So basically my game will punish you for ignoring stats when you make a character.
I did it this way because in my tables, all my monsters start at level 1, and will level up according to their location in the game. Sadly, no randomness involved with stats, but HP and MP will be slightly random I think. If I want, I can add a slight randomness to monster stats later.
Miscellaneous
Level Transitioning complete
Well, after a grueling few hours, I finally managed to get my levels to link together through stairs. Currently I have it set up so that each level is given a random identifier. I give them two stairs, when when the player tries to go up or done one of them, it checks to see if those stairs are connected to anything or not. If so, it loads the correct level and dumps the player there, if not, it generates one, links the two staircases so they work both ways, and dumps the player there. Currently, the max number of maps possible is 100000, but I doubt I'll break 200.
Ugh, I had so many problems with this, because Not only did I have to change they way certain things were done, but I had to do a lot of coding to even begin testing. When those two scenarios come together, you get a lot of bugs and their possible causes are many and confusing. Ugh, hours.... Next up - uh... I could make some additional level generators, or focus on an experience and skill system.
Ugh, I had so many problems with this, because Not only did I have to change they way certain things were done, but I had to do a lot of coding to even begin testing. When those two scenarios come together, you get a lot of bugs and their possible causes are many and confusing. Ugh, hours.... Next up - uh... I could make some additional level generators, or focus on an experience and skill system.






