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Dev notes

  • Marrend
  • 03/06/2016 12:46 AM
  • 663 views
I've been fiddling with enemy HP and general damage values. At this juncture, Engineers and Scouts fall a bit to quickly for my taste, and a critical shot from Lenneth will kill a character. Suffice it to say, more tweaking is in order. Though, to be fair, I was just testing the Lenneth fight, so, I have no idea how Troopers stand right now. They will probably follow suit with whatever I come up with in regards to everything else because I'm lazy like that.

I also played around with the idea of Lenneth calling in reinforcements. I would like the spawned unit to be within a 2-or3-tile radius of Lenneth. However, with the way I've got it set up, it's looking at it's base position rather than it's current position. Not quite sure what I need to do to get it to reference the correct object, but, for now, I'll live with it. Thanks again to pianotm for the tip about the workaround!

Also of note, the choice of simulations will be taking a page from the Teleport Orb from Okiku, Star Apprentice. I only want the list to total six items, so, really, only two items more than the regular Show Choice command. However, from the tests I've done, the system seems to function as it should. Can I have an "Aw yeah!" for that? Screw it. I'm doing it anyway.

Awwwwwww yeaaaaaaah!


Er, anyway, I have also done a bit of writing for the intro. The first draft felt a bit long (and boring), while the second draft feels really, really short. I like the idea of giving control to the player early, so, my current thought is to have a bit of dialog between the members of the away team (probably Naora, Gennai, and Kichi) before D-Enemy shows up and a fight begins. Maybe not the kind of control I'm used to giving to players, but, as I may have mentioned elsewhere, this game is an experiment.

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21781
Messed around with the unit-spawn thing and tweaked damage and HP values for enemies (again!) this morning. I think I'm more comfortable with the values now (though, I still should do the ground battle to see how Troopers stand), and the spawn-related functions...

# Returns an x/y coordinate for a unit to spawn.
def get_pos(troop_pos)
  # There will be three attempts to find an open position. If one isn't found
  # within those attempts, the function returns nil, and no unit is spawned.
  i = 0
  while i > 3
    x = $game_troop.members[troop_pos].x + rand(4) - 2
    y = $game_troop.members[troop_pos].y + rand(4) - 2

    # X-coordinate check - position beyond the right edge of the map?
    if x > $game_map.width
      x = $game_map.width
    elsif x < 0 # Position beyond left edge?
      x = 0
    # Y-coordinate check - position beyond the top edge of the map?
    elsif y > $game_map.height
      y = $game_map.height
    elsif y < 0 # Position beyond the bottom edge of the map?
      y = 0
    end
  
    # General position check - is the tile already occupied, or otherwise blocked?
    if $game_map.occupied_by?(x, y) == true || $game_map.check_passage(x, y, 0) == false
      x, y = nil, nil
      i += 1
    end
  end
  return x, y
end

# Quick method to spawn units.
def spawn(troop_pos, spawn_id)
  x, y = get_pos(troop_pos)
  
  if x == nil || y == nil
    $game_message.add("Reinforcements failed to arrive!")
  else
    SceneManager.scene.set_character("enemy", spawn_id, x, y, 0)
    $game_message.add("Reinforcements arrived!")
  end
end

...is looking pretty good so far. The thing I'm least certain about is check_passage. Either way, I'll probably do additional live-tests just to be sure it's working the way I think it should!
Pages: 1