SCREENSHOT SURVIVAL 20XX

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Ring a ding ding baby. Got a working slot machine in the game now!

I'll have to look into actual slot probabilities.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874


What's in the chest? Are you even sure you want to find out?
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Awesome stuff, slime!

And I wonder??? Maybe it's another chest
author=slimeborgi
Ring a ding ding baby. Got a working slot machine in the game now!

I'll have to look into actual slot probabilities.


Amaze o:

In all honesty I've never played a DQ game, so I have no connection to the series, but your game looks fantastic on it's own.
@slimeborgi:
author=Pancaek
In all honesty I've never played a DQ game, so I have no connection to the series, but your game looks fantastic on it's own.

I agree with this wholeheartedly. I have played a bit of DQ, but I'd rather play yours.

@Corfaisus:
Got dat brown floor, brown walls, brown ceiling, brown rocks

brown brown

Look at how nicely that grass pops! Add some contrast. I know it's RTP, but I'm pretty sure I've seen you edit RTP colours before. Do that here.
Thanks all, Hopefully I can make it more of a spinning wheel.

I plan on making Pachsis Tracks for the game also.

edit:
Kid you not just hit the jackpot x 1 !
@Pancaek
Wait...it's supposed to be a forest?
You know I had been looking at that image over and over, and no offense but I thought it was some kind of cave O_o
It never once occurred to me that it was supposed to be a forest.
That's not good when someone casually looks at a picture and thinks it's something totally different than what it's supposed to be.
cool, I like the tree village Kaempfer

eye-catching colors, Pancaek. nice details like the skeletons, mushrooms, and mossy bridge. To look more like a forest, might try increase contrast on the tree trunks to make them more visible. Could try a variation tile for sides with a branch sticking out with some leaves...

Toumo, the way the witch's cabin is irregular gives it nice rustic charm

slimeborgi, I think realistically low slot probabilities may not be very fun.
well, what if matching two gives a small consolation prize...
@Caladium
Win rates for slots are supposed to be very low. It's only a side feature.
These slots use 1, 5 and 10 G per bet. Having more rows would probably help with win rates but the player would still get the same pay out. (Why I want to set it up a spinning wheel)

I think I'll throw in the Luck Stat having an effect on the probability rates.
Perhaps there will be triggers that adjust each slot machines rates individually. That way a player may have more luck switching slots.
In some actual dragon quest games the slot probabilities were such that if you played them right you could consistently win.

E.g. in dragon quest V you could get Metal King swords form the casino the first time you got there by playing the slot probabilities, which was kinda crazy.


Not the most innovative map at all, but it's a start? The shrine inners are supposed to be pretty big to make up for the lack of dungeon in this particular area (there are still random encounters inside and outside, just that due to how I handle encounter rates, odds are you'll never see most of the fights here).

For those who are curious, this is how the layout of The Void is going to be:

3 for the Shrine (this map, and then 2 indoor maps)
2 for The Forest
2 for The Ruins
2 for The Lake
1 for The Village
4 for The Castle
10 for The Final Floors

For a grand total of 24 maps it seems. The biggest dungeon in the game outright, especially since it's right after End of Gensokyo and before Heart of Pandora. Gonna be fuuuuun doing this dungeon...especially if I want random encounters to be worth anything. >_<


EDIT - Slightly updated version here.

@Xenomic: the updated version looks like an improvement except for the slightly odd transparencies - I assume you took the screenshot from the wrong view or something?

Other queries:
-I assume there's going to be parallax of some kind behind the turquoise part at the bottom? Or is it just incomplete?
- the shrine walls look very plain, intentional? or decoration pending?
- the water in the waterfall doesn't seem to match the lake - possibly due to transparency and the layer underneath?
- Where is the water coming from? - to sustain a waterfall either need a river into the lake or a spring underneath the surface which would make the surface ripple

Overall looks pretty nice.
Nah, that's just how I take screenshots usually. There is going to be a parallax for this particular map (debating if I WANT to do the parallax for this map, all maps, or only for final floors. I don't really have much to put on the walls here, and as for the lake, probably because it's not the right water I'd imagine.
author=Xenomic
Nah, that's just how I take screenshots usually. There is going to be a parallax for this particular map (debating if I WANT to do the parallax for this map, all maps, or only for final floors. I don't really have much to put on the walls here, and as for the lake, probably because it's not the right water I'd imagine.

Hmm actually one other thing - I knew something seemed wrong about those walls but I couldn't place what I've just twigged it now on taking another look; the walls look clean/pristine when the rest of the map looks rundown/abandoned - they ought to have some dirt or mess or other sign of brokenness/decay.

(either that or in game it should be mentioned that they're maintained by magic or some dude has been by with a paintbrush)
author=Kaempfer
@Tuomo:
I have absolutely no problem with chests found in improbable places, but I think the reason yours look out of place is because their placement seems truly random. I've placed lots of chests in forests and caves and other places you'd likely never find a chest in real life, but I've put a lot of thought to where each one has gone. They've never been random. If both chests are just sitting out in the open, why not have them conveniently placed next to the house? If they're supposed to be rewards for exploring, place them near the edge of the map or in an out-of-the-way place so only people who search a bit get the treasure. I mean, you can see both clearly while reading that note on the door every player is going to visit- you're just making them walk a few extra tiles. You said they're there for the player to discover and find, but neither of those verbs really apply to chests that are extremely hard to miss.

So much chest discussion. The house looks great! Are those rocks above the chimney or is it smoke?

It's smoke, yeah.

author=Corfaisus
What's in the chest? Are you even sure you want to find out?

Evil Dragon King, what are you doing there?

Do you have the updated Evil Dragon King sprite which nods and shakes head, has various head poses and other stuff? Because that one actually belongs to me. It was specifically made for me by locus for a game of mine already like in year 2003.

I can't believe I still see that thing pop up in 2017, haha.
So I've been working on being able to combine different sprite components and recolour them on the fly with script to avoid needing to pre-prep lots of sprites and then thought... "What if I made an in game interface for this, it could be a cool character creation system"; I have no idea if I will end up using this - and it's got a lot wrong with it, but it works (note screenshots in hide tags as they're kinda large and my attempts to scale down blurred them - I'll find a better method in future:

Example 1:


Example 2:



Other note: I did not make the component images that I'm putting together with this script they're from the Liberated Pixel Cup and are licensed CC-BY-SA 3, full list of artists can be read here: http://gaurav.munjal.us/Universal-LPC-Spritesheet-Character-Generator/Universal-LPC-spritesheet/AUTHORS.txt



Map 4/24 done for this dungeon. This is Forest Zone 1, which can only be entered from the Shrine Zone. The upper right area can ONLY be accessed by finding the portal to it at the Village Zone, which is required to even advance in Forest Zone 2 as it's otherwise locked off (Forest Zone 2 is required to progress to Ruins Zone 1, which is otherwise optional. The player starts on the right middle path normally for the zone. Making this dungeon is going to be one massive pain in the butt regardless, but at least it's getting somewhere? For those curious, this is what I had planned for the actual order of where the player has to go:

*Forest Switch: Reach from Shrine 1 > Village > Lake 2.
*Ruins Switch: Reach from Shrine > Forest 1 > Forest 2 > Ruins 1 (after flipping Forest Switch)
*Lake Switch: Reach from Shrine > Castle 1 > Ruins 2 > Lake 1 > Lake 2 (Must flip Ruins Switch, and Pestilence is fought on the way to Lake 1)
*Village Switch: Reach from Shrine 1, hidden inside a well that leads to a deadend where Death is fought.
*Castle: Must flip all 4 switches in order to reach final area that leads to roof. Order is fought in Castle 2, then Order Incomplete in Castle 4 (the Roof).

All 4 switches are needed to activate in order to get to the roof at all. I don't think this dungeon is going to be TOO complicated or anything of the sort, just a lot of running around to find your way around. Might make some zones just dump the player back to other zones or something (such as Ruins Zone 1 dumping the player somewhere else in Ruins Zone 1, in Shrine Zone 2, or back in Forest Zone 2 somewhere).

Whew! A lot of posting just for one map. >_<

EDIT - Map 5/24 done yay!!! This one also took an hour to do, blech! But at least I'm done with forests forever now!?



Still looking for anyone willing to help out on the final few maps of the game, as per usual. 6/24 maps done now, still got quite a few more left to go, but anyone interested in doing a quick map for practice or whatever, feel free to try it out with the project, eh? ^^
harmonic
It's like toothpicks against a tank
4142
author=slimeborgi
@Caladium
Win rates for slots are supposed to be very low. It's only a side feature.
These slots use 1, 5 and 10 G per bet. Having more rows would probably help with win rates but the player would still get the same pay out. (Why I want to set it up a spinning wheel)

I think I'll throw in the Luck Stat having an effect on the probability rates.
Perhaps there will be triggers that adjust each slot machines rates individually. That way a player may have more luck switching slots.


"Loser!" Will probably get annoying. :)

I love this graphic style.

Just make sure you seed a variable at game start (so it's one per save file, to which you can refer with the casino controlling variables) to prevent any kind of save-scumming with bets. That way, you can get away with increasing the odds a bit more, and/or allowing for the player to modify their luck, as you said.
Xenomic, I recommend trying to shape the 'ceiling' a bit more. Make it a bit more random to make it feel like a forest. You've improved quite a bit already, so keep pushing the bar. Here's a quick example to give you an idea of what I mean.


With these tiles you can do a lot when it comes to shaping.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Yes, never hurts to have more single trees and some break up if you're gonna use that forest canopy look.