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Have download, might travel
- Marrend
- 11/10/2014 09:40 PM
- 3145 views
So, I have a new download for you to play, though, I must admit, there's a bit of experimentation with this one. A few notes on that.
I set encounters to be random rather than on-touch situations. However, I am not using the base RNG that the engine uses (or touched the scripting for it), nor am I using the "encounter table". The RNG has been moved into a parallel processes on maps where encounters can occur, and calling upon a Common Event to generate the actual encounter fought.
The map for the wasteland is not ready at this time. While I could leave it out, and let players get to places as per the previous demo, it was deemed untrue to the experience that players would have of the game. This means that the game effectively ends after hitting the five-year gap. Not that leaving it the way it was would have made that much of a difference. Still, I figure it's something potentialplayers playtesters would like to know.
This release, I must admit, is more about collecting feedback about this random encounter system that I have implemented. That's not to say that I wouldn't appreciate feedback in other areas, but, I don't think there is much else going for this particular incarnation of this game?
- Random encounters
I set encounters to be random rather than on-touch situations. However, I am not using the base RNG that the engine uses (or touched the scripting for it), nor am I using the "encounter table". The RNG has been moved into a parallel processes on maps where encounters can occur, and calling upon a Common Event to generate the actual encounter fought.
- Seek elsewhere, Desert Rangers
The map for the wasteland is not ready at this time. While I could leave it out, and let players get to places as per the previous demo, it was deemed untrue to the experience that players would have of the game. This means that the game effectively ends after hitting the five-year gap. Not that leaving it the way it was would have made that much of a difference. Still, I figure it's something potential
This release, I must admit, is more about collecting feedback about this random encounter system that I have implemented. That's not to say that I wouldn't appreciate feedback in other areas, but, I don't think there is much else going for this particular incarnation of this game?
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I'm not sure how long I want to wait before I start sending out PMs. It's only been two days, and the people I want to send PMs to seem rather busy with their own stuff at the moment.
Meh, I'll give it a few more days. I mean, it's not like I'm in a huge rush, and, maybe, in that time, I'll have uploaded a demo that includes the wasteland. I'd think it would be slightly more playable than the current garbage that's up.
Meh, I'll give it a few more days. I mean, it's not like I'm in a huge rush, and, maybe, in that time, I'll have uploaded a demo that includes the wasteland. I'd think it would be slightly more playable than the current garbage that's up.
I played the scenario in the forest. Your new method is much better! Sacking the camps is a much more satisfying way to do the scenario. Very well done.
I have just two small suggestions. One: I found the encounter rate a little high. If you're going for more an oldschool feel, then that's fine. But otherwise, it could stand to be slightly less high, especially since you have to fight battles to sack the camps.
Second, if you're running a parallel process, perhaps turn it off once the thug is dead, to signify that the bandits have been driven away? Just an idea.
All in all, I like this version much better ^_^
I have just two small suggestions. One: I found the encounter rate a little high. If you're going for more an oldschool feel, then that's fine. But otherwise, it could stand to be slightly less high, especially since you have to fight battles to sack the camps.
Second, if you're running a parallel process, perhaps turn it off once the thug is dead, to signify that the bandits have been driven away? Just an idea.
All in all, I like this version much better ^_^
I wouldn't mind setting the encounter rate to be lower. Though, I must admit that I like the idea of basing it off of the size of the map. On the other hand, having it be a consistent flat-rate might open opportunities to make an item that increases/decreases said rate later on. Not that there wouldn't be opportunities before, but, it would be less of a headache!
I dunno about removing encounters altogether after the boss fight. Though, I totally get where you're coming from!
I dunno about removing encounters altogether after the boss fight. Though, I totally get where you're coming from!
author=Marrend
I wouldn't mind setting the encounter rate to be lower. Though, I must admit that I like the idea of basing it off of the size of the map. On the other hand, having it be a consistent flat-rate might open opportunities to make an item that increases/decreases said rate later on. Not that there wouldn't be opportunities before, but, it would be less of a headache!
Both of those ways sound fine to me XD Back in Chase for Divinity, I did encounters purely based on the very unscientific method of "what feels right" so there are plenty of good ways to do them :D
author=Marrend
I dunno about removing encounters altogether after the boss fight. Though, I totally get where you're coming from!
Yeah, it all depends on what you want. I thought I'd mention it, though ^_^
Download updated! The wasteland is now live! Er, if you can call a wasteland "live", at any rate. Also tweaked the encounter rate calcumancing, which is found in the commentary in the upper-leftmost event on maps that have encounters.
So, this seems like a pretty good stopping point. I could continue developing this game, or, I could move to a different unfinished project. I hear Konae's Investigations could use a lot of love. I don't know. I'll give it a day or two, and see where theinfamous Bludgeon of Inspiration strikes.
So, this seems like a pretty good stopping point. I could continue developing this game, or, I could move to a different unfinished project. I hear Konae's Investigations could use a lot of love. I don't know. I'll give it a day or two, and see where the
Funny story. I had a sneaking suspicion that I forgot something. So, I opened this up in the editor, and checked out the cave entrance to make sure that players could not leave after Miho re-joins you. Of course, the condition was based on a switch, and the switch ID was out-of-date. Which meant that players would get that event before Miho re-joins you!
However, the download has been updated to correct this issue!
*uses Suplex*
author=Final Fantasy 6
There is no escape...
Nowhere to run...
Nowhere to hide...
However, the download has been updated to correct this issue!
*uses Suplex*
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