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I just got a tumblr for myself. It'll be on small updates that I don't really want to put on here yet, like a small gamedev blog. Or just various things I feel like sharing or whatever. If you have a tumblr, feel free to follow me and let me know what your tumblr is!

Mine is

This is not abandoning the dev.oceansdream.net blog, but that will be for design topics or bigger updates/news.

Progress Report

Adalyn battle system updates

I implemented the new ammo system for Adalyn. If you have played the old Adalyn demo, you had to go by ammo pickups or buying ammo because your weapons had an ammo capacity and could run out of ammo. I changed that system and now you can shoot up to a certain amount, but then you have to reload. Each weapon has a different attack speed, reload speed, amount of shots before reload, and range. This is mostly implemented, with some slight bugs upon entering the battlefield depending on which weapon you have equipped.

Also, items are implemented. I want to put a cap on them so you don’t go hoarding them all but yeah they all work fine. You have stuff like Tigre Tequila which boosts Attack power with a chance of getting Drunk, Wine for regenerating health, Blow Needles for attacking in multiple directions, Lasso for stunning, Cloak for evasion and things like that. Those effects work. Also have 5 enemies max in a field instead of 3. I won’t always use 5 in a battlefield but at least that is possible.

The sprites other than Adalyn are placeholders. I used a Poison Sack (a future enemy drop…. oh yes I forgot I have to apply enemy drops) to poison all the enemies so the damage numbers pop up for each of them.

What’s needed now is to have enemy item drops, animations, enemy AI (other than move up to the player and attack), and some fixes to the weapons (mainly when starting the battle) so then I can start placing the battles around the game. The issue is mainly that they are built onto the map so I can’t really go making lots of maps until I have the battles in because they are part of the map.

Then I will need to do tilesets, sprites, and fix up the menu system. I have a better idea for it than I had before so I’ll be getting to work on it.

I have other posts, articles and updates at my blog at dev.oceansdream.net so feel free to stop by and take a look! I believe I have a topic about cave mapping coming up today sometime (I forget when I scheduled it for).

Progress Report

On the remake: Progress so far

Commissions getting in the way. Lots of them.

Anyway, I have been working on remaking this, between helping out on various projects (Chain of Retribution, Nessys projects, Lihtan, pixels) so I don't really have as much progress as I'd like, but I still got a fair amount of stuff done.

Chipsets: I'm not taking up all the tile spaces yet, and I'm using some to make the map feel more natural. So I have grass upper tiles and corners. I'll certainly make more tiles while I get to actual mapping, but otherwise I have almost all of the tiles I need to replace the ones from before now. I've even added some statues and things like that. I tend to save mapping for getting the game actually made.

I tend to do systems first. Battle system is in progress. Instead of 2 equippable skills, you have 6 items you can use in battle. For weapons, I actually removed some. I was thinking what weapons were really necessary to keep and which ones were sort of redundant and they all have a certain amount of hits before you have to reload. Unlimited ammo though, so it is more a counter of how many shots you can fire off before you have to wait again. That is already coded in. Also expanding the potential enemy amount in a battlefield to 5, for more variety. I'll need to code in some actual AIs to the enemies so they don't just walk up and attack, but that will be later.

The items are planned out, I just need to have a way of getting the 6 you want into battle, which would be easier if I only have 6 items but that wouldn't be as fun.

Money will be used for weapon and other upgrades instead of needing to pick up ammo. I've already got a chart of what will be upgraded for each weapon (for example, Critical hit% +, more hits before reload, things like that)

There is still a lot of work to go though, such as sprites, but I'm pretty sure it'll go faster once the battle system work is all set.


Fixing up Adalyn

Adalyn has been rated as well as the other contest game. It was a 3 month contest event, with the winning prize being $100. I joined really late, and I only meant to pad the member list out so that they wouldn't cancel the contest and give my friend a chance to finish. Instead, I ended up being the one that finished (given 7 days pretty much to do this) and one other person who made a sort of FF parody game.

We both got awarded instead of having a contest, and not all the judges scores are in so I can't say if I won yet or not. Going by 2 of the judges scores relative to each game, I'm doing slightly better. However, regardless of the result, I still have this game which I don't really want to go posting all around yet. As I had a short time frame, I ended up having a big lag problem. I have a fix for this but it's not gonna be a simple plug and play script. Rather, I have to remove references to an old script in each of the battle fields, and modify the script a little more.

I have a new HUD idea which I showed some people:

I don't have it scripted in yet, but I think it will be helpful to show when you are able to use a skill again (as they rely on cooldowns), it would take up less space, and show more information such as how much money you have and any keys/keycards/whatever you can collect. Also putting the keyboard key next to the weapon/skill so that you know what to press for it.

There will be other changes as well. Here is a small list of them:
-Font changing
-Darkening the window skin
-Custom graphics
-Making battlefields more spacious
-Balancing weapons and skill choices, so that Push/Hook aren't the only S key skills
-Full healing before and after a mission
-Mid mission during a safe room (with a save point), you will get the option to switch your gear around
-Hopefully better story pacing and more main quest missions
-Perhaps add more expressions to the main character picture, but I would have to
-Address any other feedback that I haven't listed here

Now a question for people who played the game:
What was your favorite weapons to use? Did you feel any were overpowered or too weak? I wanted to balance out weapons so if I feel some are being used too much and some not enough, I should either boost the power of the weaker ones, give more incentive to use them, or cut them out.

Any additional comments or feedback can be taken into consideration as well!

It will take some time to remake the game but as it is short I feel it'll get finished far faster than Azulea will be.
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