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Fixing up Adalyn

  • Ocean
  • 03/24/2011 08:25 PM
  • 1413 views
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.

Posts

Pages: 1
Variety = good.
(opinions, opinions)

Sniper
Longest range, Constant damage, Slow speed can be countered with melees. Does not cause lag if you just use this gun and a melee (because you can't keep shooting - which cause lag)
Shotgun
Spread damage, but not constant damage. Too random (perhaps there is an error in the mechanic? or am I not close enough?)
Whip
Has lower damage than hammer, but faster charge and stun. Oh and more range. Makes hammer kind of...well...
Minigun
Pretty cool, but killing a single enemy takes forever; damage output too low; if you hold down the button ammo doesn't decrease, cause extreme lag.
Blaster/Flamethrower
I forgot, but blaster seems like a weaker version of shotgun. Damage output too weak (apparently enemies have tons of health!)? Perhaps if there is a burn effect which cause the enemy to randomly run away if you use flamethrower that would help?

I suppose you can:
1. Reduce enemy overall health
2. Assign attributes. This is what I actively use and recommend.

For example, some enemies are weak against impact and some are weak against piercing (honestly, do you need SLASH damage for guns? yes? w..well go ahead then).

Note: Impact Vs Piercing Vs Fire is the common staple in Front mission 4 and I think it works pretty all right.
Ocean
Resident foodmonster
11330
The lag issue is fixed, I only have the code for one battle so far but I would just need to remove old code for the rest. It's not perfect as I can't set all the ammo types you have to be displayed yet, but I'll work on that part.

These are good ideas. I'd have liked to have more enemies and lower health for them, so I'll work on that when I get a chance. Hammer does have a Power Down effect on enemies, but ideally you'll want to be avoiding them in the first place! I'll see how I'll work that. But yeah, Blaster/Flamethrower/Minigun/Hammer can get a power boost. Blaster basically has a wider range.

Oh, Shotgun has proximity damage. The closer you are, the more damage you do. You can potentially be pulling off 55's and all, but if you're not that close it can be more like 17s. But yeah, that one is more for short range... actually I wonder why this works for everyone but me. I hit consistent 55's regardless of positioning while everyone else seems to have it correct. I wonder why?

Attributes sounds good. (SLASH damage... I will add a gunblade!!!!! (not really))

Will try that out then! Thanks :D
Hey the new HUD idea looks great! If you need someone to script it, lemme know.
Despite
When the going gets tough, go fuck yourself.
1340
still waiting on the hentai
Ocean
Resident foodmonster
11330
author=GameGuysProjects
Hey the new HUD idea looks great! If you need someone to script it, lemme know.

Oh don't worry, the HUD is already scripted in and is a bit different than that one. In fact, I should probably make a new blog post with the changes, but I've been pretty busy! I'll get that up soonish though.
Ocean
Resident foodmonster
11330
author=Despite
still waiting on the hentai

All hentai requests, PM me
Pages: 1