IROG'S PROFILE
Irog
4858
Hi all !
I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.
I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip
I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !
See you around,
Irog
I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.
I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip
I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !
See you around,
Irog
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Fun With Formulas
author=hedge1
First, if you're going to have multiple attacks in a round, ensure they're fast and don't waste time. I'd say even the sword slashes from FFT would be too long. Look for animations of 1-2 seconds or less.
You made a very useful comment. I'll take it into account when working on animation. Currently, the game has no animation: the delay between attacks depends on how fast you press the attack button again.
author=hedge1
Second, make sure that the optimal strategy isn't always to move as little as possible to maximize damage. Since 3 attacks is literally 300% damage versus one, it's easy to just sit back and wait for the enemy to move towards you and do one damage, while you counter for three damage next turn.
This is something I noticed while building the maps. Defending your positions is too often the best strategy; except when your cavalry needs to rush the enemy archers. I'm going to introduce an impact bonus when a unit moves to an enemy and deliver its first attack: moving two hexagons towards the enemy then attack would cause 2 damages and remove some Action Point to the target (stunt effect).
author=hedge1
Third, a good rule to follow is the simpler your game, the shorter it should be. So you're probably not looking at a long game. That's probably for the best though, since it gives you a greater chance to finish it and, if it's popular, gives you a reason to make a sequel.
Totally agree! A minimum viable product of my game is already available. And some members made useful comments on it. So I know what improvements to focus on (even before thinking of a sequel).
Whatchu Workin' On? Tell us!
Learning to use the SDL2 library to build a graphical display for MinST.
I've made a display prototype which would completely eliminate the display flickering in my game. The integration of this display requires a lot of code changes. So, a first integration step would be to use the new display in a separated window to play the game and close it when using functionalities not affected by display flickering like map loader and map editor. What do you think about such hybrid integration?
I've made a display prototype which would completely eliminate the display flickering in my game. The integration of this display requires a lot of code changes. So, a first integration step would be to use the new display in a separated window to play the game and close it when using functionalities not affected by display flickering like map loader and map editor. What do you think about such hybrid integration?
DisplayPrototype.png
Here is a prototype of the new display I'm working on for MinST. You can move the cursor around this sample map. Could some of you test if it runs ok on your machine?
Controls
up-left : Insert, F or 4
up : Home, G or 5
up-right : Page Up, H or 6
down-left : Delete, C or 1
down : End, V or 2
down-right : Page Down, B or 3
quit: Alt-F4
Controls
up-left : Insert, F or 4
up : Home, G or 5
up-right : Page Up, H or 6
down-left : Delete, C or 1
down : End, V or 2
down-right : Page Down, B or 3
quit: Alt-F4
Fun With Formulas
@ hedge1
Sorry for confusing you. I forgot to mention the Action Point system of my game.
Each unit has Action Points and consumes some to move and attack. Units don't have attack or defense stat but differ in HP, Action Point cost per move, and weapon range. Depending on how well the player moves, the unit can deliver 1 to 3 attacks in a round.
I want the player to focus on strategy and moves so I'm thinking to make the damage system as simple as possible. And I wonder how much I should simplify the damage computation formula.
Sorry for confusing you. I forgot to mention the Action Point system of my game.
Each unit has Action Points and consumes some to move and attack. Units don't have attack or defense stat but differ in HP, Action Point cost per move, and weapon range. Depending on how well the player moves, the unit can deliver 1 to 3 attacks in a round.
I want the player to focus on strategy and moves so I'm thinking to make the damage system as simple as possible. And I wonder how much I should simplify the damage computation formula.
[Poll] [VOTE] No-RM Event Winners~
Congratulations to all participants! Unfortunately, I didn't vote because I lacked the time to play all games. Among the ones I played, Super Pantito was my favorite.
Fun With Formulas
What matters with damage in general is how many hits the target can take. So the damage formula needs to be examined in parallel with HP.
For example, based on the reasoning on the standard formula, Damage = (100 / (100 + def)) * atk leads to
Hits = HP / Damage = HP * (100 + def) / (100 * atk)
so raising def by 1 is equivalent to raising HP by 1%. Thus, we could replace the damage computation formula by Damage = atk and have the armor giving extra % of HP instead of defense points.
In the development of MinST, I started with constant damage formula, thinking of enhancing it later with attack and defense dependencies. But it didn't happen due to the limitations of console display. I'm now thinking to push the simplicity even further : have all attacks causing 1 damage so HP become a direct measure of how many hits the unit can take. What do thing about it?
For example, based on the reasoning on the standard formula, Damage = (100 / (100 + def)) * atk leads to
Hits = HP / Damage = HP * (100 + def) / (100 * atk)
so raising def by 1 is equivalent to raising HP by 1%. Thus, we could replace the damage computation formula by Damage = atk and have the armor giving extra % of HP instead of defense points.
In the development of MinST, I started with constant damage formula, thinking of enhancing it later with attack and defense dependencies. But it didn't happen due to the limitations of console display. I'm now thinking to push the simplicity even further : have all attacks causing 1 damage so HP become a direct measure of how many hits the unit can take. What do thing about it?
I need help...
Like you, I some times feel a loss of purpose in this produce-consume-dispose focused world. It makes me feel not like a human being but like a human resource, a disposable human resource. Every day, I'm surrounded by machine made stuff and humans acting like machines. I use my creativity and ingenuity to fight this. For example, I once made a calendar where I can change month sheet and picture independently and it uses its own weight to tighten the rope that holds the picture. I've put pictures of my family on it. When I look at it, it reminds me of my crafting skills and peoples who care about me. Same goes when my mother wear a belt I repaired for her. And when my friends ask how I made my LARP equipment.
You have your own unique skills but society will not give a damn about them. So you should surround yourself with reminders of these skills that makes you fantastic. Keep practicing these skills and show them to your friends and family. Their compliments will make you feel awesome!
You have your own unique skills but society will not give a damn about them. So you should surround yourself with reminders of these skills that makes you fantastic. Keep practicing these skills and show them to your friends and family. Their compliments will make you feel awesome!
MinST Review
Sated, I confirm that you can create your own maps. Actually, I've built the maps using the map editor.
Flying Jester, your suggestions are very helpfully. You seem to be knowledgeable on the matter. I'll certainly come back to you with technical questions and code example requests.
There is now 2 paths for MinST:
1) improve console display
2) abandon console display and move to graphics display
Path 1 is definitely more reachable from my current skill level... and path 2 will definitely bring better output. I'll go with 1 first to keep delay between releases acceptable.
Flying Jester, your suggestions are very helpfully. You seem to be knowledgeable on the matter. I'll certainly come back to you with technical questions and code example requests.
There is now 2 paths for MinST:
1) improve console display
2) abandon console display and move to graphics display
Path 1 is definitely more reachable from my current skill level... and path 2 will definitely bring better output. I'll go with 1 first to keep delay between releases acceptable.
[PLAY] No-RM Event Games
MinST release for the event only uses the keys Insert, Home, PageUp, Delete, End, PageDown to move on the hexagon grid. CashmereCat pointed out that this makes control impractical on keyboard where those key are not clustered. The game now also accepts F,G,H,C,V,B (upper and lower case) and 4,5,6,1,2,3 so you can plat it with most keyboards.
This is the only change I made to the game since submission. I want to stay fair to all of you so I will not make any other pots-submission changes until the end of the votes.
This is the only change I made to the game since submission. I want to stay fair to all of you so I will not make any other pots-submission changes until the end of the votes.













