STRAK'S PROFILE
Strak
1560
Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
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Ch-ch-ch-changes - Progess Report 11
Oh yeah, I have plans for a save point after every ten floors, where there's at least three floors following the point. As for larger rooms with more interconnectivity, I could do that now if I just came up with more room and cell rules, with some additional configurations, but it would create significantly more work and I may be able to make a workaround without it.
Ch-ch-ch-changes - Progess Report 11
Great questions! I'll try to answer them as best I can.
So for the first question, the game doesn't actually save any of the parallaxes. The game uses the BLT method to temporarily overwrite the parallax for that map ID by taking samples from each of the individual rooms, then splicing them onto the main parallax as a cached graphic. Nothing actually gets saved. This does mean that if you close and reload the game, the map will be blank, but since this game doesn't allow saving in dungeons, it works perfectly for this game. Usually if you save and load in a dungeon, you'll be warped back to the home base.
I'll get to the second question last, since it's a bit of a longer answer.
As for the entrance and boss rooms, or places such as the home base, yes those will be created individually. There isn't really much reason to have them be randomized. This system is just for the purpose of dungeon crawling.
Now, advantages and disadvantages. For advantages, this means that I have less than 1/6th the amount of work I had previously in order to release this game. It's very likely that I can have this finished in the next two years now. From a gameplay perspective, this also means that dungeons are much more random, with far less repetition as to where chests, exits, monsters, item bags, and player spawn points are placed. Before, you could pretty easily figure out where all the potential spawn points are for each map if you'd played them enough. As the main test player/developer, I can attest to this myself. With this system, even I will have no idea where anything is on any given dungeon floor, encouraging more detailed exploration and immersion. In addition, the potential dungeon layouts can get VERY interesting and winding, far more so than they were before.
However, there are disadvantages. Mainly, there is quite a bit more limitation in exactly how dungeon "rooms" can connect to each other. In order for a more seamless transition between sections of the map, the room borders do need to be a bit more generic and standard. This means no more diversity between what constitutes a "wall" in a dungeon. For example, in the mine, you used to have cave walls OR vast underground ponds that dictated the border of the room. With this system, I can still have tiny ponds within the rooms themselves, but the border of each room will be essentially the same.
Now, there are ways around this. I'm currently working on an "overlap" feature for map generation, which will allow me to create borders that blend together a bit more, making for a more natural layout. I should also be able to create a system where instead of generating the "room," I can instead generate the "walls," allowing for more control over the things I just mentioned. This system is still in development, so the potential is still untapped, but as it currently stands the main disadvantage is that maps will be SLIGHTLY less detailed and deliberate than the originals, but will ultimately be far less repetitive and far more random than before.
So for the first question, the game doesn't actually save any of the parallaxes. The game uses the BLT method to temporarily overwrite the parallax for that map ID by taking samples from each of the individual rooms, then splicing them onto the main parallax as a cached graphic. Nothing actually gets saved. This does mean that if you close and reload the game, the map will be blank, but since this game doesn't allow saving in dungeons, it works perfectly for this game. Usually if you save and load in a dungeon, you'll be warped back to the home base.
I'll get to the second question last, since it's a bit of a longer answer.
As for the entrance and boss rooms, or places such as the home base, yes those will be created individually. There isn't really much reason to have them be randomized. This system is just for the purpose of dungeon crawling.
Now, advantages and disadvantages. For advantages, this means that I have less than 1/6th the amount of work I had previously in order to release this game. It's very likely that I can have this finished in the next two years now. From a gameplay perspective, this also means that dungeons are much more random, with far less repetition as to where chests, exits, monsters, item bags, and player spawn points are placed. Before, you could pretty easily figure out where all the potential spawn points are for each map if you'd played them enough. As the main test player/developer, I can attest to this myself. With this system, even I will have no idea where anything is on any given dungeon floor, encouraging more detailed exploration and immersion. In addition, the potential dungeon layouts can get VERY interesting and winding, far more so than they were before.
However, there are disadvantages. Mainly, there is quite a bit more limitation in exactly how dungeon "rooms" can connect to each other. In order for a more seamless transition between sections of the map, the room borders do need to be a bit more generic and standard. This means no more diversity between what constitutes a "wall" in a dungeon. For example, in the mine, you used to have cave walls OR vast underground ponds that dictated the border of the room. With this system, I can still have tiny ponds within the rooms themselves, but the border of each room will be essentially the same.
Now, there are ways around this. I'm currently working on an "overlap" feature for map generation, which will allow me to create borders that blend together a bit more, making for a more natural layout. I should also be able to create a system where instead of generating the "room," I can instead generate the "walls," allowing for more control over the things I just mentioned. This system is still in development, so the potential is still untapped, but as it currently stands the main disadvantage is that maps will be SLIGHTLY less detailed and deliberate than the originals, but will ultimately be far less repetitive and far more random than before.
Massive Update and New Demo - Progress Report 9
Due to some issues with the initial file sharing website, I had to remove the download. It has since been reuploaded to DropBox. The download link for v0.6 has been updated. Simply follow the link, then click "File/Download" to save the files. Sorry for the inconvenience and thank you for your patience.
Having said that, I've taken this opportunity to add a few more small details to the demo. Some of them are from feedback, others are from simple ideas that I didn't have time to implement but have since added. In addition to all the above listed changes, I've added these three updates:
- Added the skill "Resuscitate" to all party members at the start of the game
- Added an icon to specify weapon type in the item card of weapons, as well as to the skill tree guides for clarity
- Modified the skill tree UI to mitigate redundancy and maximize efficiency
The "Resuscitate" skill simply allows any party member to revive a fallen ally to 10% HP, but does take an extra turn to charge. It's no replacement for revival items, but does give an opportunity to get party members back on their feet during longer battles and use either healing items or restorative skills. The new weapon icons in item cards is simply a way of telling the player "this is a dagger, this is a sword, etc." without them having to guess based on the name and sprite. And finally, the skill tree UI no longer has the connecting lines, but rather will have locked skills dimmed out, and skills available to unlock will be highlighted. A few other small details went into this for increased clarity, but I won't go on and on about them. You can see for yourself by trying it out!
Anyway, that's it for the updates for now. Sorry again for the broken link, hopefully this time it's more reliable. Thanks for your patience, and happy playing!
Having said that, I've taken this opportunity to add a few more small details to the demo. Some of them are from feedback, others are from simple ideas that I didn't have time to implement but have since added. In addition to all the above listed changes, I've added these three updates:
- Added the skill "Resuscitate" to all party members at the start of the game
- Added an icon to specify weapon type in the item card of weapons, as well as to the skill tree guides for clarity
- Modified the skill tree UI to mitigate redundancy and maximize efficiency
The "Resuscitate" skill simply allows any party member to revive a fallen ally to 10% HP, but does take an extra turn to charge. It's no replacement for revival items, but does give an opportunity to get party members back on their feet during longer battles and use either healing items or restorative skills. The new weapon icons in item cards is simply a way of telling the player "this is a dagger, this is a sword, etc." without them having to guess based on the name and sprite. And finally, the skill tree UI no longer has the connecting lines, but rather will have locked skills dimmed out, and skills available to unlock will be highlighted. A few other small details went into this for increased clarity, but I won't go on and on about them. You can see for yourself by trying it out!
Anyway, that's it for the updates for now. Sorry again for the broken link, hopefully this time it's more reliable. Thanks for your patience, and happy playing!
Massive Update and New Demo - Progress Report 9
Thanks! I hope that the things you're devoting your time to are going well! This game will be here when you're ready for it. I'm glad you find it interesting.
Featured game
Update 2023-09
Hey, good on you for making a return to the project! It's easy to give up on something when you start experiencing burnout, or if it isn't turning out how you want. It's much harder to come back to it and say "okay, what can I do better and what should I prioritize?" Looking forward to seeing where this goes!
Thrall Demo Re-Vamped! (Ha, get it? Like "Vampires"?)
I made a slight adjustment rolling back one of the changes made, specifically regarding the prologue. I decided to keep it the way it was before, making only the introductory cutscene skippable instead of the entire prologue. There were a couple of reasons behind this, but mainly it just wasn't necessary any more with all the other changes that have been made. Enemies drop loot a lot less, so the prologue takes a lot less time and is overall less tedious. It's also more interesting now that enemies can have elemental weapons. And finally, it's a great way to determine how difficult the game is before fighting the first boss, and allowing the player to adjust the difficulty from the settings if need be beforehand.
While I did roll back that one change, I added another one to offset it. A tutorial that explains why the Knife in the Storage chest has a unique name and red text. Yes, that's supposed to be there. Yes, it has a special effect. It's an introduction to unique weapons and armors.
Anyway, that's all that's changed. Hope you all enjoy!
While I did roll back that one change, I added another one to offset it. A tutorial that explains why the Knife in the Storage chest has a unique name and red text. Yes, that's supposed to be there. Yes, it has a special effect. It's an introduction to unique weapons and armors.
Anyway, that's all that's changed. Hope you all enjoy!
Thrall Demo is now available!
I'm considering modifying the functionality of two of the action skills. Elemental Burst and Aura are both powerful and useful, but both Rage and Stalking are limited in their usefulness due to needing to spend a turn to activate them. I'll be working on attempting to modify them this weekend so they can be instantly applied on use without costing the turn, allowing for an extra action. This should balance them out quite a bit. Let me know your feedback on how the current action skills work, and any potential improvements you can think of! I'm always open to perspective.
EDIT: With version 0.2 uploaded, this update is now implemented.
EDIT EDIT: Version 0.2 has been rescinded and replaced with 0.1 again, as it turned out to be a huge buggy mess. Keep an eye out for v0.3 when it's released, I'm still working on a fix.
EDIT EDIT EDIT: Version 0.3 is now available.
EDIT: With version 0.2 uploaded, this update is now implemented.
EDIT EDIT: Version 0.2 has been rescinded and replaced with 0.1 again, as it turned out to be a huge buggy mess. Keep an eye out for v0.3 when it's released, I'm still working on a fix.
EDIT EDIT EDIT: Version 0.3 is now available.
Bloodstained Hands v5.9.8!
The game files have been updated with the aforementioned bug fix. That extra status ailment should no longer appear in the monster log. I also did some quick modifications to the rewards for the special match in the Sapphane Arena for New Game Plus, adding a unique consumable reward to make it worth the effort. It's still probably the most challenging part of the game, but now the rewards reflect that. Anyway, the game can be updated by downloading the new version and moving the save files over. Thanks for your patience and for playing!
Bloodstained Hands v5.9.8!
I discovered a small bug in the monster log book. It's not game breaking or anything, but there's an additional status ailment listed for each enemy in their resistances under the gallery mode. It shouldn't be there, and it may lead to some readability issues for monsters that resist a lot of ailments, but otherwise doesn't affect gameplay. I'll release a patched version within the next 24 hours, but it'll still be listed as v5.9.8. Thanks for your patience.













