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Post by Deleted on Nov 5, 2004 17:35:11 GMT -5
"and the girl has a personal heal spell that takes up 0 MP." It's only useable in battle or something though, right?
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Post by Doan the Nado on Nov 5, 2004 17:36:48 GMT -5
Actually, as of now, it's only useable outside of battle. It only heals herself.
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Post by Deleted on Nov 5, 2004 17:38:20 GMT -5
Wow, don't you think it ought to at least cost a tiny amount of MP or something?
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Post by Dungeon Warden on Nov 6, 2004 11:25:59 GMT -5
I made the personal heal ability free because the girl, Sarah, kept getting killed during battles, so I wanted her to have full HPs every battle so she would have a chance to survive. When I work on the battle system again, I'll make it so she can use her ability in battle at a cost of 1 MP (It will cost 1 MP to use it out of battle as well). I may also give her a battle spell to drain MP from enemies so she can cast healing spells without needing to reserve her MP.
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Post by WarDragon on Nov 6, 2004 11:45:06 GMT -5
Dungeon Warden may I host your games on my site
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Post by Dungeon Warden on Nov 6, 2004 16:11:17 GMT -5
Sure, you can host my game (singular). I only have the one and am not planing to make another, unless it's something short and simple for a contest. I guess you can host my video as well, although technically it's not mine.
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Post by Deleted on Nov 6, 2004 20:24:12 GMT -5
That sounds a lot better.
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Post by WarDragon on Nov 10, 2004 16:32:08 GMT -5
I like your game but i haven't finished playing it yet. once i completed it i will give you my review
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Post by NASH7777 on Nov 20, 2004 9:01:06 GMT -5
I like the mini-game...haven't played it yet but it looks cool. I had something similar planed for an firstperson weapon but never got around to it....
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Post by Aaron on Nov 30, 2004 4:37:13 GMT -5
Any new info DW?
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Post by Jugem on Nov 30, 2004 14:25:02 GMT -5
Finally had a chance to try out your demo DW, and here are some of my comments. First of all, I take back that "traps being unfair comment" I made earlier. I know you mentioned it being a trap-laden dungeon/cave in the history (I think), and they did add to the atmosphere. I had a problem with some of the text (including the time in the upper left corner) being cut off of the top and bottom of the screen. I know it's because of my tv, but I'm guessing there are others like me out there, so it may be a good idea to raise/lower any important text/info at the bottom/top of the screen. Another small point, it would be nice if you could show the party's silver total when asked if you want to play the archery minigame. The archer tells you it costs 5 silver, but then you don't know how much silver you have. Just a very minor comment. Talking about the archery minigame, I came into it with high hopes, but I left feeling cheated. The controls are just so unresponsive that it was virtually unplayable. You try to line up with a target, but by the time the crosshairs actually make their way there and let you shoot, the target has already moved. It's very frustrating, and becomes more of a game of chance (just randomly shoot an arrow and hope it hits something). I really hope you totally rework the control aspect, from scratch if need be. It has a lot of potential, and I know it could be a lot of fun with more responsive controls. Some comments about the battles. I found the battles to be very easy. Maybe that was because I was able to easily afford the best weapons (which I'll get to later). Never even had much use for magic. But they were fun nonetheless. The lack of difficulty is understandable though, given that it's the first combat area. And I definitely enjoyed what you did to the dbs. Speaking of which, it would be nice to have the ability to cancel and go back to the control setup screen (where you can press up to attack, down to defend, etc.). I found myself sometimes pressing down by accident (probably from mashing the buttons trying to speed things up ), and being stuck defending. Not a big problem, but if it's easy to implement, something you may want to look at. And what's with the enemy not spotting you but still not being able to flee? I mentioned earlier I had the best weapons available. Is the dresser in your room bottomless? Stocking up on angel feathers and selling them for 100 silver a piece...easy way to make some quick cash, lol! Let's get to the bugs I've found. I discovered a couple bugs relating to the camera. The first one has to do with the square button. I assume that each press of the square button alternates (or should alternate) the camera between the normal view, and the top-down view. However, there were times when the square button wouldn't work, and would get stuck in one view. I actually got stuck on the bottom floor of your house for awhile with a top-down view (showing the top floor), and with no idea where the door was. I don't know how you implemented it, but it seemed to happen when I pressed [] to quickly. Maybe the camera changing instantaneously would fix this? The other camera bug was in the inn. On the stairs, there is a step where the camera will change (gradually). If you quickly pass this point and go back. The camera will still be changing, and so won't change back. Again, an instant camera change would probably fix this. Overall, I definitely enjoyed playing the demo. Still very early, but there was some great ambience. And I had fun, which is the most important aspect. I'm looking forward to the finished project (even if it is a long way away).
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Post by Dungeon Warden on Nov 30, 2004 16:34:48 GMT -5
Just a note on the archery game. You don't have to wait for the crosshair to line up. As long as it is near the center of the screen, that is good enough. Hiting the enemies is hard, but it takes skill, not luck to hit them. Try to aim in front of them and let them move into range. Sometimes you need to move to get them to move, and moving forward and back as well as side to side helps. The archery range is suppose to be a challenge, if it was easy you could rack up points too quickly. I will be changing the prizes to make the challenge worth the effort. Thanks for the Silver display tip. I though I did display it though. Could it have been cut off your screen? There is no way to control where it is displayed, so maybe you need a new TV I'll look at the camera system. I play on changing it soon any way. In the inn, just go back up the stairs and back down again to fix the camera. The [] Botton is not suppose to to work indoors. I'll fix that (while I'm revamping the whole thing anyway). Yes, the dresser is bottomless. There is only a 1 in 25 change of getting an angel feather. How many times did you search the dresser? Maybe I'll lower the chance to 1 in 50. I'm glad you liked the demo. I will be making a new improved demo over the christmas break. New Camera, menu, and battle systems are in the works. Harder enemies are being planned for the next section of the dungeon, so stay tuned.
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Post by Jugem on Nov 30, 2004 16:51:15 GMT -5
Just a note on the archery game. You don't have to wait for the crosshair to line up. As long as it is near the center of the screen, that is good enough. Really? Because I swear I had to wait quite a bit sometimes before the arrow would actually shoot. And I agree it should be a challenge; it just felt like the actual challenge was coming from unresponsive controls. No, it's not my tv. I can still at least view parts of everything. So if the silver display shows at the very top or bottom of the screen, I'd still see probably about half of it. So it's probably the case that it wasn't displayed at all. Maybe I'm going crazy and just didn't see it (even though I looked for it)... Yeah, I knew how to fix that problem. Just thought you might like to know about it, if you didn't already. Keep in mind that the [] button problems happened outdoors as well. Hopefully your new camera will fix this. 1 in 25? I'm pretty sure I got them more often than that. I would guess I got one once in maybe 10-15 attempts on average. Of course, that's how randomness works. Sometimes, you get certain results more often than they should. Other times, less often. In the long run it should all balance out. So maybe I was on a lucky streak. But lowering the percentage is probably a good idea. Looking forward to it.
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Post by Dungeon Warden on Nov 30, 2004 17:14:51 GMT -5
Well, the truth is the scripts will not allow you to press the firing button (in the archery range) while another script is running. I have the scripts running as fast as possible, so the delay is mimimal. Try hitting X several times if the arrow doesn't fire the first time. You can't fire more than one arrow at the time, so don't worry about accidentally using up all your arrows. The more enemies you kill, the better everything runs, so the real challenge is in killing off the first few enemies without wasting too many arrows.
If I get the chance, I'll change the archery range so you can continue playing through several different levels as you get better at it.
Improvements are in the works. I just need time to implement them.
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Post by Jugem on Dec 1, 2004 15:33:20 GMT -5
Try hitting X several times if the arrow doesn't fire the first time. Believe me, I have. And by the time the arrow finally does shoot out, the enemy has since moved a lot of the time. I spent a bit more time on the archery game last night, and I did manage to get all five enemies using five shots. But my opinion hasn't changed much. The archery game itself is pretty easy. The unresponsive controls make it challenging. Not the right kind of challenge. I hope the improvements help with this.
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Post by Doan the Nado on Dec 1, 2004 15:45:01 GMT -5
I found it difficult to try to move quickly across the room and shoot, but if you stay in one spot and move a square or two at a time, it's not too bad. That's kind of how it would be if you were actually shooting a bow: there would be no way to quickly turn 45 degrees and shoot something. You would have to pause and aim.
I think it could definitely be improved by using a 2D VFX crosshair and testing for hits based on the party's coordinates, but I think it's decent as it is.
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Post by Jugem on Dec 1, 2004 15:52:56 GMT -5
That's kind of how it would be if you were actually shooting a bow: there would be no way to quickly turn 45 degrees and shoot something. You would have to pause and aim. But this is a video game, and certain responsiveness is expected. And you wouldn't need to pause that long. All I'm trying to do is let DW know my honest opinion on it. If he wishes to use my advice to improve it, that's great. If not, well, it's just a minigame anyway. It'll pass like it is, but it could be so much greater. There are other things that should probably have precedence over improving the archery game (such as finishing the main game). But I do feel like the archery game could use some work.
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Post by Doan the Nado on Dec 1, 2004 16:25:53 GMT -5
I was agreeing with you, mostly. I discussed this with DW a while back at the agetec board, that it might be a good idea to use a 2D VFX and stuff, as I said above. I just wanted him to know that I, too, thought it could be improved, but that I didn't think it was terrible.
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Post by Dungeon Warden on Dec 1, 2004 16:28:07 GMT -5
I'll look at the mini game and try it with a 2D crosshair and see if it's faster that way (it will remove the crosshair bug at least which is the main reason to change it). The scripts are complex and slow things down so I don't think there is much I can do with the main program as far as controls go.
As you say, there are more important things to work on then the mini game - at least until I get far enough into the dungeon that you can find the archer (hint, hint). I will spend most of the holidays working on the combat system and a few other things as I've already mentioned.
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Post by Deleted on Dec 1, 2004 17:41:51 GMT -5
"probably from mashing the buttons trying to speed things up"
What I did for my BS (modified DBS, not close to as much as yours though), was make all the text go without the player pressing X, by changing all the /_\'s in the messages to the arrow things. It is kind of bad how the player for me decides what the party members'll do then sits there while the turn goes, but I do think it's better than having them keep pressing X. It might benift to do this, but yours is much more complex than mine, so good luck.
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Post by Dungeon Warden on Dec 2, 2004 11:36:48 GMT -5
Actually, in the next overhall of my battle system, I plan to remove text altogether and have 2D VFX appear on the screen instead. I want combat to go as quickly as possible so that player can make choices and see the results right away.
Good luck with your own game.
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Post by NASH7777 on Dec 2, 2004 11:44:49 GMT -5
Sorry to barge in on your topic like this but do you mined if I put ya in my game? I've added Doan,Valkysas,Doyle/Nate,& zoradude. I'ld like to add you, Jugem, and Vespeluth....
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Post by Dungeon Warden on Dec 2, 2004 14:59:29 GMT -5
What, your going to have people in your game? ;D Sounds cool. I look forward to seeing my avatar in your game. (thats a yes, by the way).
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Post by WarDragon on Jan 26, 2005 17:48:09 GMT -5
Dungeon Warden have you made any progress on your game?
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Post by Dungeon Warden on Jan 27, 2005 19:46:50 GMT -5
I have created a new mini-game where Sarah has to serve people as they come into the inn for a meal. I have it working but it's not as fun to play as Dinner Dash, the game most resembles, so I need to rework it some more. Check out Crown Notes for more information.
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