Author Topic: "Escheron: Twilight over Ragnoth" — progress updates and discussion  (Read 122925 times)

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Offline Iambian

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #120 on: January 22, 2016, 08:33:47 pm »
One of the goals of this project is to make a great RPG that's still playable on the venerable TI-83 Plus graphing calculator. In order to retain the ability to use the archive for user variables (read: Save files), the app must not grow any larger than 6 pages.

So yeah. 6 pages and we're going to keep it at that. While the app is currently 6 pages already, there's rather large gaps in some of the pages which allows us to fill in more content. The hope is that these are enough but...

For more info, this is what our build output looks like. Circled in red is size information relevant to the discussion
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Offline Dudeman313

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #121 on: January 23, 2016, 05:01:26 pm »
That version of Windows looks old.
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Offline Geekboy1011

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #122 on: January 23, 2016, 05:02:32 pm »
That version of Windows looks old.

Believe it or not he is running windows 7 he just uses the older theme because it uses less ram. Which his old laptop needs :P

Offline Dudeman313

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #123 on: January 23, 2016, 06:55:41 pm »
Oh. I suppose because it's so old there's no way it could handle the W10 upgrade.
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Offline Escheron

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #124 on: January 26, 2016, 05:11:31 pm »
is Escheron still being worked on?

The project was in a short hiatus so everyone could enjoy the holidays, but things are picking up again. @Iambian and I have been laying out the groundwork for the action strings that appear during battle sequences, and I've been putting a few touches on the maps. Iambian has also implemented some of the logic related to how enemy sprites appear in the battle window.

Offline Iambian

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #125 on: February 13, 2016, 10:44:07 pm »
Minor update.

Battle system sets up and displays fight scene. Player actions are selectable for each character (but does nothing yet. Didn't get that far)



TODO: Get the options to push actions to battle stack. Get enemies to do the same. Parse and display results of stack processing.
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Offline TIfanx1999

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #126 on: February 14, 2016, 10:24:35 am »
Looks good! :D Nice to see the battle engine starting to fall into place.

Offline Dudeman313

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #127 on: February 14, 2016, 05:14:22 pm »
Nice! Will there also be a CE port?
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Offline TIfanx1999

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #128 on: February 14, 2016, 05:46:04 pm »
As far as I know, there aren't plans for a CE port at the moment.

Offline c4ooo

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #129 on: February 14, 2016, 06:01:33 pm »
I thought there was already a CE prototype of this ???
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Offline Dudeman313

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #130 on: February 14, 2016, 06:31:46 pm »
As far as I know, there aren't plans for a CE port at the moment.
There should be... :P
I thought there was already a CE prototype of this ???
The one in this thread is for the CSE. I doubt something this complex could be in basic, so I doubt it's already compatible with the CE series, whether it uses libs or not.
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Offline Geekboy1011

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #131 on: February 14, 2016, 07:16:33 pm »
Currently there are no plans for a CE port due to lack of hardware on Iambian's side as well as we would have to rewrite 90% of the system to get it to work on the CE so yeah. Sadly probably not happening.

Offline Dudeman313

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #132 on: February 14, 2016, 07:17:29 pm »
Oh.  ._.
I was kinda hoping for such an awesome game to be the first non-basic full RPG for the CE.
« Last Edit: February 14, 2016, 07:22:11 pm by Dudeman313 »
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Offline Iambian

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #133 on: March 26, 2016, 11:47:54 am »
Update.

The "Attack" and "Flee" commands now process. Battles can now be completed by way of either killing all enemies or running away. The following are implemented as part of the Attack command:

* Dual-wielding or 2H fight individual damage adjustments made.
* Dual-wield second attack or enemy-flagged double-attack support.
* Being able to actually damage the enemy.

What isn't yet supported in the Attack command:

* Elemental attack/resist calculations
* Critical hits
* Poison/sleep/KO status effects
* HP drain effects
* Counterattacks, including Second-Wind trigger abilities

TODO:
* Implement post-victory awards (gold, items, "exp", leveling up), storing relevant stats back to your character profile (HP, MP, etc).
* Implement Magic, Item, and Parry, and character-specific commands

So, here's a screenshot demonstrating a rather one-sided fight.



Note: The lack of automatic retargeting was a design choice. It's not going to be implemented. We felt that it added to the challenge and encouraged players to pay more attention.
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Offline Escheron

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #134 on: March 31, 2016, 02:45:21 pm »
This is some excellent progress. The battle engine is coming along very nicely. Let me note that Iambian has also implemented elemental modifiers and critical hits in the meantime.

It's not said often enough, but you've put a lot of hard work into this project, @Iambian, and I hope the community appreciates your level of dedication. Coding such a feature-rich game from the ground up in assembly is no simple task, and people better believe Escheron is functionally on the same level as games like Final Fantasy, which normally take an entire team years to develop.

I don't know if it's been pointed out yet, but my only role in the game's development is conceptualizing the setting, writing the game script and designing the game's maps. Iambian and @Geekboy1011 have taken on a disproportionate workload by comparison, so I think I should give credit where credit is due. Keep up the good work, guys!