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Messages - Zera
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211
« on: April 24, 2010, 01:18:47 pm »
I'm guessing for Vista/7? Oops. Didn't notice your response. I'm not sure if there are any blackbox builds compatible with Vista or 7. You can give it a try and see. I was using it under XP. On another note: I wish Windows' taskbars were as flexible as those under Linux desktop environments. Earlier, I was trying to find ways to outright remove the Start button, move tray elements to other sections of the taskbar, or remove the tray altogether. I thought it would be cool to have a taskbar as minimal as this: (although, this isn't an image of a taskbar in itself)
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« on: April 24, 2010, 03:41:52 am »
I've attempted to tackle programming a few times, (not ASM) but I could never wrap my head around the logic of it. It's like staring at random characters and numbers, with no discernible pattern as to how they're being arranged.
I just don't think my brain is equipped for this type of logic. Maybe it's true that people who are inclined toward certain skills or reasoning will be less inclined toward others. For instance: I'm good with grammar and creative writing, but I'm absolutely terrible at math. I can force myself to learn how some particular task is done, but then I could literally forget how it was done just a few minutes later. When it comes to writing, I very easily understand the patterns because they're based in words.
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« on: April 23, 2010, 08:29:07 pm »
I suppose I could designate a special lava tile that you can walk into. Maybe it would reset you back to the beginning of that floor.
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« on: April 23, 2010, 07:15:35 pm »
Okay. Last update this time. I promise. (I really will get around to another thread soon, since I almost have the tileset finished) This is an early mock-up from the Cavern of Flame. I've been working on a visual demonstration of some of the dungeon arrangements. I wanted it to be more diverse than "walk over to here, find exit." I'm trying to include actual labyrinths, various obstacles, things you can climb, or really narrow pathways that might lead to nowhere. This dungeon is just intended to be confusing, because you're running along very narrow rocks protruding from the lava. There will also be enemies placed along these paths. If you notice, there are two types of chests here: The normal chests, and then a darker variation. The latter holds some of the rarer, more powerful equipment in the game. These are locked, and you have to backtrack to retreive them much later on when you acquire the key.
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« on: April 23, 2010, 05:17:10 pm »
I thought about adding a "Flee" option during battles. It would transport you back to the entrance of the dungeon if used, and would always succeed. (even against bosses) I don't want the player to get stuck in a battle they can't finish. Of course, fleeing means all the enemies on that floor reset; so you're not making it any easier on yourself if you rush right back in.
216
« on: April 23, 2010, 04:39:57 pm »
While it is only supposed to be a sub-hour overall game time, what do you think the replay value is going to be? Will it be worth playing again to go with a different setup? or will it be too mundane after the first couple times?
Probably no real replay value. There's not much you can do with your character. I'm not including any kind of one-time quests that disappear later on, or items that can be passed-up and missed altogether. Even if you rush through the game, you can go back and reclaim anything you missed along the way. There's a fair amount of hidden treasures, though. If you don't find them the first time you play the game, maybe you will notice them upon replaying. (or back-tracking) I've also ruled-out random battles. Enemies will appear on the maps themselves. Many will obstruct your only available path, forcing you to confront them each time you walk that path. I wanted this to be a very casual RPG that you could run over and over again. Maybe I will add some option to start a "New Game+" with all your previous stats and equipment intact, and a scaling difficulty that gradually increases with each subsequent play-through. It's also worth mentioning that there is no Game-Over sequence. If you perish in battle, you're forced to retry it from the start, with all the initial conditions restored. There is practically no need for saving the game. (though I'm sure I'll include the option, anyway)
217
« on: April 23, 2010, 01:40:58 am »
wow huge improvement!
And I love the details on the holes. How many tiles are there for them?
Uh, I think those were nine. I can't remember exactly. I am kind of wasting space on the smaller details, but there aren't a whole lot of unique areas to be explored. I figured I could go that extra mile with the aesthetics this time. In fact, there are only 16 areas in the game: The Grand Duchy of Glendale - village Province of St. Agaea - essentially what you would consider an overworld, but there's not much here The Eternal Wood - sub-dungeon Cavern of Flame - sub-dungeon The Corel Sea - another section of the "worldmap" Village of Corel - village Flowstone Passage - sub-dungeon Temple of Lorelei - sub-village The Apprentice's Study - sub-village Anchorite Peaks - dungeon Anchorite Summit - an extension of the Anchorite Peaks, which serves as a transporter hub to and from other locales Kujata Empyrean - another extension of the "overworld" Kujata Highruins - sub-dungeon Coliseum - dungeon Forgotten Pantheon - dungeon Chimaera - village I'm using a to-scale map design, so every area leads directly to the next. You don't have to navigate a whole overworld with little icons representing towns and dungeons. The game world is fairly small, but there are a few magical transporters that link you to and from specific locations once you reach certain points of the game. I'm hoping for a 45-minute game overall.
218
« on: April 22, 2010, 11:34:35 pm »
I'll probably start a discussion there once I have more assets. (to produce some mock-ups with) Don't want to start a project thread empty-handed. In the meantime, last update on this before I get around to starting a thread later on: I'm still working on the tileset. I'm trying to give each area and dungeon its own set of tiles, as opposed to recycling them over and over. This is for the Kujata Highruin that appear later on in the game. It's based on this dungeon: (which wasn't as robustly named) The area also leads to the Coliseum, where you could face two optional bosses. I've truncated it down to a single optional boss, but I'm also going to extend the coliseum into a much larger labyrinth. (more or less, to challenge the player after the normal game is cleared)
219
« on: April 22, 2010, 05:07:38 pm »
I suppose I should move this discussion over to its own thread. I'm not really sure where to place it, though. The game really isn't related to Escheron in any way. (although, I was starting to worry about the lack of activity therein ) Maybe I could start a thread in Calculator Projects?
220
« on: April 22, 2010, 02:44:41 pm »
I have some additional space to the left and right. I could extend the width of the border around some of the text.
221
« on: April 22, 2010, 01:16:28 pm »
That might not be a problem, if the longer moves are the ones that occur less frequently. If those types of moves aren't generally important to the A.I.'s skill level, then maybe they could be removed, or supplemented with another strategy.
222
« on: April 22, 2010, 01:10:36 pm »
I wonder if it would be better if the top part of the fonts also was black bordered? Because at the moment it seems a bit hard to read and looks a bit cut-off. Nice looking fonts, though, and I like the icons on the side.
Added pixels to the top row of the smaller font. I can't add any to the larger / highlighted font, as it already uses the entire column. Does this seem more legible?
223
« on: April 21, 2010, 11:08:52 pm »
That's awesome. Sounds like A.I. time will be significantly cut short.
Some rounds could go on for a pretty long while, depending on how skilled the A.I. is. It might have been tedious to wait some 20 seconds for it to execute its move each time.
224
« on: April 21, 2010, 08:56:36 pm »
You should PM me.
Now I saw the pictures. That are revamped graphics of the original LLI design. It was the first thing I though without reading the text. The tiles are familiar to me. I don't have for now the experience and skill to deal with a engine complex like the Escheron that Iambian works.
The current LLI game is enough challenge to me and I feel capable to finish but taking my time. I still work a bit on it through the asm routines I write. Some of them were specifically target to LLI like the optimized DispHL_game I shared on forums and WikiTI. But if you give the updated graphics I will surely use them. I think the mock ups keep the 16x16 sprites. They really look cute. Borders are actually piece of cake if you put them in the custom font. That is what I am doing in LLI, already.
My limitations: I can not write my own 4x4 engine. It is too hard for me...
We can talk further. Maybe do its own topic or via mail.
Well, it's a redesign of the game from the ground-up. I don't think any of the current systems would be compatible. It does borrow from some of the original ideas, but some changes are going to be so radical that several things will need to be rewritten. The inventory is slightly different: Instead of a general item inventory and personal character inventories, you have a character inventory with up to six items, (weapons, potions and shields of any kind) and a static inventory that displays your currently-equipped armor, as well as key items. You don't manage a large inventory of armor - you only have a single "slot" where armor is placed, and grabbing new armor replaces the one that's currently equipped. There's no general inventory where items that aren't in use can be stored away for later. In fact, the number of items available has been significantly reduced, as there is only one playable character. I'm still drawing-up many of the details, though. Pretty much all existing assets are going to be replaced. I can contact you with more details. This is what the *entire* usable item selection looks like: Qt. (quantity / durability / # of uses) Act (item initiative / rate at which character acts)
-- (infinite quantity) x1 (normal initiative) x2 (double initiative) ** (critical initiative / first to act) .. (no initiative / last to act) /2 (half initiative)
(S) sword (L) lance / spear (A) axe (M) staff / magical device (W) shield / ward (P) potion
Item | Qt.| Act| Effect ----------+----+----+----------------------------------------------------------- (S)BROAD | 40 | x1 | STR = DMG (full efficiency) (S)KATANA | 20 | x2 | AGI = DMG (full efficiency) (S)STURDY | -- | x1 | STR = DMG (half efficiency) (S)RUSTED | 1 | x1 | Fixed DMG = 1 (S)GLASS | 1 | ** | Fixed DMG = 99 (L)GLAIVE | 30 | .. | Random DMG = 12..24; 1/4 chance for 2x attack (A)RENDER | 30 | /2 | STR = DMG; (full efficiency) ignore DEF (M)DEVOUT | 10 | ** | Magic: Restore HP (base MAG efficiency) (M)HADES | 10 | /2 | Magic: Damage (base MAG efficiency) (W)DRAGON | 10 | ** | +20 DEF for 3 turns (W)AEGIS | 10 | ** | halve all damage for 3 turns (P)POTION | 3 | ** | Restore HP (12..24) (P)ELIXIR | 1 | ** | Restore all HP (P)REMEDY | 3 | ** | Heal statusSome items can be bought, and others are unique. I kept it limited because the character will be required to swap existing items out if his inventory is full when acquiring a new item. Items are also destructible, so they eventually wear-out and have to be replaced, keeping the inventory from cluttering. EDIT: Menu mock-up, take-2: The "BROAD" string is larger, to indicate it's highlighted in the menu. There won't be a cursor this time - item strings just appear larger to indicate which item you're on. Also working out some battle details. I'm thinking about a system where you don't even transition into a battle sequence; instead, conflicts are resolved directly on the map. Enemy sprites would randomly appear in front of the player, and obstruct his path. The player would then register commands, and both the player and enemy sprite would take turns exchanging blows. (this would consist of short animations between the two) Once conflict is resolved, the player goes back to normal exploration. Perhaps it's a bit difficult to explain on paper, but I will try to have some mock-ups soon.
225
« on: April 21, 2010, 03:09:13 pm »
Well, at least the current text is legible. I was kind of worried it might look like it blends-in with the window too much.
If I go with a sort of comic font like that, I may actually try to design something that's animated. (such as the text initially being smaller, but increasing in size when you hover over it)
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