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Illusiat 13: The Final Chapter
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Topic: Illusiat 13: The Final Chapter (Read 42282 times)
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DJ Omnimaga
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Re: Illusiat 13: The Lost Chapter
«
Reply #45 on:
April 30, 2009, 01:09:53 am »
because of the string concatenation glitch in the TI-OS that I mentionned in
this thread
, this means I will have to resort to adding static string maps for the 5 elemental dungeons, meaning 5 copies of every map. The dungeons are all identical, except the ASCII tiles used for walls, which is why I had the same static strings shared between all 5 dungeons. This reduced the total dungeon map data file size by 60%, so now this means the game will be bigger than expected. I will not break the strings into smaller chunks because it will cause map loading for these 5 dungeons to be considerably longer, especially the dark dungeon, which uses 2 bytes ASCII chars for walls, so I'll add maps for each dungeons, adding 5794 bytes to the game.
Now, the game is 71635 bytes large, only about 7 KB below Illusiat 12 file size. Because of the incredible amount of memory (15000+) the 5 elemental dungeons takes in the game, some of the new rooms being added to it (mostly transition between floor 1 to floor 2, floor 2 to floor 3, etc, then final room and bosses) will be completly identical between all 5 dungeon, literally. At first, the entire dungeons were supposed to all be the same, but I thought it would make it look even more repetitive and boring. They aren't that long, but there are limits, lol.
I mostly do this to save space to ensure the final version will either fit completly on a regular 83+ or that it will be easy to split into two parts.
«
Last Edit: April 30, 2009, 02:26:12 am by DJ Omnimaga
»
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DJ Omnimaga
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Re: Illusiat 13: The Lost Chapter
«
Reply #46 on:
May 02, 2009, 09:38:16 pm »
All five elemental dungeons maps are done as well as the events code (switches, doors/exits, boss fights, etc). For the Fire Palace enemies and boss data is coded in. I made sure to force you to have to use Ice magic at lv 2 against the boss by making his defense and HP high and to have fire rings equipped to reduce damage received from the Pyro LV5 attack.
I also renamed all map data programs to I13? instead of their former I130? because I doubt I will need over 10 map programs, since no area are larger than 10 rooms and I doubt the map data programs will take way too much memory to force me to split them more like I did with the event programs
Coding the 5 elemental dungeons and its events made the game progress jump straight to 50%.
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trevmeister66
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Re: Illusiat 13: The Lost Chapter
«
Reply #47 on:
May 02, 2009, 11:07:23 pm »
Woot 50% = almost there!! Nice work.
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DJ Omnimaga
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Re: Illusiat 13: The Lost Chapter
«
Reply #48 on:
May 03, 2009, 01:49:20 am »
Finished Ice Palace monsters now. They are more resistant but most do lower damage. Also they won't give a lot more exp than in the fire dungeon, but they give much more money.
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nitacku
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ni-ta-ku ^_^
Re: Illusiat 13: The Lost Chapter
«
Reply #49 on:
May 03, 2009, 04:08:20 am »
How many dungeons do you plan on including in this game?
Instead of finding the triforce (like in Zelda), you could find the Quadforce! j/k
Anyway, just looking forward to playing this.
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DJ Omnimaga
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Re: Illusiat 13: The Lost Chapter
«
Reply #50 on:
May 03, 2009, 12:47:31 pm »
It is a bit hard to say how many dungeons there will be, because some outdoor areas have enemies and could almost be considered as dungeons, while some doesn't. But so far there are 21 area names (can see the name when opening the menu) and there are 360 screens (16x8 tiles) so far
Some dungeons/areas will be optional, though.
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trevmeister66
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Re: Illusiat 13: The Lost Chapter
«
Reply #51 on:
May 03, 2009, 12:51:23 pm »
The more the merrier. I think dungeons are areas that you have to "enter" through an entrance, where as over world areas, even if they have monsters aren't considered dungeons
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DJ Omnimaga
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Re: Illusiat 13: The Lost Chapter
«
Reply #52 on:
May 03, 2009, 01:05:49 pm »
Hopefully, if I am right, I should be able to add at least 300 more rooms before archive memory becomes a serious issue on the regular 83+. That's if each map data averages at 192 bytes each (remember some characters takes 2 bytes instead of 1 and some maps has tiles that can change based on boolean logic using string concatenation)
There should be a similar amount of dungeons than in Illusiat 13. In average, they are roughly the same size than the old Illusiat games too. If they appears shorter to you when you will play the game, it's pretty much all because map loading is considerably faster. In Illusiat 9 through 11, map loading ranged from 5 to 6 seconds on a regular 83+ (altough in Illusiat 10, when exiting battles or menu, it was instant), in Illusiat 12 it ranged between 7 and 8 seconds. Now in Illusiat 13 it ranges between 0.5 and 3 seconds.
The longest map loading is when entering/exiting dungeons/doors/entrances/exits, because it needs to go through the event code. besides that, it usually ranges between 1 and 2 seconds. 0.5 seconds when exiting battles or menu
Walking around is also faster than in Illusiat 12. In Illusiat 7, 9, 10 and 11 it was 3 FPS, in Illusiat 12 it went down to 2 FPS and now it's back to 3 FPS
«
Last Edit: May 03, 2009, 01:17:17 pm by DJ Omnimaga
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noahbaby94
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Re: Illusiat 13: The Lost Chapter
«
Reply #53 on:
May 03, 2009, 01:38:06 pm »
Thank god the map loading will be faster that was my big complaint with the old ones.
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That's what she said!!!
Halifax
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Re: Illusiat 13: The Lost Chapter
«
Reply #54 on:
May 03, 2009, 01:45:52 pm »
I agree, fast map loading means quicker fun!
I really can't wait to play this game, it sounds like it should be a blast. About how many hours of gameplay do you expect Illusiat 13 to be?
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DJ Omnimaga
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Re: Illusiat 13: The Lost Chapter
«
Reply #55 on:
May 03, 2009, 03:48:03 pm »
Due to the faster map loading (and battles) in overall, I think this one will end up slightly shorter than illusiat 11. I can cross the Geisis Desert vertically in about 3 minutes on the SE at high level including random encounters and it's 23 screens high. Since special events are much bigger now, due to the storyline being much more developped than in any of my other games, they will add a bit more to hours of gameplay, though.
I would say 15 hours of gameplay in average. In comparison, here are the hours of gameplay ranges for all Illusiat games:
Illusiat: 0.25-1.5 (Original version)
Illusiat 2: 0.25-1.5 (Original version)
Illusiat 3: 2-5 (Original version)
Illusiat 4: 4-6 (Original version)
Illusiat 5: The Ultimate Quest: 0.05-0.30 (note that this game is a port of an old computer science intro class project)
Illusiat 6: 6-9 (8-10 in hard mode)
Illusiat 7: The Legend Of Gwaf: 7-10
Illusiat 8: 5-8
Illusiat 9: Shadow: 10-12
Illusiat 10: 12-15
Illusiat 11: 15-20
Illusiat 12: 30-50
Illusiat 2004 Remake: 2-3 hours
Illusiat 2 2004 Remake: 2-3 hours
Illusiat 3 2004 Remake: 3-5 hours
Illusiat 4 2004 Remake: 4-6 hours (5-7 in Hard Mode)
Illusiat 11: Kin Master Quest (15-20)
Illusiat 81 Remake: 2-3 hours
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Halifax
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Re: Illusiat 13: The Lost Chapter
«
Reply #56 on:
May 03, 2009, 03:50:58 pm »
Wow, that's amazing. I could never imagine making a game that long, haha.
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DJ Omnimaga
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Re: Illusiat 13: The Lost Chapter
«
Reply #57 on:
May 03, 2009, 04:10:45 pm »
Thanks. Fortunately, for the games past Illusiat 6, what speeded up development a lot is the lack of spriting and lot of free time, plus the storylines didnt made much sense. You would wander in dungeons that had no meaning in the entire game. It was pretty much: "Chapter 2: The 3 elements", a locked down holy palace, you had to beat the 3 boss in the 3 others to continue further then suddently a boss would appear out of nowhere saying he will destroy the world soon, then during final battle the final boss would morph into a random boss coming from nowhere as well. In Illusiat 13, at least, you got clues that something bad might occur soon and about what you got to do, plus the dungeons have some link toward the storyline.
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DJ Omnimaga
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Re: Illusiat 13: The Lost Chapter
«
Reply #58 on:
May 04, 2009, 02:51:57 am »
All 5 elemental dungeons are done. I finally decided that the Holy Palace won't have any enemies except the boss, but the boss is incredibly hard so you better do the Dark Palace first then go on to finish the Holy Palace boss. The Dark Palace boss is not too easy either, because it changes its elemental weakness every few turn with his magic spell called "SHIFT". You need to pay attention to what appears on the boss when this occurs (small flame, ice cube or bolt) to know what is his weakness. This means that there are currently 36 different monsters in the game. When you finish all 5 palaces, there's an animation with an earthquake effect and you see the buried temple rising slowly in the middle of the map in front of a small cliff. The Holy Palace boss is tough because he casts Pyro LV 8 and Aura LV 9 and while you can protect yourself against Pyro using Fire Rings, there are no Holy Rings avaliable that early in the game, so you need to bring a lot of Cure spells, high level magic or raise your attack power like crazy and a good amount of defense if possible so his Holy attack remove more than 50% of your HP.
Soon I'M gonna work again on storyline planning, because in my notes, the storyline from a few events after finishing the 5 elemental dungeons until the final dungeon/battle are not done yet.
Currently, game size is 76991 bytes:
-37391 bytes for map data
-20170 for in-game events (includes entrances/doors, but excludes intro and shops)
-8974 for battle engine and enemy data (enemy data is around 3000 so far)
-3342 for in-game menu
-6814 for other stuff such as title screen pic, launch menu, intro, shops and map engine
Files List (size in parhentesis):
I13 (521)
*I130 (4102)
*I131 (4182)
*I132 (2393)
*I133 (2099)
*I134 (2452)
*I135 (2030)
*I136 (2667)
*I137 (5528)
*I138 (6201)
*I139 (6277)
*I13A (1633)
*I13C (3903)
*I13D (612)
*I13E0 (14023)
*I13E1 (6147)
*I13I (1920)
*I13L (3306)
*I13M (3342)
I13Q (239)
*I13S (2333)
I13T (132)
XCOPY (182)
Pic1 (767)
Despite the game taking so few RAM when first installed, you still need at least 23 KB of free RAM when installing, because during game execution, when shopping you're left with a bit under 2 KB of free RAM. This is because most stuff is temporarly copied into RAM from archive
«
Last Edit: May 04, 2009, 03:01:32 am by DJ Omnimaga
»
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trevmeister66
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Re: Illusiat 13: The Lost Chapter
«
Reply #59 on:
May 04, 2009, 11:46:04 am »
Nice work. I can not wait to play this game.
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Illusiat 13: The Final Chapter