Friday, May 20, 2016

Progress Tracker - 02/07/2016

Hi there,

Just a quick update on what I'm working on, what is done and what is left. Warning, may contain spoilers:
  • Mini-map instead of direction indictors (W.I.P)
  • Health, Stamina and Experience bars displayed on the screen (W.I.P)
  • New companion content (W.I.P)
I'll update this as I go along.

Sincerely Yours,
JV

6 comments:

  1. Excellent! Thanks for the update.

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  2. Yay ! An update ! with a companion ! I hope I'll enjoy that character :3

    Btw... I don't know if you take idea, I hope that won't disturb you. These idea aren't that easy to do and I don't hope seeing them in your game... But anyway, here some through on fleeing.
    - I can't remeber if you move a tile after fleeing, that could be nice.
    - On that idea, fleeing during special fight/at some place/after some move may put your character in a better/worse place instead of simply canceling the fight. For exemple, fleeing during a boss fight may reduce your defense, or may instead let you avoid some of the boss super move, or may put you in a nice location to hit the boss pretty hard.
    - Why not increase, for some times, the chance of encounter near the last combat tile after fleeing ?
    - And why not being able to encounter a monster you've just avoided, eventually with some extra description ?

    Again, I hope these idea won't bother you. Feel free to ignore them, keep them for waaaaaaaaaaaay later, or say they are not that nice.

    When I'm here, I through taking time to talk about the game engine was a nice idea, plus it make an update on the blog (always worth when some people are waiting for news !)

    On the other hand, I'm not sure that message was really understandable by people not knowing JSON, or a bit of computer sience.

    Anywayyyy my only question about it is : magic number as flag ? Won't it be hard to track done after some time, to remember what the flag are for ?

    Anyway, happy gamemaking !

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    Replies
    1. Thank you for the suggestions! I like the idea of moving back a tile if you flee from a fight, and I'll consider it. Right now I'm worried it might be frustrating if it causes you to have to re-do a puzzle or something. I did add a flag that will allow me to make certain fight impossible to escape from, however.

      Encountering the same monster with new text as if the monster remembers encountering the player is definitely something I'll be adding.

      I'll try to make the engine posts a little easier to understand in the future, thanks for the feedback!

      During development, I keep track of the flags and what they do in a seperate file. Might not be optimal, but it works really well.

      Thank you again for the suggestions! Very much appreciated!

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    2. Hey again !
      Why moving BACK ? It may be in a random direction (less predictive, more annoying, but it kinda offer more opportunities. Even more if you add traps or stuff like that one some tiles).
      Speaking of direction, you could use the direction arrow (and eventually up/down, depending on the tile) to "flee" from the fight. Like, you move South during a fight, depending on the enemy state, your, (and eventually what's the enemy's doing), you could "flee" south, being followed by the monster, or being unable to move (or worse).
      If you're still with me here, it can get more fun/complicated : let say X monsters exists on the map, have actual location, and move after some time (battle turn, action...). There could be opponent on the next room (and, to add some fun, which may be attracted by you/sounds/other stuff). So you'll have to move/flee (and a way to know opponent are coming) to avoid being over-numbered in a fight. In the same way, running to a bad place will be... bad. And backtracking after a fight give high chance of encountering some monster again.
      This can even be iterated on by adding way to hide, cause sound (or other stuff) to attract/make the monster flee. It may even be a way to try to encounter some specific enemy (like, some monster are attracted to sound, and other scared of it... SO if you make a loooot of noise repeatedly, you'll probably encounter a specific enemy. Choosing your opponent in some way may be nice)
      Through... I'm not really sure having all these ideas will be really interesting in a adult game. Okay, let's say fleeing stupidly may be a way to prepare threesome (if you ever add them to the game), but apart from that it may ruin the mood too...

      And as always, that's just some random through, so feel free to ignore if you don't think they fit your game, that they aren't nice, or simply are too long to do (that's probably the case for most :x)

      So, TL/DR of the interesting parts : having a way to encounter a specific opponent/create battle with designed opponents (to create threesome easily) may be nice.

      As for redoing puzzles, I must admit having to do the same puzzle every time you try to move to a location sounds kinda annoying. Through having a way to do it again (but not every time you go there !) may be nice.

      And for the flag... Well, if it's works for you, it's good :)

      Anyway, nice idea to have a tracker like that !
      I'm just curious about these "consequences"... And "évery" !

      Wow, somehow, I feel like I should apologize for always making long comment.
      Anyway, have fun working on this !

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    3. - Because often you can only go forward and backwards in locations where you can fight. In this case if you come across a fight you need to win in order to progress, I can't have the player randomly move forward past the scripted fight. Moving the player after feeling sounds like a good suggestion, but I'm afraid it will be too much work for something that doesn't really do much to add to the game.

      Making monsters actual objects in the game and have them move around the map like chess pieces is actually interesting though, and something I'll certainly consider as a mechanic at some point in the game. However, it probably wont replace the random encounter system we currently have. I like the way this works in the game TrapQuest. I'd probably need to have the map system worked out before I can do this. I hadn't thought about how this would make it easier to create threesome scenes, that's pretty cool.

      Don't worry about the long comments, I always appreciate it.
      Comments literally keep me going, if nobody responded to anything I'd probably quit the project in a few weeks. So, thanks again!

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