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Post by daisy_strike on Nov 10, 2010 3:25:17 GMT -5
Demo version the collison is cheap and will have to be re-written for actual inside objects. Daisy Attachments:
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Post by docclox on Nov 10, 2010 5:41:22 GMT -5
Can we use arrow keys for the final version?
One of the bggest annoyances of Robozou was having to clicky-clicky-clicky on the arrow buttons when the keys would have worked just as well.
[edit]
On the subject of combat screens - the idea of the floating stat bars was to save screen space. I had thought that you could offer more detailed stats as a mouseover effect. There's plenty of room in that bottom bar now to present a lot of information about one girl or monster. The bars then are simply so you can tell at a glance how everyone is faring in the combat. (I was going to do this up in a bit more detail last night, but circumstances conspired to prevent this).
Anyway, whoever it works out, I'm looking forward to seeing the results.
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Post by redcape on Nov 10, 2010 7:08:48 GMT -5
I really like that exploration system. Simple and not taking many space on the screen, that way we can also add background and other stuff later.
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Post by docclox on Nov 10, 2010 7:25:31 GMT -5
Don't know why I didn't think of this earlier, but I've got a half written flash game that implements an exploration system like this. It doesn't do random maps, but it does handle scrolling a larger map inside a viewport, while keeping the player in the centre, and it copes with things like walking right up to the edge of the map. www.mediafire.com/?odbd1yqjtzmHopefully that link will still work (I can't get at MF from here, so I can't test it). If not, I'll upload a new one tonight. Daisy - let me know if you want to look at the fla [edit] You're going to think I've got nothing better to do, but .... THAC0: It's been a while since I did this, but if memory serves... For a level 1 fighter, the % chance is basically (AC+1) * 5. So that hits AC0 on a 20 and AC2 on 18. The chance goes up every other level for fighters, every three levels for clerics, four for thieves and fives for mages. Thieves and mages get an additional -5% on their chance, and a "natural 20" hits the next five ACs downwards in addition to the class it would have hit normally. Just don't ask me to quote the weapon type vs armour bonuses from memory
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samu
New Member
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Post by samu on Nov 10, 2010 7:53:56 GMT -5
docclox: The link works, but the file is pasword protected... You don't happen to have forgotten the pasword, did you?
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Post by docclox on Nov 10, 2010 8:13:45 GMT -5
docclox: The link works, but the file is pasword protected... You don't happen to have forgotten the pasword, did you? I forgot there was one, to be honest. It should be "docclox". It wasn't intended to keep people out really. I just didn't want bots and spiders getting in there...
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Post by daisy_strike on Nov 10, 2010 15:49:45 GMT -5
The updated explore with redcapes background. Daisy Attachments:
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Post by flagnine1 on Nov 10, 2010 16:24:24 GMT -5
looks good, I like it. now we just need to clean it up a bit. with better tiles and sprites. and then get a working math model for a combat system.
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sotf
Junior Member
Posts: 72
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Post by sotf on Nov 10, 2010 22:40:54 GMT -5
The big issue I see with the look is that it feels to zoomed out.
Perhaps adding zoom buttons to zoom it in and out in order to make things easier on people with smaller screens or just to let them look at the details a bit more.
Also, if that's all that'll be on the screen when it's going, expand the map as large as you can rather than just in a small part of the screen.
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Post by redcape on Nov 11, 2010 1:04:44 GMT -5
Another suggestion for the exploration system: -Party Leader The leader of your exploration party. When encountering or negotiating with the enemy only the party leader stats calculated. The party leader image will be displayed on the left side of the screen. The party leader sprite will also be displayed in the exploration tile and changed depends on who is the current party leader. - Search Your girls can search the tile she is on, and maybe calculated by skills or effect have small percentage of discovering an item or secret path. - Talk When you encounter the enemy you have the chance to talk your way out of them and avoid fighting. Effect like charisma or girl's charm will make a chance of succesful talk higher. Talking may decrease your lust bar / stamina bar or result into rape. - Fight Fighting the enemy and move into the combat screen. - Flee Try to escape the enemy and avoid fighting. - Switch Change your current party leader - ? Secret command (can be anything) Here's the new screen mockup I've thought of: the greyed command buttons means they are unavailable, ex: fight/flee/talk buttons only available when you encounter enemy.notice the change on the image on the left side because the party leader have changed.Also, here's some sprite I made way back when I'm still playing around with RPG Maker if you want to use them. Girls sprite, (will add more later) menace mio mugi
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Post by docclox on Nov 11, 2010 3:55:00 GMT -5
The big issue I see with the look is that it feels to zoomed out. My big concern is that the map viewport is tiny. It's going to be hard to get a sense of the overall level with such a small area; doubly so if we zoom it in - and I agree that being able to operate using a bigger icon size woud be useful. I'd be temped to junk the arrow buttons in favour of keyboard control. The buttons could stack vertically above the leader girl (she may need to shrink a little) in the top left. Messages can appear and fade out on the bottom of the map area. If we do all that we can use the far right of the screen for map area and double the area of map we can display. Moreover, on the assumption we're going to have a separate combat screen (and I think there are sound reasons for doing so) the we can lose the monster stats along the top and expand upwards too. This also gives the option of having command buttons stack horizontally along the top of the screen. Buttons: "Talk" and "Fight" we can manage just by walking into the mob in question; if it's hostile it'll fight, otherwise it'll talk. "Switch" can probably be better handled by a party management screen. Click on any girl to get to it and you can re-arrange sort order, get at the girls' management screens. It would be a good place for a "camp for the night" button, too. "Search" would be useful if we're going to allow hand designed levels for specific quests. Otherwise ... I remember spending too many hours in nethack searching for randomly generated secret doors. If that's all it's going to be for, I think we can lose it. "Activate" would be good to entering portals, opening chests and so forth. We can do these by alking onto them too, but I always think that makes things too easy - all you have to do is make sure you stand on every square "Item" would be useful, if only to heal up between battles. "Rest" would let the girls camp out and recover some strength. This would be in addition to a button on the party management screen. So I'd probably make the button strip say something like "Search" "Activate", "Item" and "Rest". And that should give us a substantial viewport onto the level, but without having to sacrifice the overall design.
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Post by redcape on Nov 11, 2010 8:05:13 GMT -5
@doc For Item, I thought you can click on the girl minipic and access the girl screen (where you can see girl stats, equipment, and item). More about Items, How about if we limit Items that can be carried when exploring? For example: First, you only have four slots for items to carry and can be upgraded by buying backpack etc. This way exploring will be much harder and need good strategy, you can't just stock tons of heal potions and clear dungeon easily with low stats girls. For this maybe we need another screens that display carried items and girl stats at the same time. More girl sprites: Haruhi Horo Mari Ranka Sprite template: www.mediafire.com/?yu2ezr3k40ssra4
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Post by docclox on Nov 11, 2010 8:34:44 GMT -5
@doc More about Items, How about if we limit Items that can be carried when exploring? For example: First, you only have four slots for items to carry and can be upgraded by buying backpack etc. Or maybe she needs a backpack to get the four slots? More expensive packs might make better use of space. What slot would a backpack take, I wonder... There should also be a way to trade items among girls when in the wilderness. Could do that by having a wilderness item pool that gets created when the girls camp for the night, and cleared down when they break camp. Any item left of the ground when they move off can be considered lost. Or there could be a separate item pool for each map cell (null until created) so if they do forget something, they can still go back and look for it. That would work until they left the map, and which point the items get junked in any case. [edit] This is what I was getting at earlier. The map area is probably a little bigger than I'd have it. I was lazy and pasted the new map directly onto 'cape's last design, so the map is a bit oversize to cover up all the bits on the old one.
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Post by daisy_strike on Nov 11, 2010 15:43:08 GMT -5
The new exploration with keyboard support and collision. The placing of the walls is random at this point and you may need to load the game a few times to get an open area to walk around. A few questions do you want to see enemys or just random encounters because a lot of the mock ups have visible enemies. Though combat will be on another scene. Not sure about the back pack idea it will be a pain to implement. Might be something that is added in a later version for balancing. The current code for tile adding... I will need to make a search algorithm to make sure the player can go from stair to stair. for (i = 0; i < dungeonNumber.length; i++) { addTile(dungeonNumber ); }
function addTile(tile:int) { var result; if (tile == 0) { result = new PitWallGray(); } else if (tile == 1) { result = new PitWalkGray(); } addChild(result); result.visible = false; dungeon.push(result); }
Yes its that simple. What does that mean hopefully random rooms and non-random boss chambers etc can both be scripted by just doing the good old 1s and 0s but not only that more can be added easily just assign the tile a number + if its walk able - if its a wall and the game should recognize the collision. I'm hoping.
Definitly like the idea of search(opening treasure chests), Items, Talk makes sense for scripted rooms. Switch for alligning your party before combat. Probably some sort of healing magic if the girl has the miko class. Camping will not be available at all this will be a run in and run out type exploration, or your assistant will start selling all your stuff assuming your dead. Combat button though is a bit redundand.
I don't know for sure though we are still in the early early demo versions.
DaisyAttachments:
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sotf
Junior Member
Posts: 72
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Post by sotf on Nov 11, 2010 16:19:23 GMT -5
The big issue I see with the look is that it feels to zoomed out. My big concern is that the map viewport is tiny. It's going to be hard to get a sense of the overall level with such a small area; doubly so if we zoom it in - and I agree that being able to operate using a bigger icon size woud be useful. I'd be temped to junk the arrow buttons in favour of keyboard control. The buttons could stack vertically above the leader girl (she may need to shrink a little) in the top left. Messages can appear and fade out on the bottom of the map area. If we do all that we can use the far right of the screen for map area and double the area of map we can display. One option for scale would be a minimap approach. Lets you see the big picture and makes it easier to see what's going on where you're interacting. As it is, I'm using two different laptops. One for personal use and another because it's got the right hookups to let me do some presentation work, however that one is the one I take with me when I travel for it. The screen isn't that big and the exploration becomes nigh impossible to handle without messing with other settings.
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