|
Post by flagnine1 on Nov 12, 2010 0:03:42 GMT -5
I am for random monster encounters, but preset boss and event encounters. basically you can see npc's and bosses and will have to walk up and interact with them to trigger event/combat.
Also I would say that any dungeon (pit/green) exploration takes 1 full days time, so can only be started in the morning(the slaves left at home still receive training for that day). The arena will only be open during the afternoon ( or evening for special events). Arena will only take 2 shifts (less time to get there and back). or something like that.
|
|
samu
New Member
Posts: 35
|
Post by samu on Nov 12, 2010 0:53:01 GMT -5
Im also for random monster encounter/combat with preset boss and NPC. Items finding might be either randomized or preset, randomized for common finding and preset for unique/special/quest items.
As for the time that should take the exploration (game wise), I think it should take a minimum of 1 shift, and be extended by the amount of "steps" you do during the exploration (a step = moving the sprite from a tile to the adjacent) so that: X steps = 1 shift. Since the bar that shows the shift time will most likely be kept visible, there might be also the posibility to make the dungeon dinamics with the shift. ex.: Morning shift Greens = low chance of encountering plant monsters/high chance of encountering bird monsters Midday shift Greens = high chance of encountering plant monsters/midlle rate of encountering bird monsters Night shift Greens = No encounters with plant monsters (theyr'e sleeping or something)/high rate of encountering nocturnal creatures.
Since there will be no camping, it makes sence plot wise, trying to camp in the greens or the pit will most certainly result in monster ambushes or being captured by a rival party, I thing there should be an endurance/tiredness stat that represents the party members tiredness.
|
|
|
Post by flagnine1 on Nov 12, 2010 1:58:46 GMT -5
here is an idea for the party selection screen It needs some work with spacing but i like the idea of showing the number of total levels in a dungeon just not there names and the mini pics of the bosses. also like the idea of seeing where the person you are grabbing is at the moment, and what they are doing. so you don't grab someone important like the guard, or the cow girl. tell me what you think. Attachments:
|
|
|
Post by redcape on Nov 12, 2010 5:56:02 GMT -5
@daisy After trying the demo I thought of how about adding item that can turn wall into path? The way the tile randomized, I think it is possible to have the access into next room/stairs blocked by wall. Think of it maybe as an item like Machete or Pick axe that can cut through the wall.
For encounters I agree with flag and samu.
@flag I like that selection screen.
|
|
|
Post by daisy_strike on Nov 12, 2010 7:16:19 GMT -5
@flagnine I also like the selection screen. redcape ...*cough* trying to remeber how to do recursion to get that up and running. I still haven't found a good copy of flash branching recursion and may have to write my own...which will be rather scary. I have a new version of the exploration up and running with treasure mulitple levels and easier to navigate that I will post later on today that actually doesn't look to bad... but still has the tendency of blocking out the way out until I get the recursion... see it is the bane of existance. daisy
|
|
|
Post by redcape on Nov 12, 2010 11:29:08 GMT -5
Here's all the girl sprites + template (in attachment) I did not realize Otherworld have this many girls ;D Anyway, about the combat screen... will it using sprites like flagnine mock up or using pic like doc mock up? Attachments:
|
|
|
Post by docclox on Nov 12, 2010 12:58:19 GMT -5
Anyway, about the combat screen... will it using sprites like flagnine mock up or using pic like doc mock up? I'd recommend a separate sceen, if only because that is by far simpler to code and maintain. - You only have one player sprite on-screen so you don't need to worry about party memebrs gettin stuck when the screen scrolls
- You only need to write strategic AI for the monsters, and not tactical AI
- You don't need to compute constant line of sight equations to see who can target whom on the map
I could go on, but that'll do for now. Having a separate combat screen make things a lot simpler. As for sprites: probably we should be looking for something like this: Given a set of images like that, it's fairly simple to make a character "walk" around the screen [edit] Whoops: credit where credit's due: www.hbgames.org/forums/viewtopic.php?p=721672
|
|
|
Post by flagnine1 on Nov 12, 2010 13:36:20 GMT -5
as for the combat screen I just grabbed the sprites because i had them on hand. Either way (sprites or pics) I would like to see the girls in class/equipment based clothing. I know it would be a lot of programming but I think it would add a lot to the game. @ redcape those are nice sprites. I would like to see the ones doc proposed as that might shrink the dungeon screen a little without blowing up the sprites redcape did to unrecognizably. anyway attached my combat screen psd for any who want to play with it. Attachments:
|
|
|
Post by daisy_strike on Nov 12, 2010 16:19:28 GMT -5
The new explore. Recognizes treasure, re-builds every time you get to a new floor (possible memory leak here i need to double check). Game can still lock, maze finding is not up yet. Also resized everything and there all constants and can be changed in seconds. Daisy Attachments:
|
|
|
Post by redcape on Nov 12, 2010 19:20:26 GMT -5
@doc That's a template for combat screen or exploration? as for sprite in general, think I'm against animated sprite, because it will be a pain to make 16 of them animated.. imagine you have 8 frame for each movement.. means you have to hand drawn 128 of them pixel by pixel @flag Visible equipment is easy enough for me to make especially for that tiney exploration sprite but it maybe difficult for Daisy to program. For example this is the princess sprite equipped with spear and shield: Here's a sprite template for combat screen sprite I made with a visible equipment on the right, what do you guys think?
|
|
|
Post by daisy_strike on Nov 12, 2010 19:35:56 GMT -5
God that is a cute Mugi... Daisy
|
|
|
Post by redcape on Nov 12, 2010 22:30:54 GMT -5
I decide to make another combat screen mock up based on Flagnine1 templates: Some things to note: - The floor background change based on what tile you are on. Example: You fight the enemy on grass tile, then you will get that green floor background like in the first image above. Fight enemy on dirt tile and you will get dirt floor backgroung like in the second image. The dungeon background is still the same based on what level you are in. - Attack is not animated. The only animation is only the white flash and yellow slash in your girls or enemy sprite when attacked. Also note that the amount of damage will pop-up above the girl or enemy sprite. Again, what do you guys think?
|
|
|
Post by daisy_strike on Nov 12, 2010 23:14:31 GMT -5
I think its pretty close to perfect and looks very profesional. But it would mean a hell of a lot of sprites. Any chance you can put all the images in a folder so I can start playing with getting combat up.
Daisy
|
|
|
Post by redcape on Nov 12, 2010 23:39:19 GMT -5
Here: www.mediafire.com/?39ve3xtvqlfcgfmAs for the sprite, for the current girls it only need 32 sprites, standing sprites and knocked out sprites unless there are more girls added or you want animation. For weapon, armor and other visible equipment it's easy to add, just place them above existing sprites and you will get Mugi in combat armor wielding spears or in mage robe holding a staff. I'll make all the current 16 girls sprite if you planning to add them in the game, gonna be a lot of works but I think it will worth it. For you guys who want to make sprites for girls feel free to use the template.
|
|
|
Post by flagnine1 on Nov 13, 2010 0:29:08 GMT -5
one question why is the one zombie mugi so big.
|
|