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King Slime
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 PostSun Aug 28, 2011 9:00 pm
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Forsaken is being stalled. Currently, i'm working on a game called Stick Quest.
King Slime
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 PostWed Sep 14, 2011 8:57 pm
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Although Forsaken is stalled, i'm working on releasing the demo.
Slime Knight
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 PostThu Sep 15, 2011 3:43 am
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Well, I picked the game up and played it for a few mins just to get a feel for it, and maybe it just moves fast, but I already have some mixed feelings about it.

-I mean, I personally am all for original stuff but that's a personal bias

-The maps are way too big for your walking speed, it's kinda of a pain. I mean it's more realistic I guess, but too much realism in a game is bad. They're either too huge (with no real direction at first) or the walking speed is too slow.

-I think some graphics are ripped, but even the ones that aren't are really good in my opinion. I mean not stellar, but certainly better than mine.

-The first battle with the thieves just feels, I dunno, kind of unnecessary. I haven't fought any other battles yet so I'm not sure if all of them are dragged out that bad, or if others are better, but that first one just seems too long for a battle with space-bar holding. Maybe reduce their HP or their dodge. (although I like the hit/miss reliability so far, so maybe don't do that haha).

-I like your use of scripting in a first demo for sure. It's pretty cool really. Except the only two big scripted scenes haven't quite worked. Like the screens were good, but you need to run some more tests with your tags. The merchant DID appear by the caravan, but I couldn't talk to him. The guards at the north end of town did move, but afterwards they were also silent.

-Speaking of tags, the wishing well is broken. Losing the wish does not lose your coin, only winning it does. And also I dunno what the good health wish does, but if it just is the same as an inn, then it's completely pointless right now. 3 times as expensive without the guarantee haha.

-Suggestion for good health instead?: Make inns not revive heroes first if you haven't. Then have the good health thing revive all dead heroes instead so it functions kind of as the church in Dragon Quests. Like it's (potentially, if you don't get your wish a lot) expensive, but it's the only way to revive until you get a spell.

-The house in the upper right doesn't let you leave. I assume you just forgot to put the door in. Also, I think the house in the upper left corner has it's wallmap messed up but I may be wrong about that.

-I like how much the spells cost honestly, but the physical attack does far too little. Since the spells are the only thing that do serious damage to the first boss, it means after 3 or 4 hits MAX you're reduced to doing 8 a hit minus some for misses.

-The money balance seems like it could be pretty rough. Like, the in costs 15 bucks, while an herb costs 30. I dunno what's easiest to do but still...

-The stat balance in custom which I looked at could give you trouble as a heads up. I ran into this same problem planning my first (fail) game. I set them wayyyy too high, because keep in mind enemy HP is only set to a MAX of 32000. Which means at 600 ATK stat on your wizard, plus a weapon. Well, the last boss probably won't last long. It's best to lower every single one of every hero's stats proportionally (besides speed) I've found in order to give more room for difficulty curve, you know?

Anyhow, just some notes and suggestions early on.
You can't fix stupidity.
Slime Knight
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 PostThu Sep 15, 2011 7:20 pm
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Oh, and I just encountered some problem when sleeping in the Inn. I'm not quite sure what's wrong with it though.
You can't fix stupidity.
King Slime
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 PostThu Sep 15, 2011 8:02 pm
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Quote:
-The maps are way too big for your walking speed, it's kinda of a pain. I mean it's more realistic I guess, but too much realism in a game is bad. They're either too huge (with no real direction at first) or the walking speed is too slow.

In the next demo (Which is soon, as i'm gonna release a bug crunched version soon) there will be a way to get a run tool, which brings up your running speed to 10. That should help.

Quote:
-I think some graphics are ripped, but even the ones that aren't are really good in my opinion. I mean not stellar, but certainly better than mine.

No graphics in this game are ripped except for three hero related frames; Two walkabout frames, and one hero frame. The hero is Nylarlethotep. Remember? The crazy little sphere from Vikings of Midgard? I realize that it is from a Lovecraftian novel, but I decided to include it as a hero. Summoning gone wrong, muahaha!

Quote:
-The first battle with the thieves just feels, I dunno, kind of unnecessary. I haven't fought any other battles yet so I'm not sure if all of them are dragged out that bad, or if others are better, but that first one just seems too long for a battle with space-bar holding. Maybe reduce their HP or their dodge. (although I like the hit/miss reliability so far, so maybe don't do that haha).

Sorry you feel that way...but, there are other battles in the intro areas. There are seagull fights around the coast.

Quote:
The merchant DID appear by the caravan, but I couldn't talk to him. The guards at the north end of town did move, but afterwards they were also silent.

Forgot to give them text, sorry!

Quote:
-Speaking of tags, the wishing well is broken. Losing the wish does not lose your coin, only winning it does. And also I dunno what the good health wish does, but if it just is the same as an inn, then it's completely pointless right now. 3 times as expensive without the guarantee haha.

Apologies. The health wish actually has better chances than all the other wishes for that reason. Also, later, you'll be able to obtain those coins for free from monsters and chests.

Quote:
-The money balance seems like it could be pretty rough. Like, the in costs 15 bucks, while an herb costs 30. I dunno what's easiest to do but still...

Pricing also hasn't been my forte...but, despite how screwed up it seems, it also seems fair. An inn heals on the spot, while an herb and soul dew can be carried with you to heal anywhere.

Quote:
-The stat balance in custom which I looked at could give you trouble as a heads up. I ran into this same problem planning my first (fail) game. I set them wayyyy too high, because keep in mind enemy HP is only set to a MAX of 32000. Which means at 600 ATK stat on your wizard, plus a weapon. Well, the last boss probably won't last long. It's best to lower every single one of every hero's stats proportionally (besides speed) I've found in order to give more room for difficulty curve, you know?

Statting has never been my forte.

Thanks for the comments!
Slime Knight
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 PostThu Sep 15, 2011 8:45 pm
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Ahh, okay! Yea, I didn't realize there were random battles at all since I stayed on the path mainly (or at least didn't go all the way to the shore) so the thieves were my first battle. Maybe if I would've gained a level or something it could have been more fun. (or maybe up the speed proportionally ;D) But yea, I understand the whole Wishing Well health thing, but honestly like think about it if you were playing the game.

For now, let's assume you have like 1000 Wishing Tokens that you got for free for some reason.

So, you have a choice between waiting and watching the well a few times, essentially wasting time (not to mention wasting Tokens that could get you cool moves)... or you could spend a measly 15 dollars for the same effect. Like it'd be worthwhile if the Inn was really expensive, ya know? But I think the safer option probably is to change the effect, but that's just me! I'll try and do an actual runthrough once the bugfix version comes out and let ya know what I think! Right not classes are giving me trouble, though...
You can't fix stupidity.
King Slime
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 PostSat Sep 24, 2011 12:20 am
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Well, i'm making it official.

There will be a Romeo and Juliet sidequest in the game. It won't be totally off from the actual thing, though; i'm reading it in class. Our first unit of the year in English is focused on Romeo and Juliet, so i'm not totally clueless. It shall be a sidequest you can do before the climatic event at the Adzvi Mountains.

Aykana Village will be the center for it. It will sport two large mansions that are owned by Aykana's two wealthiest families; the Montigo's, and the Capela's. It is the centre of the Romeo/Juliet parody, or whatever you'd like to call it. It shall have a castle with a prince (Not a king, a prince), and shall have some characters you might catch onto if you read Romeo and Juliet.
On an unrelated note, it will also have a little pier, which will have significance later on.
King Slime
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 PostMon Oct 10, 2011 2:38 pm
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Now that MJ got me my maps, things are rolling smoothly. However, I don't like the sheer amount of door links i'm dealing with...

So many links...

I created one of the Romeo/Juliet sidequest bosses, whom i'm trying to make unique. Suffice to say, your going to want to use your entire arsenal of spells on him. MUAHAHA!

I completed one of the three crypts, the Capella Crypt, and started the Montigo Crypt. I've yet to start the crypt of the royal family...
King Slime
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 PostSun Oct 23, 2011 8:30 pm
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I decided to work on an area that will appear in the far future of the game...



Le Gasp?! Where on Earth could this be?
To note, all of those floor looking tiles are animated.
King Slime
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 PostSat Oct 29, 2011 8:10 pm
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I'm working on another project, which appears to me that Pokemon and Yu-Gi-Oh came together. Spell Cards abound!
King Slime
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 PostSun Oct 30, 2011 9:46 pm
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Well, the above idea died. I went back to Forsaken, and worked on it some more. The Capella Crypt is complete, Tyral and Paris's art is complete, and i'm working on the Ramon and Julia sidequest...
King Slime
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 PostWed Nov 02, 2011 11:50 pm
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I have few weapon ideas for Forsaken, so i'm dipping into Wikipedia for ideas. Some weapons are going to sound foreign. For example, I currently have the Chokuto and a Falcata weapons ingame...

The game progress is currently running smoothly. Its a little rough, but its getting there.
Slime Knight
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 PostThu Nov 03, 2011 3:26 am
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Quote:
The game progress is currently running smoothly. Its a little rough


hmm... fair enough ;D Glad to hear it though, the demo was pretty cool. I haven't had any time to play anything at all recently though- midterm season. I do look forward to seeing what ya do with the game, and the cool wishing well idea.
You can't fix stupidity.
King Slime
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 PostThu Nov 03, 2011 6:05 pm
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Quote:
The game progress is currently running smoothly. Its a little rough


It means the game is progressing at a good rate, but the game itself is a little rough. I'm going to eventually need a Beta Tester.

Quote:
I do look forward to seeing what ya do with the game


Lots to come! Coming Soon Eventually To The Games Page Near You...
(Note: Names subject to change)

*Adelines Lookout!
*The Temple of Hope!
*The SS Base!
*The Iron City of Dis!
*And More!
King Slime
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 PostSat Nov 05, 2011 7:02 pm
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I want to make a Pokemon game with the OHR engine. I've started to look up sprites and the such, to make the game look...well, like Pokemon.

Question is, am I allowed to make it? I called it Pokemon Beige.
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