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Blubber Bloat
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 PostFri Feb 08, 2013 3:06 pm
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Well, I think I'll be working on Mungbeans later today. Probably just going to be doing enemy stats for the most part. Probably start on putting items in.
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Blubber Bloat
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 PostWed Mar 13, 2013 3:31 pm
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/blows off dust

I'm finally going to be taking some time in working on this game today. Anyone want me to post what all gets done today?
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Metal King Slime
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 PostWed Mar 13, 2013 4:22 pm
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Go for it.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
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 PostWed Mar 13, 2013 10:20 pm
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Holy snaggle-tooth, you can manage to jack up your hero's attack rather insanely with good enough strategy, doing well over 10000 damage on a single attack, and that's not to account for the extra damage you could cause with a skill.

Haha, though to get the supplies to do that, you'll have to grind for items, farmin' them from foes, as only a few of them will be found in chests.
I do say though, for when you play the game, make sure to strategise the best opportunities for using it! Just make sure your foes won't stop your progress by binding a hero, or freezing them over with ice magic!

So far I've made two item skills. I'll be doing the same for the next 4 (8, actually) of them. Then I will add in hero skills, as I still need to do that.

Here's something fun, let's call the first hero hero1, and each hero after that in subsequent order.
Hero1's skills are just 3 kinds of ice magic, but he learns a small rainbow of physical skills. 7, to be precise. 4 of them use HP in attacking...well, sorta.
3 attacks use HP, the other just kills you.
One attack uses some HP to do more damage in an attack, one allows you to strike all foes at once (though you can achieve this for free with shower-bow weapons, you may prefer to use something more mighty than a measly bow), and the last one allows you to strike twice. Each one has it's uses, it's up to you to find the optimum way.
The last one is literally the last skill learned by hero1, it's a last resort sort of attack, doing a huge power boost to deal absolute maximum damage to the target that hero1 can muster on his own, and then perishes as a result of such exceeding might.
The other 3 attacks are a variation on the first 3, being extra damage and striking all and double-striking; the only difference is their cost is merely time. You must charge your attack, focusing your inner strength rather than attacking with malice. This will be mightier than the attacks that use your life, as patience has it's rewards. However, you may need to attack on the fly as time is of the essence and you won't have the luxury of focusing your attacks.
The choice is yours.

hero4's skills are based mostly around his bee, George, who uses pollen to perform special actions. These actions include various venoms in which to inflict ailments, and even stealing from the foes. If you can't steal anything, you'll at least keep some of the pollen used for the action! Even if you run out of pollen, hero4 still has his own small assortment of skills from defense-piercing magic to corrosion-spreading arrow barrages.

What say you?

edit for fun fact: the most powerful your hero can get without buffs is 138 attack. if you can get this to work right, and use the super attack mentioned above (the one that kills you), you'll have 74604 attack power to throw at a foe, if my calculations are correct.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Blubber Bloat
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 PostFri Mar 15, 2013 3:11 am
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All bee moves completed, and animation for team healing magic done as well. Next to be made is likely the team heal move, followed by either hero1 or hero4's moves. Oh, and I gotta double-check whether or not I've added in the team buff spells yet. I forgot whether or not I have. A sort of list-view would help with attacks...oh well.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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 PostTue Apr 09, 2013 8:00 pm
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This thread was a fun read. I'll be checking back to read more of this update journal for sure. Keep it up bro.
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 PostTue Apr 09, 2013 11:01 pm
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Thank ye Grin
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Play Orbs CCG: http://orbsccg.com/r/4r6x V
Blubber Bloat
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 PostFri Apr 19, 2013 12:22 am
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With the collab contest over with, it's time to get back to work on this. So far I've only been calculating stats on foes. Once the first area gets it's monsters calculated, the game is ready for test phase 1.

This will be closed testing.

Once the first half of the game is made, I'll release an open test, test phase 2.

The final half of the game won't take too long after that. All that'll happen art-wise will be pallete swaps, essentially, and more stat stuff. I'm planning on getting all plotscripting done and out of the way asap. Most scripting it to be used for puzzles. Speaking of which, I've finally decided on the puzzles to include in the later game. It's nothing spectacular, I'll be using, I think it was RMSephy's suggestion, door switches. There will be 4 kinds of doors and switches. There will be puzzles. Also, there will be a sped up version of those Team Rocket spinny arrow tiles. You know, the ones that spin you around and cause you to go 1 tile per minute. These ones, I'll attempt to make a spinning motion, but you'll move at normal speed. If it doesn't work, eh.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Blubber Bloat
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 PostFri Apr 19, 2013 2:57 am
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Gradual posts: tonight I'll post small update bits.

First: For some reason, this metal monster thing I'm trying to do up is the opposite a problem of what I had before.
What happened before was that exploiting the metal monster weakness of bludgeoning attacks would be too overpowered, so I had to actually make it do less damage.
Now, I'm guessing perhaps a change in damage calculations?, I can't make it powerful enough to do more than 1 damage. I'm currently on the case, I'll let you know with a second post if I succeed or go on to something else.

second and final for the night: Okay, metal monster problem, still not solved. I think I may have a solution. I'll try it out tomorrow.
Now new issues. There was an item I was gonna make that you would be harmed by healing skills and items, though you're immune to status ailments. Since I couldn't make healing hurt you, I just made you immune to healing skills.
Now. here's something really wacky. What's up with hero stat calculations?

Here's my history with it. At first I had it set up where you get 1 to 3 points in a stat per level (depending on character), but when added to the party, they're added at level 40, but they have the stats of a freakin' level 1 or 2.
Here's how it is now! I then changed "level 0" stats as to being level 40 stats, but now the characters are starting with max stats?! WHAT THE HECK! MAKE UP YOUR MIND OHRRPGCE!

seriously though, jimmy, if you're reading this, you may wanna fix this madness. or at least give a calculator so I can figure out how to manipulate the thing so I can make the stats how it's supposed to be. I want the maximum attack power to be an achievement, not automatically obtained.

super edit: turns out I derped on the stats thing, I had 20 attack on the starter weapon which is supposed to have 5 attack. Still, this needs to be fixed for starting stats, I hate having my characters slightly more powerful than I intend them to be.

omega edit: or in the other case, have them so unreasonably lower than what it should have ever been.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Blubber Bloat
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 PostFri Apr 19, 2013 11:40 am
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well, today, I'll be working off and on, so expect another round of:
GRADUAL POSTS!

Updates will be on tweeter too: https://twitter.com/Meowskivich

However, they'll be in greater detail here when need be.

My first step today will be putting in my calculated stats, and then adjusting metal monsters a degree.

Update 1: I slapped in some enemy stats. See you in an hour for something more significant, I guess.

Update 2: Fixed the Metal Monsters. They're not only conceivably beatable without their weakness now, but the weakness does decent damage now. I've also tested out the current enemy stats, and they work. I'm about 1/3 the way through making the stats test phase 1 monsters.
Lastly, I added a bit more detail to a few maps, and I will proceed to do the same, as detail is nothing more than eye candy at this point. I should also add in the harm tiles harm effects. Probably gonna do 5 damage a step, since my original plan (20) would wipe out your squishiest mage in a mere few steps. Well, if you're going after treasures.

Last edit: I'm done for today, kinda tired.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Blubber Bloat
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 PostSat Apr 20, 2013 5:17 pm
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There's a chance I'll be working on this the next few days or so.

But for now, does anyone want any sneak-peeks or have any questions about gameplay or the game itself? I'll be willing to answer most questions.
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Blubber Bloat
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 PostMon Apr 22, 2013 3:16 pm
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Stats have been predetermined, now it's time to slap them in. Afterwards, I'll be slapping in the skills these monsters need as well (plenty of skills are monster-only). Most monsters, at least in the first area, are designed to be able to be dispatched in 2-3 turns. And even with your strongest strength, you can't one-shot monsters without powerful magic or buffing yourself.
Yay design!

I'll be showing off a bit of the first area once this is done.
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Blubber Bloat
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 PostMon Apr 22, 2013 5:42 pm
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SO!
For the whole one of you who's pumped up about the game, the test version is certainly close to being released to the chosen testers.
I have just written the script for the intro scene, and it works!

Now all I have to do is:
-add script bits to give you starting supplies
-add in foe drops (exp and items alike)
-slap in the chests
-add enemy formations
-add in a couple of attacks I forgot to give one of the heroes

Ain't that groovy?
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Blubber Bloat
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 PostWed May 01, 2013 4:28 pm
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Some fat guy you barely know wrote:


Now all I have to do is:
-add in foe drops (items)
-slap in the chests
-add enemy formations

Ain't that groovy?


As of today, the game is almost completely drawn out on paper. I also came to realize that making a spinning animation for the characters of this game is utterly pointless. Well, except for one character, but I'm not gonna do it for him alone. After that, stat balance is the only thing left to play with on paper. Then I just need to distribute exp and items where I feel they should go.

After that, I need to make the final tilesets, and make the maps in the editor. Then do any last bits of plotscripting and then I'm done. Yes, a full RPG, and turn-based to boot! Can you contain the excitement?! It only took me about half a year...surprisingly. I'd like to say I have more time to focus on it this summer, but one such as myself will likely be kept pretty busy job searching. tis a shame, but I'll likely work on this on my down time. I sorta have a "must be productive" mentality when I don't have a "bleh, make the world stop, me wan sleeps" feels.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Blubber Bloat
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 PostFri May 03, 2013 4:01 am
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Tub o' Blubber of Questionable Origins wrote:


Now all I have to do is:
-add in foe drops (items)

Ain't that groovy?

dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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