2011 OHRRPGCE 48 hour contest (also Ludum dare) Theme=ESCAPE

Make games! Discuss those games here.

Moderators: Bob the Hamster, marionline, SDHawk

TMC
Metal King Slime
Posts: 4101
Joined: Sun Apr 10, 2011 9:19 am

Post by TMC »

Ah, I had totally forgotten about that plan. That's definitely one of the most interesting ones. Any feedback/suggestions on it? Implementing some subset of it shouldn't be too time consuming.

Actually, the 1st and 2nd place prizes go to 2nd and 3rd place because James won 1st place.
User avatar
Master K
King Slime
Posts: 1899
Joined: Sat Jun 11, 2011 9:40 pm
Location: A windswept rock in the Atlantic Ocean

Post by Master K »

I would love to see the entire list implemented, but if you wanted me to choose one, I picked this:
Example: Having a fire staff equipped teaches you fire spell at a slow rate, and allows you to use fire spell if partially learned. Fire spell would be available as long as fire staff was equipped, or even without fire staff equipped if you have "mastered" fire.
I pick this one. Although, I do think the list should be implemented. It is pretty good. The gradual learning ways seem to be the best, and interesting ones. It would change the ways of how you battle, perhaps.
User avatar
Bob the Hamster
Liquid Metal King Slime
Posts: 7460
Joined: Tue Oct 16, 2007 2:34 pm
Location: Hamster Republic (Ontario Enclave)
Contact:

Post by Bob the Hamster »

I wasn't planning to do <a href="http://rpg.hamsterrepublic.com/ohrrpgce ... ning">Plan for improved spell learning</a> until after the hero data is converted to RELOAD format, which would happen along with the switch to the Editor Editor.
TMC
Metal King Slime
Posts: 4101
Joined: Sun Apr 10, 2011 9:19 am

Post by TMC »

Switching from DT0 to a RELOAD format before switching the hero editor to editor editor-based seems like negligible wasted effort, since the hero editor already uses HeroDef (requiring just new HeroDef loading/saving routines), and it looks like it the Edit Spell Lists submenu won't be recreateable in the editor editor anyway? I'm willing to do the switch to RELOAD.

However, I'm not sure how to implement the "allows you to use fire spell if partially learned" bit. An additional, hidden, multiplier on spell damage? I also wonder whether to use a floating point percentage learnt value, or use some kind of integer points system (eg. "200 uses to master")
Last edited by TMC on Tue Sep 20, 2011 6:32 pm, edited 1 time in total.
User avatar
Bob the Hamster
Liquid Metal King Slime
Posts: 7460
Joined: Tue Oct 16, 2007 2:34 pm
Location: Hamster Republic (Ontario Enclave)
Contact:

Post by Bob the Hamster »

TMC wrote:Switching from DT0 to a RELOAD format before switching the hero editor to editor editor-based seems like negligible wasted effort, since the hero editor already uses HeroDef (requiring just new HeroDef loading/saving routines)
That is true. I didn't write it into the plan, but I was also wanting to increase the number of spell lists a hero can have, and increase the number of spells allowed in a spell list, and have a simple way of toggling spell lists on and off (which would be glorious for doing class-changing systems in a simple way)
TMC wrote:... and it looks like it the Edit Spell Lists submenu won't be recreateable in the editor editor anyway? I'm willing to do the switch to RELOAD.
I definitely do want to be able to do a more complex menu like the Edit Spell Lists menu in the Editor Editor, but I guess that can be considered an "advanced" feature that can come later on.
TMC wrote:However, I'm not sure how to implement the "allows you to use fire spell if partially learned" bit. An additional, hidden, multiplier on spell damage? I also wonder whether to use a floating point percentage learnt value, or use some kind of integer points system (eg. "200 uses to master")
No, it should be way simpler than that. No hidden multiplier. This is meant to emulate the spell-learning behavior in Final Fantasy 6. It just means that if you have >0% of that spell learned, AND you are currently equipping an item that teaches that spell, then you can use the spell.

If you unequip the learning item before the spell reaches 100% learned, you cease to be able to use it. (you don't lose the learning, you just can't use it until you re-equip the learning item)

Once the spell is learned up to 100% you can remove the learning item, and not lose the ability to cast the spell.

I guess the idea of being able to use a partially-learned spell at a reduced power is pretty interesting, but it is not what I was intending in the plan.
Last edited by Bob the Hamster on Tue Sep 20, 2011 8:20 pm, edited 1 time in total.
TMC
Metal King Slime
Posts: 4101
Joined: Sun Apr 10, 2011 9:19 am

Post by TMC »

Ah, I see that I totally misread the "partially learnt" part.
I didn't write it into the plan, but I was also wanting to increase the number of spell lists a hero can have, and increase the number of spells allowed in a spell list, and have a simple way of toggling spell lists on and off (which would be glorious for doing class-changing systems in a simple way)
Yes, I would definitely build in that support. And while I'm at it, I guess it probably wouldn't require much more work to actually update the battle menu code too...

What's the "simple way" you're thinking of? A tag check, or enable/disable script commands (AND non-empty spell list name, for compatibility)?
I definitely do want to be able to do a more complex menu like the Edit Spell Lists menu in the Editor Editor, but I guess that can be considered an "advanced" feature that can come later on.
Yes, me too, though we might be waiting forever for such advanced features :). Just how that would be done depends on how the more flexible menus end up working, and I'm not sure yes how that will end up evolving.
User avatar
Bob the Hamster
Liquid Metal King Slime
Posts: 7460
Joined: Tue Oct 16, 2007 2:34 pm
Location: Hamster Republic (Ontario Enclave)
Contact:

Post by Bob the Hamster »

TMC wrote: What's the "simple way" you're thinking of? A tag check, or enable/disable script commands (AND non-empty spell list name, for compatibility)?
I was thinking of a tag check. I guess an enable/disable command would be nifty too, but a tag check seems most simple, both in terms of implementation and usage. I guess if there is an enable/disable command, then the spell list should be enabled if it is script enabled AND it passes the tag check.
TMC
Metal King Slime
Posts: 4101
Joined: Sun Apr 10, 2011 9:19 am

Post by TMC »

The disadvantage of a tag check is that it is per-hero-definition instead of per-hero, so wouldn't be sufficient in all cases. If not for that, I wouldn't bother with both a tag check and a enable bit.

However, an alternative would be a script command to change the tag number. Maybe that would be 'simpler'...
Post Reply