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Bob the Hamster
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Post by Bob the Hamster »

TMC wrote: To call out James again for a phony excuse, I just tried higher resolutions in the first town in Vikings on my (low end 3 year old) netbook. Running with a window size 1280x960 I get 48fps when running at 2x zoom (actual resolution 640x480), or 37fps when running at 1x zoom. I'm surprised it's that fast. But anyway even if our rendering code were too slow all of our graphics backend libraries have much more highly optimised software blitting routines than our own ones, as well as hardware rendering, and we're hoping to switch over to those soonish.
Haha! I can't get away with anything, can I?

I did the same test myself on Escape the Wolf, which uses all 8 layers. My laptop is pretty fast and I was able to stay at 55 fps most of the time. However, it did spike one of my two CPUs to near 100% and kept it there the whole time. (Normal unzoomed 18.2 fps gameplay averages about 20%)
Chronoboy
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Post by Chronoboy »

Meowskivich wrote:I see Tantagael has got in a fancy new dock, and Dracolord's castle has moved to the Bahamas.
What's up with the darker trees? Is that, like, thick forest and the lighter trees woods? Are the green little blotches tiny bushes or are they marshland?

Honestly, this overworld is awesome. You're makin' me wanna play more and more, how dare you exploit my favorite RPG series as my weakness. /shakes fist playful fury
Glad to hear that, I am too a fan of the Dragon Warrior series. I loved the exploration and how the battles got more intense the further you went from the home.

The game is not related to Dragon Warrior, but is heavily inspired by it. That's why the world map is much different. The docks were recently added as I am adding the ability to travel by boat later in the game. You will be able to undock anywhere, the docks are just boat spawning locations. Since the game uses no scripting, I couldn't save the vehicle positions. This should be a feature of vehicle NPCs tho without scripting. The different tree types are to add more detail to the map, so you could think of them as more dense forests. The other tile you mentioned is mashland, and of course you should note the infamous poison tiles.

After I release I'd love any feedback, I know the first release is going to be far from perfect. I also don't plan on adding any scripting to the game to keep is accessible for newbies to play around with while learning the engine. I also picked the Dragon Warrior theme as a large amount of RPG fans can relate to it, and it's tiles are really easy to navigate for aspiring RPG creators.
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Meowskivich
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Post by Meowskivich »

I have a question, will you be lowering movement speed on the overworld? As that will be more authentic to older DW/DQ games. It'll also create a false sense of the world being larger than it really is.
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Chronoboy
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Post by Chronoboy »

Meowskivich wrote:I have a question, will you be lowering movement speed on the overworld? As that will be more authentic to older DW/DQ games. It'll also create a false sense of the world being larger than it really is.
Changing the player's movement speed requires plotscripting unfortunately, so this will not be added into the game. The player's speed will be consistent throughout, and is currently set to the default 4.

However, the game will be unpassworded, so feel free to make any modifications to the game after release. I am trying to make it as accessible as possible for newbies to play with.
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Meowskivich
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Post by Meowskivich »

Tis noble enough, but how will you handle game overs if there's no scripting? That's the only way to have a proper game over screen, and in tradition in DQ games you restart from your last save area with half cash.
But yeah, how you handling game overs?
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Chronoboy
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Post by Chronoboy »

Meowskivich wrote:Tis noble enough, but how will you handle game overs if there's no scripting? That's the only way to have a proper game over screen, and in tradition in DQ games you restart from your last save area with half cash.
But yeah, how you handling game overs?
http://rpg.hamsterrepublic.com/ohrrpgce ... he_game%3F
It explains how to do it without plotscripting on the wiki.

However, after the game ends, since there's a lot of side quests and the player may have missed some, the game will have a prompt, asking if they would like to enable the debug menu as a gift for beating the game or continuing on and finishing up the quests. In a sense, the main quest could be thought of as a large side quest. All the side quests are completely unrelated to each other.

Besides, I wouldn't mind having the towns people act differently after the main villain has been dealt with. Most games don't introduce that type of character interactions where various NPCs would thank the player for their valiant efforts. Does a game really have to end? Of course, a TAG would turn off most of the random encounters, as the monsters were created by the main villain in a sense, but it does make it easier to explore and find all the hidden secrets and items. So in your next play-though, you can find those secrets with random encounters still there.

The game is not a copy of DW/DQ games, this game is only inspired by it. All the monsters are unique, the main villain and backstories are unique. After I release it, anybody is free to play around with the elements and if they wanted to add more DW/DQ elements, they can. For people new to making RPG games, this can provide a good starting point for someone elses first adventure. An entire world map already exists, along with towns. People can easily experiment with adding new areas, new towns, and changing the entire storyline if they like. Some people are great creative writers, but lack the ability of either map making or creating graphics. This gives people with just the ability to write a fantasy story to create something and see where it goes. Most sample games with OHR have really complex tilesets and scripting, making it difficult for a newcomer to play with then engine effectively. I tried to create a game using the Vikings tileset, and it was confusing at times on how to piece things together to make it look as good as the real game. Actually taking Vikings and modifying it into something different also requires a steep learning curve, as the scripting can get rather complex. I admit, it's a great game to showcase what the engine is capable of, but it's not really a game someone new to this type of thing should be tinkering with. I believe when I first tried to learn the engine back in 2001, I attempted to take apart Wondering Hamster only leading me to distress due to lack of accessibility for modifications. It's hard to mod a game that's heavily scripted and already contains a complex story. Take doom for example, the modding community behind that is vast, as it's super easy to mod, there's barely any story line, and can be easy as just creating a new level. I'd like to see OHR more accessible to people, people who are passionate about RPG games, but lack specific skills to start out. Both the engine and editor for OHR are very amazing, and I'd like to share that with more people.

Sorry for the long-winded response. In the future, I may use this game as a basis for a REAL DW/DQ type game, full with features from the original games. This project has tempted me to do that, and with scripting, I can see it turning into a wonderful game. Hopefully I don't disappoint you with this game, but it should give you a taste of what project I may create later this year(I haven't confirmed it yet).
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Meowskivich
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Post by Meowskivich »

Huh, I've never noticed that part in the wiki. the game over part is the sole reason I started learning plotscripting to begin with.
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Chronoboy
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Post by Chronoboy »

Meowskivich wrote:Huh, I've never noticed that part in the wiki. the game over part is the sole reason I started learning plotscripting to begin with.
I learned plotscripting for the opposite reason... The intro.
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