Bale dev log

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guo
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Post by guo »

Branching dialogue (and updating it based on different events and outcomes) is hard work!
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Post by Spoonweaver »

Looking good
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guo
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Post by guo »

-Implemented larger sprites for big enemies (such as zombified ogres).
-More quests, dungeons etc added
-New party member
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Blarararrr
Blarararrr
Bale0007.png (42.78 KiB) Viewed 4090 times
Blar?
Blar?
Bale0008.png (42.42 KiB) Viewed 4090 times
Blllllrrrrr...
Blllllrrrrr...
Bale0009.png (42.67 KiB) Viewed 4090 times
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Post by kylekrack »

Blar indeed.

Looks incredible.
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guo
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Post by guo »

Mapping today, while I watch numerous Netflix documentaries in the background.
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Bale0001.png
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Post by kylekrack »

I like all of the detail. The way the sand waves thin out in some areas, the mushrooms, the log, the mushroom on the log, etc. I appreciate how much attention has to go into making even small additions like that. Every maptile takes time. Those trees are also sculpted really well. Your use of color, especially greens in this entire game has been sort of amazing.
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guo
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Post by guo »

Thanks for the praise! Mapping takes a lot of time for me. Sometimes I'll be doing an area and think to myself "this would look cool here", and spend the next 2 hours drawing new tiles.

Unfortunately, I just got my christmas roster and it looks like I'm going to have very little time to work on anything for the next 2-3 weeks :( Christmas bites.
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guo
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Post by guo »

Work has finally started slowing down again so I've had more time to work on things.

-Several more quests incorporated , including boss fight
-large area of "landscaping" is complete, but still needs to be fleshed out with npcs, dialogue, etc
-finetuning attacks, stats etc.
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WIP ruins
WIP ruins
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more WIP ruins
more WIP ruins
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Cute wildlife
Cute wildlife
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Post by kylekrack »

Continuing to look great. I really look forward to playing a finished product.

If you don't mind me asking, what's the most time consuming/difficult aspect when making Bale? If it's the artwork, then what's the second most time consuming? You seem to be making really consistent progress, even when there are breaks in between working on it.
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guo
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Post by guo »

Mapping is taking up a lot of my time atm, and I can't implement a lot of quests, interactions etc because I want them to span multiple maps - some of which don't exist yet.
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Post by TMC »

Just adding my own remarks that this looks like really great work, something that I should look forward to. The plain/untextured green grass is a really unusual choice though. Is that necessity or style?
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Post by guo »

Style for now, but I guess I could add a little texture to it.
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Post by guo »

Also today I drew a crab, I hope you like him.
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guo
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Post by guo »

Removed the enemy spawning system. Was too clunky and prone to pathing/obstruction issues.

Went for an optional random encounter system. Under Options, the player can set 4 levels of random encounter frequency:

Off
Normal
Hard
Brutal

Here are the scripts:

Code: Select all

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


#this script should be run as an "each step" on any map that will have random encounters
#it will load the maps "instead of battle" script, which is where you should check which zone and load an appropriate battle list.
#zones that will trigger random battles should have an extra data 1 value of 1

plotscript, random encounter on step, begin
	
#first check if there is a zone at player's position at all
if (zone at spot (hero x (me), hero y (me), 0) ) then (

	#check if the player is standing on a zone with an extra data 1 value of 1
	if ( (get zone extra (zone at spot (hero x (me), hero y (me)),  extra 1)) == 1) then
	(

		if &#40;battlecounter <= 0&#41; then
		&#40;
			battlecounter &#58;= random &#40;60, 100&#41;
			run script by ID &#40;get instead of battle script&#41;
		&#41;

		elseif &#40;check tag &#40;50&#41; &#41; then
		&#40;
			battlecounter &#58;= random &#40;60, 100&#41;
		&#41;

		elseif &#40;check tag &#40;51&#41; &#41; then
		&#40;
			battlecounter &#58;= &#40;battlecounter -- random &#40;2,3&#41;&#41;
		&#41;

		elseif &#40;check tag &#40;52&#41; &#41; then
		&#40;
			battlecounter &#58;= &#40;battlecounter -- random &#40;4,5&#41;&#41;
		&#41;

		elseif &#40;check tag &#40;53&#41; &#41; then
		&#40;
			battlecounter &#58;= &#40;battlecounter -- random &#40;10,15&#41;&#41;
		&#41;

	&#41;
&#41;

end

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

plotscript, sipeda_battle_script, begin

	suspend player
	switch &#40;random&#40;1, 11&#41;&#41; do&#40; 
		case&#40;1&#41; fight formation &#40;28&#41;
		case&#40;2&#41; fight formation &#40;28&#41;
		case&#40;3&#41; fight formation &#40;28&#41;
		case&#40;4&#41; fight formation &#40;29&#41;
		case&#40;5&#41; fight formation &#40;29&#41;
		case&#40;6&#41; fight formation &#40;30&#41;
		case&#40;7&#41; fight formation &#40;30&#41;
		case&#40;8&#41; fight formation &#40;30&#41;
		case&#40;9&#41; fight formation &#40;31&#41;
		case&#40;10&#41; fight formation &#40;31&#41;
		case&#40;11&#41; if &#40;check tag &#40;tag&#58; seen_sabrewulp&#41; == 1&#41; then &#40;fight formation &#40;32&#41;&#41;, else &#40;fight formation &#40;random &#40;28, 31&#41; &#41; &#41;
	&#41;
	resume player

	
end

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Wulp
Wulp
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guo
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Post by guo »

Fishing for ideas:

-Do I have formation zones throughout the entire map, or only on certain marked areas? Or something else?
-Will there be "safe zones" that will decrement the random encounter frequency?
-Equippable items that prevent certain enemies from showing up in the formation?

Brainstorming out loud.
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