Bale dev log
Moderators: Bob the Hamster, marionline, SDHawk
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
-Implemented larger sprites for big enemies (such as zombified ogres).
-More quests, dungeons etc added
-New party member
-More quests, dungeons etc added
-New party member
- Attachments
-
- Blarararrr
- Bale0007.png (42.78 KiB) Viewed 4090 times
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- Blar?
- Bale0008.png (42.42 KiB) Viewed 4090 times
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- Blllllrrrrr...
- Bale0009.png (42.67 KiB) Viewed 4090 times
vvight.wordpress.com
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.
My pronouns are they/them
Ps. I love my wife
Ps. I love my wife
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.
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.
vvight.wordpress.com
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.
-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.
- Attachments
-
- WIP ruins
- Bale0002.png (26.14 KiB) Viewed 3525 times
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- more WIP ruins
- Bale0003.png (28.41 KiB) Viewed 3525 times
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- Cute wildlife
- Bale0005.png (31.41 KiB) Viewed 3525 times
vvight.wordpress.com
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.
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.
My pronouns are they/them
Ps. I love my wife
Ps. I love my wife
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:
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 (battlecounter <= 0) then
(
battlecounter := random (60, 100)
run script by ID (get instead of battle script)
)
elseif (check tag (50) ) then
(
battlecounter := random (60, 100)
)
elseif (check tag (51) ) then
(
battlecounter := (battlecounter -- random (2,3))
)
elseif (check tag (52) ) then
(
battlecounter := (battlecounter -- random (4,5))
)
elseif (check tag (53) ) then
(
battlecounter := (battlecounter -- random (10,15))
)
)
)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
plotscript, sipeda_battle_script, begin
suspend player
switch (random(1, 11)) do(
case(1) fight formation (28)
case(2) fight formation (28)
case(3) fight formation (28)
case(4) fight formation (29)
case(5) fight formation (29)
case(6) fight formation (30)
case(7) fight formation (30)
case(8) fight formation (30)
case(9) fight formation (31)
case(10) fight formation (31)
case(11) if (check tag (tag: seen_sabrewulp) == 1) then (fight formation (32)), else (fight formation (random (28, 31) ) )
)
resume player
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Attachments
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- Wulp
- Bale smallenemy 45.bmp (798 Bytes) Viewed 3413 times
vvight.wordpress.com
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.
-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.
vvight.wordpress.com