This week was kind of a slack week--I spent a lot of it working on other things, some of them for money, and otherwise not being at home hacking away at this stuff. I did get my hour in, though, and crossed off a couple of annoying things-to-do, and fixed some bugs as well. Here's shots:
The final cave is all linked up! You can now walk it from the beginning to the end and back with appropriate warps and all! There's one bug remaining caused by me trying to do Fancy Stuff with one of the warps, but 9 times out of 10 it works okay. This means that we can now walk from the start of the game to the end of the game, always a point I like to be at.
Not that it looks like--pretty or anything. This is my Breath Of Fire moment. You remember those caves in Breath of Fire where you went down three or four identical little "switchback" floors before you got to the actual cave? This is that. I love that--it's so demoralizing
Here's a guy who hangs out in the cave.
Here's another guy who hangs out in the cave. This one is the boss of this chapter. He is fearsome, but you can't fight him yet--I just dumped all of his text into the game.
The other big thing is that the Pray command for Cass works. Let's check out the different responses we can get when we pray to an angry God of Death for assistance!
This is what happens when we pray too often. If you're wearing the L.Pendant, you take damage. If you're not wearing it, the God of Death stops your heart.
If the God of Death likes you a little bit, here's what happens. The text is first-draft and really stupid. I wanted to write "death relaxing his grip!", but thought I wouldn't have enough room. So I figured "death relaxing!" was equally understandable. The final version is going to be like "You think death is happy or something"
I love it when movies say shit like "The perimeter has been compromised"
This is more what you hope will happen.
The actual code for the different prayers was pretty easy to put in, all told--the problem was setting up the whole architecture for whether or not the gods are smiling on you. It seems like it works pretty well, though. I may increase the penalties for using Pray so that it doesn't just become like a magic points system, where after you pray once it doesn't matter how much karma you have stored up: you're back to Square One with your god. That should help to balance out the fact that these attacks are way more powerful/useful than I really want. I want you to have to scrabble in terror every moment of your life in this game until you figure it out.
I also fixed some odd bugs, juggled some equipment stats around, made the DetectorRing accessory do what it's supposed to do, and put in a few extra equipment management functions so eventually I can solve the "equip multiple copies of the same item" problem. It's not a hard problem to solve or anything; I just really do not want to do it yet for some reason. I messed around with the evade/dodge bug I created last time but didn't get anywhere as far as solving it. It's a matter of making the numbers work out right; it's something I'll worry about just before testing pretty much, when I'm constantly changing all of the .dat files like twenty times forever.
The version number is 0.41 now because the battle system, barring warts and enemy commands (and, um, better animations), is done. Enemy commands are going to be irritating, particularly the "drag other enemies into the fight with you" part, but not too irritating I hope. That .1 is there to boost morale around here, since technically I shouldn't push it past 0.4 until the BP manager is completely done--but I've made all the maps and linked 'em up and put lots of story in, so whatever! Almost all of the story text is at least formatted for the textbox parser and all but one scene is in-game--at this point I'm going to have to spend a week or so just fiddling around with entity movement and things like that to finish it off. I don't actually know how much system code I have left to write beyond:
- a Zelda 3 "jump down" function (only used in like four places maybe)
- block pushing (probably can skip this if need be)
- Saving/loading (almost done)
- Make the BP Manager automatically store BP toward certain stats and level those stats up automatically at the end of fights (easy; just haven't done it)
- enemy commands
- map spells usable against random entities
- minigames (the jail game and the horse cave stampede game--I have no idea whether these will be horrible or okay)
And of course there are the known code improvements that need to be made:
- fix the fucking inventory bugs once and for all
- menus are still glitchy and help text doesn't work most of the time
- map spell targeting ring is jittery
- status conditions are still suspicious; lots of testing required
- title screen
- I don't even know; jesus
October: god. Late October. At least I think there are more things on the done list than on the remain-to-be-done list.
All of this sidesteps the fact that I was supposed to be working on graphics this week. I didn't touch a single pixel this week pretty much. Here's what I did instead:
This is from Demon Lord Adventure Tutorial II, which is done--I just can't upload it to verge-rpg.com for some reason, and it's like 200K too large for my terrible free web hosting service. Hopefully it'll be up there soon: in the meantime go play through the first one, if you haven't!
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3 comments:
Goldarnit, where the heck has V-RPG.com?
Someone needs to wake up McGrue.
It was destroyed by a hurricane! Or at least the server it's on has no power until hurricane issues in Houston get cleaned up. That's what I heard, anyway (from McGrue in #verge on dark/stormy night)
And now it's back up, I find!
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