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About this blog

News related to the programming, music composition, and graphic design of my game.

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(For those of you who don't know anything about my battle system and get confused, just read the last post of my journal that details it in full)


[size="4"][font="Times New Roman"]How do you all like this system? I'll explain it more in detail here:

To do a normal, everyday attack, you simply draw a line across the enemy in the direction and to the 'color' of the direction box that you're currently on. It's all randomly generated each time you attack. So if you had an Up arrow with a yellow box, you draw the line upwards until it's to the length where it turns yellow. If you get the wrong color, direction, or try to go 'back on your direction' (go the reverse way), you fail, and you lose your chance to attack, and the next time you have to do +1 more direction.

You start out just having to do 2, but if you keep screwing up by trying to attack fast or haphazardly, you can get up to a total of 6 you have to do until the end of the battle.

In the picture, I am on the first 'slash' of three. You can see that I've drawn a line left (like the arrow tells me to), but I've drawn it too far and the line is yellow, and not red. Thus I will fail that attack when I release my mouse. If I didn't, I'd have to draw two more lines to the correct color/direction to succeed.

The system will take a bit of used to, and a lot of practice to get fast and accurate at. But I think it brings a skill/experience based aspect to an otherwise stat-based game that will be refreshing. So I ask again, what do you all think? Maybe start out with just 1 slash required? And from there it counts up when you make mistakes?
[size="3"][font="Times New Roman"]Hey, folks. Been working on the battle system for Venfer's Riddle for the past two days. It's going okay-- I am in the process of redoing the whole attacking system.

[/font][size="3"][font="Times New Roman"]Most battles are spent dodging and blocking for both you and your enemy. In the beginning of the battle, your goals are getting a lucky hit (usually a graze or light cut), and also getting your opponent's stamina down (because once it's down, you'll be able to hit them much more easily) whilst making sure you don't lose all of your stamina in the process (because then the enemy can hit you much more easily). When you get hit in this game, you bleed, and there are very few ways to gain more blood in real life, therefore: don't get hit!

So you'll notice that the battle system is based on reality. If you can't dodge successfully, you try to block, if you can't block, you get hit, and if you're exhausted (out of stamina), you'll fail to dodge and block much more than you would if you were at full stamina. This is the goal I was going for![/font]
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Basically, it works like this: You have a blood level, and stamina, and so does the enemy.
Strength determines attack power (how much damage done) and how difficult the attack is to block
Agility determines attack speed (how fast you get to act) and how often you successfully evade
Stamina determines the potency of the above stats. So if you have low stamina, your strength and agility are diminished and you are capable of less.
Blood is how much blood you have. You start out with 100, and by the end of the game, it doesn't increase much. The main way you die in this game is bleeding to death. Cuts range from light grazes to mortal wounds.
Endurance determines how much you can carry, and how much stamina you have.

Weapons: swords, blunt, and bow/arrows.
Swords have a sharpness rating that help determine how badly you cut your enemies. Blunt weapons have a physical attack rating and a condition rating, and don't cut enemies, but rather do one-time heavy damage. Bows are a mixture of both onetime damage and bleeding.


Normal attacks are done without clicking an option on the bottom-right list. They're done via a minigame overlaid upon the actual monster image.
Power attacks are done by completing a quick succeed-or-fail minigame that pops up to the right of the window.
Defending gives you a defense bonus and a stamina bonus. Yes, stamina is THAT important.
Cast allows you to use a skill or cast a spell (will be called simply, SKILL later)
Item allows you to use an item from your inventory

Minigame for power attack (one of many):venfer11.png[/font]
For those just tuning in, Venfer's Riddle is an RPG/puzzle game. It's all about adventure and solving riddles and puzzles along the way. Everything is done by me: the music, graphics, and programming, so naturally this whole thing takes some time.

Anyway, an update. I finished the INVENTORY system. Enchantments work now as well. Everything's going smoothly. I really enjoy finally having made an item system where the items themselves are represented as real objects... so when you equip a weapon, it is stored inside the 'equipped weapon' square, and if you take it out of that square, it isn't equipped. This allows me to keep track of items as if they were real, physical objects. More RPGs need this system.

Tristan Hodges here -- game developer/score composer/graphic artist of Venfer's Riddle, an RPG idea that I had that kind of blew up and become real within a few days. First I want to talk about Part 1 of the game, which is finished and done with. Part 2 is what I'm developing now, and what this journal will document.
This is Venfer's Riddle part 1, the puzzle/riddle part of the game.
Venfer's Riddle part 1 is purely a puzzle game with a story. You are basically a human that has been stolen away and released in the depths of a dungeon that resides within a demon's mind. You start out with little more than the voice of your only helper, your Guardian, and the screen. You solve riddles and eventually start to regain the use of your senses. It becomes apparent throughout the riddles and progression of the story that the only way back to the real world is to kill the demon Lucrux inside his mind. Again, the game starts as a soundless point/click puzzle/riddle game, develops sound and visuals as you regain your senses and progress through the story, and then starts to become more about minigames than point/click riddles.
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Part 2, the RPG/puzzle part of the game.
Part 2 (the game I am documenting in this journal) begins after your character 'wakes up' his senses, and can now see himself, hear himself, and meet his guardian, Gotheq, for the first time. Part 2 of Venfer's Riddle is all about killing Lucrux within his own mind (yes, the game takes place within the mind of a demon--deal with it). Once you do so, you wake up, and, well, I'll let you get to that point and find out what happens.
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