Sign in to follow this  
  • entries
    246
  • comments
    175
  • views
    153391

About this blog

bleh. BLEH i say!

Entries in this blog

SteelGolem
[font="Lucida Console"] Screenshot!

2011-10-30-2.png

So yeah, I'm playing with lighting and colors for various parts of the day. Right now I've only got the day and night colors; I wanted to do the sunset/sunrise colors too, but then I realized that I can't just use directional lights for everything! I built a little shelter and closed it completely off, and it looked so weird with the directional lights still showing things as if I were outside - I was in a sealed cave!

My problem right now is that I'm unsure about how to decide what blocks should be lit with "above ground" lighting, and which ones should be lit as "below ground". But that only solves the problem during the day! At night things get more complicated: If there was a light source (like a torch) illuminating an "above ground" block, then what? I'm puzzling about that right now.

I might put lighting stuff on hold and do something I can handle, like actual gameplay.
[/font]
SteelGolem
[font="Lucida Console"]Well, no, I don't have actual weather in the game yet. And I'm not going to do that for a little while yet, I don't think. But I do have temporary clouds now:

2011-10-29.png

Yay! No point in making a video over this. Maybe I'll add temporary trees on my temporary landscape next!
[/font]
SteelGolem

Them Thar Hills!

[font="Lucida Console"]I made up a vid to show off The Shiny New Thing (tm):

[media]
[/media]

So yep, I've got hills and valleys, sea level, new textures, collision detection, and jumping/falling in. I'll let the video speak for itself.
[/font]
SteelGolem
[font="Lucida Console"] Sprite-to-Block collisions are now working, as well as Gravity/Falling and Jumping. I can't really show it in a picture, and I'm not going to make a video about such a small step. It was worth mentioning, thats all. Hopefully I'll have something worth posting a video about, next time. [/font]
SteelGolem

Status Report

[font="Lucida Console"] So I think I've gotten Legends of Yore out of my system, and I got back to my game.

[/font]

[font="Lucida Console"]2011-10-24.png
[/font]

[font="Lucida Console"]
I remade all of the textures by hand, so now I can claim (almost) full rights to all assets in the game. The WoodPlanks block looks WAY better now. The Water block needs a little work, and the Stone block isn't natural-looking enough for my tastes. I also still need to redo the player sprite. It's a work-in-progress, but the coder art looks a little better.

It's been bugging me that I have so few blocks to work with, so I made a MapleTrunk and MapleLeaves block. Now I can build crappy trees! Ideally I'll have the game generate the trees, but that's not for a little while yet. It took me 12 game hours to build that little scene?! Yeesh.

I know I go away for periods from time to time, but I'm working somewhat steadily on the game. I really can't do much coding just yet, I'm still building the game concept. I have a pretty good idea of what I want from start to finish now, I'm just working out specific mechanics now. It would be kinda cool if my first real game idea turned into something fun! [/font]
SteelGolem
[font="Lucida Console"] Been playing alot of Legends of Yore over the last couple of days. It's a casual roguelike; simple to play, but with lots of content to keep you playing.

I took this screenshot earlier today:

legends of yore 001.png

The game is free to play up to level 20, and then if you don't mind lowered xp/g gains then you can still play the rest of it completely free. I figure a $2 donation seems like a good price to encourage the author, Kevin Glass, to continue working on it. I fully support indie with my monies!

(I'm still working on my game, but I'm in the middle of important game mechanic design so I won't be working on any code for that for a little while yet.) [/font]
SteelGolem

[font="Lucida Console"]Uploaded the vid! Here it is:
[/font]

[font="Lucida Console"][media]

[/media]
[/font]

[font="Lucida Console"]
Ssssssssssso, it turnssssssssssssssss out that I am 1/4 creeper on my father'ssssssssssssss sssssssssssside. Yeah, I have no idea how to deal with those awful, horrible S's. I suspect i need a filter of some sort but I have no idea how to do anything to fix audio up.

I would like to have the sky change color with the position of the sun and moon, as well as stars in the sky at night. I also want to have light levels in the chunks, which would also be affected by the time of day.

I'm more interested in adding some actual gameplay than those kinds of things - I only added the sun and moon because I saw in my mind's eye how easy it was going to be to add them. But, like I said in the video, I go wherever my whims take me. I don't have a schedule, or even a List of All the Things I'll be Putting Into it. I'm coding by the seat of my pants, and coming up with ideas completely at random times.

Thanks again to Blecki for helping me out with Stuff.
[/font]

SteelGolem
[font="Lucida Console"] Screenshots are always the best way to top a blog entry.

[/font]

[font="Lucida Console"]2011-10-12-2.png
[/font]

[font="Lucida Console"]
Got the Sun and Moon in. It's not as pretty as Notch's yet, but I'm gettin there. I'll be making a video diary entry tomorrow about it, so I'll leave talking about it until then. Kinda tired now. [/font]
SteelGolem
[font="Lucida Console"] That's right! I'm back in the captain's chair, sending instructions to my crew. Number Two, compile, full speed! I figured I shouldn't blog until I had something worth blogging about.. So here I am, with something worth blogging about! (mileage may vary)

After getting inspired by Minecraft and Terraria, I started working on a 3d blocks thing! Original, right? I haven't put alot of time into it yet, but I've got something, and that's more than enough for me to want to show off:

[/font]

[font="Lucida Console"]2011-10-09.png
[/font]

[font="Lucida Console"]
I'm also making video diaries on youtube, which I'll post about in here in case anyone is interested in that. Here's a link to the playlist I made for them:

[/font]

[font="Lucida Console"]SG's Game Development Video Diaries
[/font]

[font="Lucida Console"]
That's all I have to report for now. I'll be back when I have some more interesting things to say.
[/font]
SteelGolem

ActionRPG

i was gonna build the npcs into actionrpg, but i realized i don't really have enough of the other stuff built yet to properly support them. well, i put them in anyways:



so yeah. i've got yellow statues of everyone standing around town. even got the dead guy laying in front of the "church". his code handle is DeadGuy. yep, real imaginative. so you can walk up to everyone and the TriangleButton action will toggle Talk on and off as you approach and face them. you just can't talk to them yet. i'm just pretending they're statues for now.

so yeah, i'm putting npcs on hold until there's more of a reason than chat panels to get them going any more than i have. all of the npcs in tristram (except for farnham) do things other than chat, and i need to start looking at that stuff. most of them want to sell you stuff, so that requires a trading gui. cain wants to identify your items at cost, and pepin wants to heal you. on top of all of that, everyone wants to check your quests and sometimes give you new ones. since i don't have any of that ready for them to use, there's just no point in going any further with this right now.

what it does mean, is i have a few new things to focus on. i think if i'm going to do anything, i'm going to work on doing magical item drops and working the different qualities in: swords come in a variety of flavors such as short and bastard. i'm gonna start looking at dlvl and all of that stuff.
SteelGolem

Space Fortress code

if i had known it was going to turn out this way, i woulda started off as simply as possible. i'm working on the collision detection and response code again, and its just such a pain in the ass.

ok so i've gotten it so you can crash into the fortress and slide along its walls. there's no prob there anymore. the problem is more about aesthetic as far as i can tell right now. see, what i wanted to do was have a PreCollisionLogic and PostCollisionLogic bit, and have the collision be done by a generic collider in between. i overcomplicated it before it was even working, i know.

here's a general idea of what i'm doing in my game logic right now:


- move player along x.
- check for collision between player and tilemap.
- if colliding, reflect velocity in x and move player back along x.

- move player along y.
- check for collision between player and tilemap.
- if colliding, reflect velocity in y and move player back along y.


now you can be sure this code works. if i could leave it be, i'd be golden. but i can't. i just can't. see, i'm going to need to do collisions between more than just one tilemap. for every object (or list) i need to collide the player with, i need to add the code twice. looking forward, every other object that needs to collide with the tilemap also has to go through this process. thats why i came up with the precoldet and postcoldet stuff.. but i can't seem to come up with a way to do the above code in a cleaner one-step manner. i have to move twice, and check for (and deal with) collisions twice.

anyone have any clues i could use?
SteelGolem

ff12ds

so yesterday i forked out $60 for Final Fantasy XII: Revenant Wings, the ds ff rts. i made it through the first chapter (basic training), but just barely. i had to die three times on stage 1-4. i'm not super good at rts games yet, but i considered myself at least passable - continually being raped in 1-4 made me awfully angry. was it me? was it the game? when i beat the level, i was thrilled, but i didn't want to play it anymore. it exhausted me. all of the walking around town i did probably didn't help, either. i slept like a frickin rock.

having said all that, i'm going to probably pick it up again today just to make sure of whether the game does or does not hate me. i'm not going to have $200 of free-spend GST cash to wander the town with, though - and keep me from my code. i'll be a good little game coder and get some work done. i promise.
SteelGolem

Space Fortress

collision detection.

so i had a thought yesterday, on my collision detection and response pains.

wait, lemme fill you in a little on what that means exactly. you see that crappy breakout below? yeah, well i was doing that because i needed collision stuff for space fortress. i thought, i think i want the same response from running into stuff as breakout has. as you might expect, detecting collisions between two rectangles was fairly easy - the problem was what to do with the information i had found out. i couldn't seem to get good results from rebounds, even with something as simple as breakout.

after a while, someone in #ludumdare suggested i use a movex-check/respond, movey-check/respond method. i was golden. then i tried the exact same code (cut&paste!) in space fortress. for some reason when you pushed up against the map, you'd zip along the other axis until you were around a corner. it didn't happen all the time, just when you were below a certain velocity and trying to get yourself flat against a wall. and even then it wasn't happening all the time, only along certain x or y values, like all along the top or all along the edge between tiley=31 and tiley=32. stupid stuff like that.

i'm still not exactly sure what it was about, but i'm guessing that it's an issue with floating-point error. and so i got to thinking: if we're dealing with tilemaps and sprites, why am i stepping outside of pixelspace? as long as i plan on using a 1:1 pixelspace:d3dspace conversion, why am i using sub-pixel tests and positioning? why not just trunc all my floats and deal with ints again? wouldn't that solve my problems, and make it a whole lot easier to think about these things in the future?

i didn't get any time yesterday after work to start this. i will be today, though. i'm hoping this will work out as i expect it to. don't get me wrong though! i still think that i need to use floating point values to store position and velocity. imagine trying to accelerate using only integers! no no, i'm only suggesting that collision detection and draw positions be pixel-aligned.

when i succeed (or fail horribly) i'll post more about this.
SteelGolem

Space Fortress

so i've finally gotten this underway again. i had a hell of a time with collision and response between squares/rects and tilemaps. there was always something not quite right. thankfully x-out in #ludumdare gave me the tip i needed to get out of my bind.

i don't have any screens worth showing yet, but i do have a bit of the controls and fortress interaction on the go. you can fly around and into fortresses, you can bounce off the walls and stick to them, and shoot them. i've got a slew of things i want to implement still, but most of the player input is in.

i'll post as i make leaps forward.
SteelGolem

winforms breakout

yeah yeah i'm sure you're screaming at the monitor by now. WELL PIPE DOWN! i had a reason to do this. in the first place, i actually haven't ever successfully built breakout. sure, i had the bat and ball - but i couldn't figure out what to do in response to a collision detect between ball and brick.

after two very late nights with rtwilli and guntar in #gamedevelopers over on starchat, and x-out and co. in #ludumdare on afternet, i finally defeated this cursed problem! the result:


sg-breakout-200801040413.zip (offline) - 60.56 KB, req .net

[edit: fixed 'er up, now it REALLY works right. you don't wanna know how stupid i was being.
vvv use this one instead vvv]


sg-breakout-200801050241.zip - 74.00 KB, req .net


mouseover the form to move the bat around. the corner collision response isn't *perfect* but its gonna work well enough in most cases that noone's gonna bitch at me about it. i think.

anyways, why'd i make this atrocity aside from laying the demon in my past to rest? i actually needed the response code for space fortress. simple answer, huh? its 4am so i'm gonna go to bed now that i'm done with it.
SteelGolem

lots o' stuff

contests.

well the ludum dare 10 results are up and i won a bronze medal! i was surprised i even ranked. i'll definitely be trying harder next LD. i'm actually kinda excited for it, even though it probably won't be until april. who knows, there might be a 24h in between!

i know i could be competing here in 4E but i'm just no good with that amount of time. six months is just too long for a nooblet like me. there may come a day when i'm able to plan something out over a period like that.. who knows!

new monitor.

i got paid on saturday (wierd day) and deemed it appropriate to replace my 15" crt backup mon with something that didn't hurt my eyes. i got my dad to haul my carcass around town a bit, and i settled on a $200 19" lcd widescreen display. i'm looking at a 1440x900 pixel desktop right now. its amazing! i can keep the solution explorer, the properties pane, and the tools pane all open and work on code without any problem at all. i was running 800x600 on the old crt. i love this thing.

new(?) project.

i was going through the older ludum dare entries and i came across drpetter's LD8 entry and i just couldn't put the game down. even now i'm resisting running it for one more go - i gotta finish this post and get to bed for work tomorrow. i highly recommend giving it a go, its a great little game. IMO it plays best with a gamepad and a key input emulator like joy2key.

anyways it got me thinking about space fortress again, and i was wondering why i hadn't gone the tilemap route before i took on something more complicated. it seemed like a great idea, so i started thinking about it some. as i played 7th swarming, i was thinking about how i could put his mechanics to use in my game, and recalled
">Cybernator - couldn't i use a mecha instead of a ship? and then it all started coming to me.

what i have in my head for space fortress beats the pants off of what i was planning before. i can't wait to get this on the go!

actionrpg

i'm not neglecting this! i've actually started working towards getting npcs in, and i just realized how i was going to do the classing and instanciation. err wait no i can't have a special inherited npc class for shops, i need to let npcs throw events that start shop windows up or something more to that effect. hmmmmmmm

bedtime! zzzz
SteelGolem

xmas & ff1-4wm

xmas.

this probably doesn't go here, but its been years since i got a sweet haul of loot that i just had to drop it somewhere. whee christmas! yeah its probably been since university, and that would put it at about 10 years.

i was invited to my gf's parents' place this year, it turns out they really want me to stick around. we've been going out for about a year and a half, and we've been living together for about 3/4 of a year or something like that. they must have gotten used to not having her around, they're redoing the floors in the house and they made her room into a rec room. so yeah. i got lotsa presents this year.

normally i only get like a couple of gift certificates for coffee or walmart. don't get me wrong, i'm used to that - in fact i'd still rather do it that way. i've got a week still to go this month before i get paid, and i've got $10 left in my bank account. so christmas always does a number on my bank book. i suppose i got more stuff than i could have afforded if i had myself bought the gifts that i received, but the point still stands that i have $10 left to get through the next 5 days with.

anyways back to the big haul!

well, there's a bunch of clothes i actually liked - including a dress shirt and tie! i've never owned a tie in my life! we got a whole bunch of house stuff that we were lacking; more encouragement (discouragement?) of a prolonged existance away from the nest on her parents' part.

the good stuff:

- 36 x 22" dry-erase whiteboard
- hellfire, the unoffficial diablo1 expansion
- bleach: memories of nobody dvd
- beard trimmer

the whiteboard i've been wanting for a while. now i can scribble programming stuff on the wall! i need a corkboard now, my parents stole my old one >_<

"hellfire?!?!" you scream? yup! i'm a diablo FANatic, what would you expect? i've got the diablo1 alpha and now i have the final peice of the game collection. i played it a little, its not really all that special, but its neat to see what they did with it. i'll be playing it for a while.

the bleach dvd is a little wierd. i like bleach a bit, that is to say i might collect the dvd boxed sets in the future, but i'm not gonna kill myself to get them. anyways so yeah i got a bleach movie on dvd with a sorta blurry cover insert that doesn't have any company name on it whatsoever. i looked it up (on wikipedia, i know i know) and it hasn't been released in america. its got english subs, but i don't think they'd do that for a japan release. so i've got a well-made subbed copy of the movie. if it comes out over here i'll grab it, they tend to put extras on those things.

and the beard trimmer. yup, its great they got me one - now i don't have to worry about looking like a terrorist anymore. i gots me a trimmer!

ff1-4wm.

so over the last couple of days i've been playing a good share of final fantasy 1. ran my white mages through the rest of the game, and beat it! i probably gained 20 levels to 99 in the last area of the game. they give you a ton of exp there! anyways i ended the game with four lv99 white mages. i relied heavily on 3 judgement staves, 2 rune staves, and 2 lightbringer swords. thats pretty much how i cleared most of the game.

i jacked my stats with items also found in the dungeon, but i don't think that str or agl stats do anything when you pump them. int is definitely used in the damage calc for magic, so i could keep cranking that one if i wanted. since i'm at 999hp i don't need to worry about cranking sta, and lck isn't something i really care much about either now, since i've got all the item drops i need now. i didn't need the 5 elixirs and 10 megalixirs i collected. i figure that if you need to use those kinds of items, you're still too weak.

so yeah. i'm done of this one now. back on the hunt for the next challenge!

happy holidays!

pictars.







SteelGolem

Untitled

xmas.

this probably doesn't go here, but its been years since i got a sweet haul of loot that i just had to drop it somewhere. whee christmas! yeah its probably been since university, and that would put it at about 10 years.

i was invited to my gf's parents' place this year, it turns out they really want me to stick around. we've been going out for about a year and a half, and we've been living together for about 3/4 of a year or something like that. they must have gotten used to not having her around, they're redoing the floors in the house and they made her room into a rec room. so yeah. i got lotsa presents this year.

normally i only get like a couple of gift certificates for coffee or walmart. don't get me wrong, i'm used to that - in fact i'd still rather do it that way. i've got a week still to go this month before i get paid, and i've got $10 left in my bank account. so christmas always does a number on my bank book. i suppose i got more stuff than i could have afforded if i had myself bought the gifts that i received, but the point still stands that i have $10 for the next week.

anyways back to the big haul!

well, there's a bunch of clothes i actually liked - including a dress shirt and tie! i've never owned a tie in my life! we got a whole bunch of house stuff that we were lacking; more encouragement (discouragement?) of a prolonged existance away from the nest on her parents' part.

the good stuff:

- 36 x 22" dry-erase whiteboard
- hellfire, the unoffficial diablo1 expansion
- bleach: memories of nobody dvd
- beard trimmer

the whiteboard i've been wanting for a while. now i can scribble programming stuff on the wall! i need a corkboard now, my parents stole my old one >_<

"hellfire?!?!" you scream? yup! i'm a diablo FANatic, what would you expect? i've got the diablo1 alpha and now i have the final peice of the game collection. i played it a little, its not really all that special, but its neat to see what they did with it. i'll be playing it for a while.

the bleach dvd is a little wierd. i like bleach a bit, that is to say i might collect the dvd boxed sets in the future, but i'm not gonna kill myself to get them. anyways so yeah i got a bleach movie on dvd with a sorta blurry cover insert that doesn't have any company name on it whatsoever. i looked it up (on wikipedia, i know i know) and it hasn't been released in america. its got english subs, but i don't think they'd do that for a japan release. so i've got a well-made subbed copy of the movie. if it comes out over here i'll grab it, they tend to put extras on those things.

and the beard trimmer. yup, its great they got me one - now i don't have to worry about looking like a terrorist anymore. i gots me a trimmer!

ff1-4wm

so over the last couple of days i've been playing a good share of final fantasy 1. ran my white mages through the rest of the game, and beat it! i probably gained 20 levels to 99 in the last area of the game. they give you a ton of exp there! anyways i ended the game with four lv99 white mages. i relied heavily on 3 judgement staves, 2 rune staves, and 2 lightbringer swords. thats pretty much how i cleared most of the game.

i jacked my stats with items also found in the dungeon, but i don't think that str or agl stats do anything when you pump them. int is definitely used in the damage calc for magic, so i could keep cranking that one if i wanted. since i'm at 999hp i don't need to worry about cranking sta, and lck isn't something i really care much about either now, since i've got all the item drops i need now. i didn't need the 5 elixirs and 10 megalixirs i collected. i figure that if you need to use those kinds of items, you're still too weak.

so yeah. i'm done of this one now. back on the hunt for the next challenge!

happy holidays!
SteelGolem

etc etc

since i don't have long enough time blocks for the next bunch of days because of holiday visiting, the following is all i have to post about. can't code when you can't put in 3-4 hours, unless its something simple..

ff1 dawn of souls.

anyways, i went up and beat tiamat. she was a massive pushover, like she had no chance at all. i was boosting one of my wms with saber and she fell before i even attacked with that character. i almost felt bad for her. i figured i'd run the third new dungeon again, for another judgement staff.

then i got to the bottom and decided to take on omega. wow, he hits hard. he's got four attacks: earthquake (always misses everyone), lightning (~200lit-all), wave cannon (~150-all), and some kind of beam (~750-one). he probably has a physical attack too, i don't remember it being brought out. that beam really beats the shit out me. my guys are 800-900maxhp so everyone can survive a shot if they're near max, but a lightning or wave cannon next round will finish the job.

gotta run the numbers. life brings them back to 1hp, and curaga/healaga restores 250hp-300hp, so even with two people dedicated to healing, you're still only bringing back 600hp max to everyone each round. he's got first-attack every round probably due to his agility being way higher than mine. the only way i can do this is if i healaga with 3 people every single round and anticipate that he'll continually be using that goddamn beam. that leaves one wm to do... something.

if i have that wm focus on flare-ing, thats only about 400dmg a turn, and we're going to run out of mp for healaga long before that wm can take omega down. so the only option left is to have that wm saber for a loooong time and get their attack up to do 2000 damage or something a round, if thats even possible. gonna try that.

what was that all about?

i figured i'd throw that stuff in there because i actually enjoy that kind of thing from time to time. omega is an optional boss, and i'm certain he's the most powerful boss in the game. i could probably go take on chaos right now and beat him.. though i'm not positive, i didn't beat him with my white wizards yet >_>

anyways, i don't want to find myself trying to guess at the kinds of things i want in my game. i figured that i should take pleasurable experiences i'm having with games currently, and write them down so i can examine them from an actionRPG perspective. let's see what i come up with.

bestiary.

ideally i would have a bestiary, and as soon as i hit omega with something that it was strong or weak against, that information would become available in the entry. as soon as there was any interaction with the boss, it would be - but every interaction we would have that would show information about the boss would be revealed in the bestiary upon discovery. so even if omega beat you, when the team was resurrected they could look in the bestiary and see the new entry and check out information about him.

Omega - new!
[pictar]
[pictar]
[pictar]
hp: > 5473 - new!
????
????
strong vs fire - new!
absorbs lightning - new!

(i made this stuff up, i didn't look the info up)

i wonder if any of the ff's provided this level of info? well they should. would their attacks be listed, as well as attributes and damage? should you be able to tell their defense from a series of physical attacks? (and so on.)

boss encounters

is the boss experience better when its focused solely on the boss? in many games, i've found the designers sealing the player in a room with the boss, leaving only two options: kill or be killed. in FF they simply deny you the Flee command 100% of the time. the other side of the coin is to let the player come and go as the game would normally allow, and to treat the boss as a "more significant" mostly-regular foe. which is better?

if you seal a room off, you wind up with a few results you wouldn't necessarily have otherwise. in a sealed room, you can anchor the camera in the center and ideally show the entire battle space for the entiretly of the battle. you can keep an eye on the boss more easily this way, and you won't miss anything cool it does. there's more of a sense of urgency when you don't have an escape route, as well. there tends to be better rewards when you defeat a sealed boss, though i'm not sure if the two things go hand in hand - or if it's just an expectation on the part of the player. sealing a room with a boss often helps to signify the importance of the battle, as well.

while i'm not against sealing you into boss rooms, i still like having the freedom to fight or not fight, or the ability to run away midway through a battle. minibosses or roaming super-tough non-boss monsters are always a pleasure to encounter. i think of diablo unique monsters and ff12 marks, or even the gold monsters from minish cap. ideally you're going to wind up with extra loot or fatter exp returns when you kill them.

i guess there's a place for both situations in the same game, in my opinion. there are lots of ways to seal exits, though, aren't there? from scripted "we can't risk bringing this too close to town!" and being forced back away.. to literally dropping physical barriers in the way of every exit. in the end, a healthy balance of sealed and unsealed bosses will suit actionRPG best.

hit or miss.

one of the things i'm making sure not to put into actionRPG is a "miss" roll. i HATE it when games put that in an action game. if your sprite or attack model visibly collides or passes through your target, then you can't deny the player that. its so damn aggravating! I HIT SO REWARD ME! anyways, so how then should i do AI regarding that?

obviously there are going to be some AI with terrible aim, and some with awesome aim. the simplest case is a missile weapon: the AI has a target they want to hit with some kind of projectile like an arrow or fireball. in many cases games tend to give perfect aim, and you just have to move aside a little bit to avoid it.

so what about that? i get to thinking about doom with this. in doom there are a few different monsters with missile attacks that don't track - cacodemon, imp, those fat demons, and so on. when they throw their missile, you just need to do a little sidestep and you're free and clear of it. i call that "missile management".

now, there's a "powerup" in doom called "partial invisibility" that screws up the monsters' aim so you can stand still and have a chance not to be hit. i put the word "powerup" in quotes for a reason. because of the random nature of the projectiles while you've got partial invisibility, you can't manage them reliably. in this situation i actually find it harder to predict where the imp is going to throw the fireball. is the powerup actually a powerdown in my case? i avoid the things like the plague unless i'm playing multiplayer.

with that in mind, i need to think to myself that perfect-aim is an easier AI to play against than random-aim. so if i'm going to make a boss with a projectile attack, and i want to make it harder, i would want to randomize its targeting somewhat - let it have perfect aim and then add on a little random angle that might throw it offcenter by a little, just enough to keep the player guessing. omega's beam weapons would be harder to deal with in an action game if it were to fire in a slightly random pattern.

etc.

the stuff was kinda out of nowhere, wasn't it? well it was just some of the thoughts i had after rereading the ff1 bit. thats kind of the idea, i post something i'm doing or thinking that i'm enjoying, and reread it to try and get a different perspective on it, for use with my game (as i said before). guess it worked out this time. [grin]
SteelGolem
so yeah, its almost xmas. i took a break from xmas cleaning and figured i'd drop a line in here. xmas is just so much fuggin work.. i want it to be over already, so i can get back to my stuff. maybe the break from it will do it some good.

i tried out mount&blade, and by that i mean i did all of the tutorial. i probably couldn't pull that off, it was pretty cool. its emphasis on "realistic" swordplay is a little too much for my tastes though - i tend to rather arcade-type gameplay in almost every case. (/me hides from the grammar nazis)

the gf tried out world of warcraft the other night by herself - because of the tv commercials. she thinks its kinda boring. i'm glad she picked up on that. nuff said there. someone's gonna need to come up with something a little more fast paced than that for the casual gamers, though.

i picked up final fantasy 1&2: dawn of souls again, and kept forging forward with my four white mage team. i've restored three of the crystals, and killed all of the bosses in the first two new dungeons - as well as the first two in the third. shin-ryu is whupping my ass right now, but i managed to take him down like 15min ago on the gc-gb player but it wouldn't let me save for some reason! i might bow out and go through the dungeon a couple more times to get more staves out of atomos. 4x judgement staff (flare) ftw!
[edit: killed shin-ryu, now at the top of mirage tower - white mages can't equip thor's hammer! [bawling]]

4wm ff1 is more or less about buffing with spells and items. you can use Giant Gloves for saber and stack it to get a decent amount of damage against any boss. until right near the end, i was doing 2x ~1000 damage against shin-ryu every round because i stacked enough saber on two of the mages. the problem with relying on items is that i've only got one giant gloves, and so i can only saber once a round. that means stacking takes a looong time, and you gotta be able to survive the hammering you're going to take.

i'm talking a little much about 4wm ff1, but it was getting me to thinking about a few things regarding what i'm going to do with actionRPG. multi-target damage, element wheels, using equipment as items, to name a few thoughts off the top of my head.

multi-target damage.
well i've already got it set up like seiken dentetsu, where you can only give damage to one target with a basic attack. contrasting that, zelda lets you hit all targets that fall within the attack path. i'm still considering taking the zelda path, though. i was thinking more about spells and item effects, though. chain lightning was different in diablo1 and diablo2, for instance - it would chain between monsters in d2 but it would just start as a spread of regular bolts in d1. i definitely want to get some spells on the go, soon.

element wheels.
by this i refer to the rock-papers-scissors systems that games tend to employ with their elements. up until ff5 or 6 (can't remember which put poison in the wheel) the element wheel standard was fire-ice-lightning. instead of coming up with something completely original (is that possible now?), i'm trying to decide which wheel people are familiar enough with that i can go with.

actually, i looked it up again, and ff2 introduced poison into the wheel, and it was basically fire-ice opposed and lightning-poison opposed. using poison against a lightning-based monster would do double damage, where lightning would heal a lighting-based monster. using fire or ice against a lightning-based monster would just do normal damage. it tended to be more about monster classes rather than element based, though, as all other ffs were. the "standard" ff weak/strong against system was best seen in mystic quest.

if i go with the classic fire-water-earth-wind wheel, is it obious which elements are better against others?

i'm thinking that it shouldn't really matter anyways - since any bonuses given by a weapon/armor should be shown in its stat box when you hover over it like in diablo2. all hammers give 150% damage vs undead as a standard in diablo. when you look at a hammer's stats, you always find that at the bottom - and after a while of seeing that you catch on. it should be the same with any game, if you keep to a standard like that. if you pick up a bow and look at it, it should automatically have 150% (or 200% in ff?) vs flying.

how far do you take that though? suppose there's a standard where melee does 50% vs slime-base. do you list that in the item list? i think you tend to only want to see its strengths, right? perhaps having a bestiary that showed its strengths and weaknesses would give you insight into that. an entry for a zombie would show it was weak against hammers, and an entry for a flan would show it was strong against hammers.

as i think on it more and more, i think i'll go with the FF weak/strong/absorb standard. they can't copyright that, can they?
SteelGolem

ActionRPG


tristram.map

so i got the town map loading and you can walk around on it now. there's really no reason to right now, its a ghost town. in that pic i'm pretending to talk to an invisible griswold. i'll be putting in the npcs eventually, i don't care if they look exactly right or anything, i just want to get the damn thing working right now. the town lacks in color as well - i suppose i could make the textured triangles have coloring too, but enh. basics first! temp graphics and all that.

i was helping my brother at his job this week after work, so i got a little more behind than i normally am. hopefully i can make up some lost ground this weekend.

[edit: whoops! nope, ludumdare is this weekend!]
Sign in to follow this