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loyallaughter

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About loyallaughter

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  1. There's no universal definition for what a game is and you could quote tons of people on this. I'm too lazy to do that. But I can give you 3 points that are important to me:   A game needs at least 1 player. A game needs rules. A game has to be played voluntarily.   Everything else just describes a certain type of game.    Edit: About the player-character: What matters is the experience of the player. and If there's a player there has to be a 'player-character'. But this 'player-character' is usually defined in the rules and thus a rule.
  2. Holidays are over, so progress got slowed down. But I try to get something done every day. During the week I got another area done and minimized the work for copying and creating another one. I also balanced some stuff ... The most important thing I did was changing the values and calculations combat works with. Defendig is not something you do when the enemy charges an attack, but it gradually increases with each defense action and decreases when you don't defend. This should make defending (especially against strong enemies) more important. Status effects will now decrease over time, depending on the characters resistance against the element. There's also some other stuff concerning agility so that effects aren't applied too often. The current plan: I'm going to work on new content (enemies, quests, skills, areas) during the week and new stuff (inventory, dungeons, boss battles) on the weekends.
  3. I added saving/loading and enabled skills for enemies. I don't want to talk about details and show around my code, but I am going to talk a bit about how skills and spells are working. First of all: Skills use Stamina and Dexterity Spells use Magicka (Mana) and Intelligence Spells or skills can use 1 or more different damage types: fire, ice, lightning, water, light, dark, force, poison Each of these types can inflict different status problems, for example fire can burn an enemy, causing him to loose health each round. They can also slow down an enemy or decrease his defense/attack. Besides of that every skill can get a scripted special effect for example draining the enemies mana or adding bonus damage to the next skill. Skills and spells can be aquired by completing quests, increasing stats or randomly after watching enemies using them. But you can not learn all enemy skills. (simply because a bite skill for the player would be stupid) I am also thinking about giving each skill a certain level. The more often you use the skill, the higher its level gets and maybe you can learn some more skills by leveling up others.
  4. Happy new year everyone! I mostly worked on quests. Lots of debugging and tiresome work. There are probably easier ways to do the questbook, but I don't know them. Next thing I want to do is adding save/load, but I have no idea how to do this the easy way (I know a not-so-easy way, so I probably have to save every variable in a txt)
  5. Hey fellow game devs and those who came here for any other reason! This is my journal for the development of Astari, an open world text-adventure. I started working on the game more than a year ago, but stopped at some point. A few months ago I looked at some of my old stuff and wanted to continue working on this. The problem was that I already forgot what half of the classes did and had a whole new idea for managing some things, so I decided to rewrite the game. The purpose of this journal is to keep track of what I've done as well as to keep me motivated. Astari is an open world text adventure in which you can travel the world, finish quests and epic storylines, fight battles and collect treasure and become stronger. The game is coded to be easily expandable, but I am no artist, so don't expect art. I'm also not a very good programmer, so dont expect clever code or anything. But I hope to get better at programming (and writing) with this game. The current state of the game: Right now not even all fundementals are done, but the most important things like traveling and combat are working (though there's nowhere to travel). Quests should be working, but are yet to be tested. There is no balancing, not at all. Expect your spells to do 50 damage or 1 damage, I have no idea. And here is the current idea and todo list: https://docs.google.com/document/d/1uEZknzRyAJYiR0WiLuIa-09EyPatqcRGuGUP_9-slrw I will probably post a new entry every 2 or 3 days, maybe daily. (depends on how much I get done, if it's just debugging I wont post here)
  6. From the album Astari Map

    The starting area in the game Astari.
  7. I was thinking about ways action games, platformers, racing games and many others punish the player for playing "bad"(in terms of skill). One thing they generally have in common is this rule: "If you lose, the game will send you back to the start of the level/this part of the level." While this is of course the easiest way to punish the player, However, I was thinking about other ways to punish the player for this, or maybe to punish him not at all. I came up with a solution for a fighting-based game: whenever the player gets hit, the game becomes a little bit easier, whenever he defeats an enemy, it becomes harder. The punishment of setback would be replaced by shaming the player with his character being hurt, sound effects, music, points and maybe even an alternative ending(though this can backfire). This would also make sure the player will always stay in his Flow Channel, causing less frustration and never-finished games. The bad side is that this only works for fighting games and takes away the risk from losing.   This would certainly be a new approach, but the disadvantages maybe exceed the advantages ...   Are there any other ways for dealing with this problem? Do you have any ideas?
  8. I would suggest that you always take a pen and some paper with you and try to think of something, when you wait for someone or get some other ideas. Or you break the puzzles you already have up and try to find the very basic mechanics, so you can extend what you already have or mix it. Maybe you come up with other ideas then.