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Well, saving should work now... maybe. Options menu is being overhauled, so it looks messy. There's also a blur effect that appears when you save/make contact with enemies, but it's broken in flash.
Here
HTML5 have many effects such blur, colors, glow... it can be a solution if you can export in.
I might try that sooner or later.
Anyways, got some fixes up:
-Fixed broken NPC look feature.
-Added corner animations to NPCs when facing contact to them.
-Sprites on the test NPC were fixed to look less awkward when rotating. Been making walking animations so they can walk when I add it sooner or later. Corner walk animations are not finished.
This also might be the last very minor update in a bit, as I feel like this thread is mostly minor updates than major ones that are worth writing/reading.
Some more thinking, mostly on Battle-related stuff. Got the flu, so I'm working far slower today.
Stats:
⦁ Offense - basic attack, becomes stronger when higher
⦁ Defense, resistance against standard attacks, damage taken is lowered when increased
⦁ Dexterity - determines how fast you do attacks, not to be confused with speed. The faster it goes, the less of a delay you have.
⦁ Speed - Determines your turn order once combat engages, the higher it is, the higher chance you have at being first.
⦁ Special - a single stat that determines both how strong your special attacks are, and how much you can resist them being used by enemies. Stat growth for the defense is slower, but as-is, the higher, the more offense/defense from specials.
⦁ Resistance - Determines how much chance you'll have to live after a hit.
General:
⦁ When hit, the party member will have some time to react to attacks before getting hit, a stat can increase this chance, too
⦁ All party members share the same inventory and Attack Points (AP) pool, meaning the player doesn't have to worry about managing them for each member.
⦁ Party members can use items for other members, too. Unless they'e done-for.
Thinking on how to do coding, thought up of these ideas:
⦁ Enemy data is stored on each enemy actor sprite?
⦁ Maybe a list could be used to store character speed, and the events that trigger from them?
There's a lack of "luck" and "evasiveness" there, although they could coexist within already stablished stats up there.
However it's good to know how RPGs usually calculate damage value and probability. I'll make a visual scheme of how it's done in most games, with made up values.
This step is calculated first, if Doubling is a mechanic.
Some games add a Doubling probability - that is, the possibility of attacking two times, as a combo - which is related to Speed and Weapon Value. Faster characters can deal two attacks to compensate their usual lack of strength:
<Doubling>
<Attacker Speed> - <Weapon Value>=<Target Speed> * 2
If Attacker Speed minus Weapon Value is greater than Target's doubled Speed, then the Attacker will always deal a Double hit. But if it's equal or lower, it'll be just a single hit.
The first step when calculating a clean hit is running a random number from 0.000 to 1.000 (decimals included) and checking the value. Think of it as rolling a die in a tabletop RPG. Usually you have 100% of landing a hit, but stats like
blindness or heavier weapons will deduce from that percentage. You could say, in simple terms, that:
<Accuracy>=(500 - <Status Ailment> - <Weapon Value>) / 500
If the random generated number is higher than the Accuracy value then it's a miss (false) and all next steps are disregarded (if your character can do Doubling, go to Step 2 again). If it's within the Accuracy value, it's hit (true). Go to the next step.
This step is only calculated when Step 2 is true.
Evasion deals with the probability of enemies (or the player) to dodge an incoming attack. This takes values from the attacker's Speed and the target's Speed:
<Evasion>=2 * <Target Speed> - <Attacker Speed> / 500
If the number rolled is within the Evasion rate, then it's a dodge and the attack will not connect, and all next steps are disregarded (if your character can do Doubling, go to Step 2 again). If the number is outside the Evasion rate, then the Evasion missed and the hit is possible. Go to the next step.
This step is only calculated when Step 3 is true.
Every character has a chance of getting Critical Hits. It's a stronger attack that can have multiple uses, and is defined by Luck:
<Critical> = (1 + (<Luck> / 50))/20
If the random number is within the Critical value, then the Attack calculation is overridden by this one:
<Critical Attack> = (3 + <Weapon Value>) * <Attacker Offense>
If the random number is outside the Critical value, then disregard this step and go to the next step.
This step is only calculated when Step 3 is true.
After all those steps, the attack calculation goes as follows:
<Attack> = <Attacker Offense> + <Attacker's Weapon Value> - <Target Defense>
If the Doubling is true, go back to Step 2 to recalculate for the second hit.
Huge thanks, Gors. You just nailed the formula in a way that makes sense.
I'm not a big fan of characters always missing in games (It's more or less just letting a dice roll if you win at that point, if it's a very high chance), but I think the ability for characters to constantly miss works better as a status element. And missing would with a low chance otherwise, if that makes sense. But that's just my opinion. Though, I might add it so if I feel like some quick testing proves the game is too easy without the related stats.
As for luck, that's something I forgot. Maybe the chances for a critical hit could be low, as certain enemies have resistance against how much damage it is given to the enemy in question?
I was also thinking how equipment items would work, thought of a pretty barebones system that I'll need some fixing up to do later today.
Been looking at the player movement speed lately, as I feel like it's too fast.
So far, there's been a couple issues:
-A movement speed of 10 units per frame is pretty much moving the camera pixel-by-pixel, and it looks really smooth. Which I prefer. But the movement speed is very "ice skating", if you understand what I mean.
-A movement speed of 5 units per frame looks more in sync with the game's animations, but there's some shaking and shifting which does not look good at all. Plus, you feel like you're in mud moving around.
-A movement speed of 7 units is the sweet spot for speed/animation. But the shaking and shifting is vomit-inducing, like as if you're playing with no V-sync.
The best way is currently the 10 units, as it doesn't look horrible, but it looks too fast. Anyways, might take another break, as I need to take a break from making games for a bit.
VERY minor fix, but I fixed the issue with spaces still being rendered in the text strings being rendered when the text continues on a line below, this caused some blank space on a new line at times. I've made a comparison gif below.
Been working on some GUI stuff, got this final battle menu done, as I wanted to cut out and optimize everything so I could have larger sprites fit with ease.
Some notes:
-The character menu GUI will slide across the center to match the current character selected.
-The top part might be redone a bit.
-Party characters will be "animated" (pose changes) whenever they do an action. Such as thinking for selection and action and such.
Dunno what the maximums and minimums will be, but it looks nice so far. Anyways, noticed this thread has died down to me just posting random posts once every while, so I think it's time to pause down on activity for a bit, as 6 pages of me posting is quite a lot.
Some GUI stuff got finished today, so here's a image-thing of some progress.
You're probably sick of me updating this thread, but progress has been going really fast, now.
(03-25-2017, 09:20 PM)Filler Wrote: [ -> ]You're probably sick of me updating this thread, but progress has been going really fast, now.
Probably not sick, but progress is fast, I agree. (all my mail notices are your thread update...) Continue
I am now announcing the new version of this game! After weeks of designing, I've gotten a bunch of advanced computers to design the perfect game:
-It now has DRM that checks every second, and causes the game to lag.
-DLC will be everywhere, even on the title screen
-Multiplayer will now be the only aspect
-The game is now in first-person, open world, and has guns due to the change in industry.
-There is now crates you have to unlock and pay for.
The game is now hosted on Kickstarter, Patreon, and Go Fund me.
Also, if you think this is real, go check your calendar. It's April fools, buddy.
Been working on battle-fleeing. It works, but it causes issues with saving the game afterwards and actor placement when a scene reverts.
There's also some issues on delaying encounters after running (this is mostly to prevent you from constantly getting raided by enemies the instant you run away).
Development has been going smooth (been spending more time making it than updating this thread). So here's some more content:
Status menu is interactive to a point, it automatically centres based off how many party members there are.
Anyways, here's other, minor changes:
* Text can be changed depending on who you're playing as.
* NPCs now have their talking animations to stop when their text stops scrolling.
* Fixed some bugs related to map changing and reloading.
*Added 3rd party member, more will be added sooner or later.
To-do list:
* Add 4th party member
* Get items, and attack, and other menus finished.
Well guess what, I found the issue with lossy video recording. Seems the integers of the resolution must be a common value. (EX 720 than 360). The frame-rates are still inconstant, but eh.
You can run with ladders by holding X. You have more stopping points due to moving twice as fast, but there's less of a stop when you're in a stopping point, making it slightly faster. There's also now a very (minor) animation where the player grabs the ladder. This was to fix a bug where a single-frame ladder climb would cause the player to move upwards ever so much with no animation.
Since this is a 60FPS game, and the ladder climb animation goes for only 8 of the 60 frames a second, I made a slower gif to show how it would look like in a format you'd actually see it. Quite a bit of effort was put into something'd you'd barely see.
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