Lemma Soft Forums

Supporting creators of visual novels and story-based games since 2003.


Visit our new games list, blog aggregator, IRC, and wiki.
Activation problem? Email [email protected]
It is currently Fri May 24, 2013 12:39 am

All times are UTC - 5 hours [ DST ]


Forum rules


Comments on this forum should pertain to the demo or beta released.



Post new topic Reply to topic  [ 9 posts ] 
Author Message
PostPosted: Mon Feb 25, 2013 8:38 am 
Regular

Joined: Fri Nov 02, 2012 8:41 am
Posts: 177
Projects: Red eyes in the darkness
Hi
I'm implementing a dungeon crawler and combat engine for my game red eyes in the darkness: The tainted blood
Original ideas thread about the game

As I have finished the first version of the dungeon crawler I would need people to test it out and give me feedback (thus a alpha test).
What I would like:
*Feedback on bugs
*Feedback on what feels good and what feels bad there and what is missing
*Feedback on planed features if anything feels missing or isn't good
*Also feedback on layout and design
*Feedbaack on any spelling errors (or gramatical errors)
*Feedback on loading times and lags
*....

Then a bit about what the crawler engine is about (features), and what I have planed and not planed to be part of the demo.
As it stands I'll upgrade the engine as the alpha testing phase continues and update it accordingly on this thread.
Current version: 0.31

Features:
*Move through a forest and increase/decrease enemy alertness (in this case wolves mostly).
*Fog can be turned on or off (by the program not the player)
*Combat ends when the enemies reach <=0 hp.
*Combat random enemies

Planed but not in now:
*Movement options: wait and rest (bandage wounds if bandages are in the inventory). Both decrease enemy alertness.
*More skills, more types of enemies
*Levelup system and xp / treasure gain from enemies
*Events (they are possible but currently didnt create any)
*Using bars instead of numbers to represent hp, mana and love status (question: Switchable via option in the option menu better?)
*Sprites for the enemies (I don't want to use placeholders so no enemy sprites shown till I have them from my sprite artist)
*Pic shown in the status display of: Group, enemy, love interests
*Better minimap (graphics instead of symbols and also other position...directly under the lover interests)
*Current ingame time and date to be shown on the screen and it changes as the player moves around
*Optional: Nighttime graphics
*Using keyboard to click on options instead of only the mouse as option.
*Sound effects
*Minimap using graphics instead of text for representation
*Effects of range (thus no melee attack in more than 0 feet dstance to the enemy)

Not planed:
*Music (music exists already but I don't think it is necessary at this stage of testing to use it)

---------------------------------------------------

Movement:
Screenshot
You move around by clicking on the arrows. With left/right/back changing direction only.
To the upper left the status of the group is shown.
Upper right the affection rating of all love interests. ??? means that you dont know the name of this love interest so far.
Bottom right a minimap with current direction is shown. (. = free, x= obstacle)

On the top right corner a small square is shown. This has 4 values: Green, yellow, orange, red and represents the alertness rating
of enemies in the area...thus how likely random encounters are.

Combat:
As combat begins enemies appear within a distance that is defined by the environment (in the fogged woods between 0 and 20 yards from you).
At the start of combat a random initiative order is defined (the higher your dex the more likely you will get to act first).
During combat you can choose different commands to use and if more than 1 enemy is present and you attack you will have to choose
which enemy to attack.
Screenshot
Left fro the affectionlist a list of all enemies is shown.


Download links:
Here(Only windows platform) Versioni 0.33
Attachment:
redEyesV0.3-1.0-win.zip [13.68 MiB]
Downloaded 10 times


Change log:
v0.33:
*Eliminated "memory leak" (was an infinite loop) when the party looses a fight.
V0.32:
*Keybinding for movement "8","4","6","2","7","9"
*Added a turnleft and move ahead and turnright and move ahead button
*Added 2 new skills: Kick and headbutt. Kick does more damage than punch but is not as accurate. Headbutt does the least damage but can stun an enemy.
Both kick and headbutt reduce the own defense for 1-2 rounds (headbutt longer than kick).
*Added a few test sound effects
*Hit probability has increased
*Alertness level is reset after each combat (although if combat takes very long it will be higher than otherwise)
*Made some minor spelling checks
*

V0.31:
-Rebalanced battles so that wolves are now easier
-Corrected display of mob names when they were fleeing
-Removing enemies that fled or are dead from the list of displayed enemy statuses
-Disabling minimap during combat

I hope I get lots of input there...the more the better :)


Last edited by Wolf on Tue Feb 26, 2013 4:21 am, edited 3 times in total.

Top
 Profile Send private message  
 
PostPosted: Mon Feb 25, 2013 12:50 pm 
Miko-Class Veteran
User avatar

Joined: Fri Mar 16, 2012 11:38 am
Posts: 936
Location: Tokyo, Japan
Projects: Untitled Japanese study game
Organization: Pure Anarchy
Needs keyboard navigation

A bigger difference between the hovered/selected arrows and regular would help.

What am I doing? Even for an alpha, a little bit of instructions would be nice, even if it's not in the full game.

Some of the background images aren't changing when Michael is turning.

A wolf appeared 0 feet away? Sounds weird. Why not just say I was attacked by a wolf?

It said "a wolf appeared", but then I discovered I was being attacked by 2 wolves. That would change my decision to run or fight.

The combat involves clicking the same menu option over and over until someone is dead. No real skill, but plenty of time wasting.

"hungry wolf dodged Michael Quinn's punch". Needs capitalisation.

Is there are reason for using his full name every time?

"A hungry wolf and a hungry wolf and a hungry wolf appeared 0 feet away". Why not just say "You were attacked by 3 wolves"?

How did I get bitten by a wolf that was 20 feet away?

1 step, Fight. 2 steps, Fight. 1 step. Fight.

Game hangs after getting killed. Some kind of memory error.
Code:
File "game/dungeonCrawl/dungeonCrawl.rpy", line 288, in script call
File "game/dungeonCrawl/dungeonCrawl.rpy", line 368, in script
File "game/dungeonCrawl/dungeonCrawl.rpy", line 436, in python

_________________
Working on a VN to teach lower-conversational Japanese, and a guide to living in Japan.
It's a very long dev process.

You could help me with my game A LOT by filling out this anonymous 10 question survey: http://www.surveymonkey.com/s/6GR57YB
Massive thanks to everyone who has already filled it out!
You can see a Q&A about the survey here: http://tinyurl.com/SurveyQandA


Top
 Profile Send private message  
 
PostPosted: Mon Feb 25, 2013 4:35 pm 
Regular

Joined: Fri Nov 02, 2012 8:41 am
Posts: 177
Projects: Red eyes in the darkness
Quote:
Needs keyboard navigation

In now
Quote:
A bigger difference between the hovered/selected arrows and regular would help.

Will look into that
Quote:
What am I doing? Even for an alpha, a little bit of instructions would be nice, even if it's not in the full game.

Currently only wandering around and getting into fights (the poor wolves). During this test I only want to test the engine and the combat system.

Quote:
Some of the background images aren't changing when Michael is turning.

Can you give me some examples? (best screenshots). So far there were a few situations where they looked similar but only through coincidence of how the map
was structured.

Quote:
A wolf appeared 0 feet away? Sounds weird. Why not just say I was attacked by a wolf?

Will change that later on

Quote:
It said "a wolf appeared", but then I discovered I was being attacked by 2 wolves. That would change my decision to run or fight.

Hmmm that is strange. It should say "a hungry wolf and a hungry wolf appeared". I wasn't able to get the same problem. Can you try again there and givev me a screenshot?

Quote:
The combat involves clicking the same menu option over and over until someone is dead. No real skill, but plenty of time wasting.

I added now 2 more skills to use: Kick and headbutt. In the later game players choices for levelups and also found weapons will increase the range of skills available to choose from. Each has its own + and - (I saw that I still need to put in when a skill has a defense or offense modification will do that next then).

Quote:
"A hungry wolf and a hungry wolf and a hungry wolf appeared 0 feet away". Why not just say "You were attacked by 3 wolves"?

Currently no plans there but will think about it if I can do that easily or not.

Quote:
1 step, Fight. 2 steps, Fight. 1 step. Fight.

For this test the start chance is 70%. I now modified it so that after a fight the chance is dropped to 0.

Quote:
Game hangs after getting killed. Some kind of memory error.

Will look into that tomorrow.

Quote:
How did I get bitten by a wolf that was 20 feet away?

Effects for range will be added later on (if you dont have a ranged weapon you need to close distance...same for the enemy).


Quote:
"hungry wolf dodged Michael Quinn's punch". Needs capitalisation.

Implemented in the new version.

Quote:
Is there are reason for using his full name every time?

Sadly yes at least mobs are named very similalrily :/


So I'll upload the new version tomorrow after looking over a few more of the listed points..
Tnx so far btw I hope I'll get more input soon.


Top
 Profile Send private message  
 
PostPosted: Tue Feb 26, 2013 4:26 am 
Regular

Joined: Fri Nov 02, 2012 8:41 am
Posts: 177
Projects: Red eyes in the darkness
Updated the engine. Eliminated most problems there.

Tnx for the input so far and I hope that I'm getting more inputs there the next 2 days.
Till friday I plan on using all gathered inputs to see weaknesses in the engine and eliminate them.

Beginning friday I'll rewrite the engine (as by then I plan to have a good prototype) and make the sourcecode easier, less redundant and a bit more flexible
(will have to completely redo how I implemented the "skills" in order for me to be able to use inventory there also and also make them more flexible).


On another note for the combat itself.....should all chooseable buttons be "clickable" also via keyboard? 1st option as "1" every time,... ?


Top
 Profile Send private message  
 
PostPosted: Tue Feb 26, 2013 9:19 am 
Veteran

Joined: Tue May 29, 2012 12:06 am
Posts: 215
Oohkay~ I'm excited for your game.

Things to point out:
-Tutorial:
Even for a demo, you might want to put a tutorial for people who are interested in trying out but have never played a dungeon crawler before. Most people here are into VNs, so they might not have played much dungeon crawlers. I'd say the interface is fairly simple, so there's nothing to say there.
-Moving:
You might want to make the character able to move with keyboard controls. Ren'Py games can let you use the up and down keys to already select which option you want to choose, but still letting the player move directly using keyboard is better for a game like this with lots of moving about. ("OTL Now I realise you can move by pressing the number keys... Please make a tutorial to inform us...)
-Interface needs more polish:
For just testing out a game, I understand that it's very rough around the edges, but you definitely need to make it more polished. I can barely tell how close I am to a tree just by looking at it, in the full game you would definitely need transition images. The butttons and stuff also would need to be different from plain old Ren'Py text.
-What's the use of the affection bar?
Are you just testing it? It doesn't seem to have much use in the game. It's just there. Also, in the full game you might not want to stick it there so glaringly. It would probably break the immersion people have and make them realise that they're romancing lines of code.
-Yellow square in the corner:
o_o What's it there for? At first I thought it was a glitch, then I thought it was a bar to signal if the enemy was aware of you, then it did nothing and I was like "wut".
-Map is screwed up.
You probably made an error in the map, the right part of it, while it says that the space is empty (.), it treats it like an (X) and poor Quinn keeps bumping into it.
-Grammatical errors:
You forget your full stops. The wolves appearing at X feet is also weird, you might want to put something like "A wolf appeared nearby." Normal people don't estimate where a wolf appears at how many feet.

It's a pretty nifty engine, and I think with some improvements and more polish it could be really great.

_________________
I am still young, and therefore prone to saying immature, unintelligent and unhelpful stuff.
However, I want to learn more and become smarter and more reasonable until I can finally provide proper information and advice.
I'm making a mistake, feel free to point it out to me. (In fact, it's highly recommended to do so.)
This is not meant to be an excuse for any bad behaviour, and if I'm being rude or lacking in common sense, please point that out, too.
I don't sugar-coat my words, neither do I speak harshly. I am a realist, not an optimist or a pessimist. There is good and bad to everything.
Thank you for understanding.


Top
 Profile Send private message  
 
PostPosted: Tue Feb 26, 2013 11:16 am 
Miko-Class Veteran
User avatar

Joined: Fri Mar 16, 2012 11:38 am
Posts: 936
Location: Tokyo, Japan
Projects: Untitled Japanese study game
Organization: Pure Anarchy
RunicV wrote:
I can barely tell how close I am to a tree just by looking at it, in the full game you would definitely need transition images.

It is possible to use transitions that give a feeling of movement. This could definitely work in your favour if done right.

_________________
Working on a VN to teach lower-conversational Japanese, and a guide to living in Japan.
It's a very long dev process.

You could help me with my game A LOT by filling out this anonymous 10 question survey: http://www.surveymonkey.com/s/6GR57YB
Massive thanks to everyone who has already filled it out!
You can see a Q&A about the survey here: http://tinyurl.com/SurveyQandA


Top
 Profile Send private message  
 
PostPosted: Wed Feb 27, 2013 10:12 am 
Regular

Joined: Fri Nov 02, 2012 8:41 am
Posts: 177
Projects: Red eyes in the darkness
Quote:
Distance

The feeling of distance CAN get better as soon as I have an artist doing the graphics there (the trees I put myself there and......graphic is really not something I'm good at^^')

Quote:
-Map is screwed up.

This will be corrected in the rewrite (currently it is extremely hard to make maps, but I have a plan there to improve taht (using a csv that I load instead of manually typing in a list).

Quote:
-Grammatical errors:
You forget your full stops. The wolves appearing at X feet is also weird, you might want to put something like "A wolf appeared nearby." Normal people don't estimate where a wolf appears at how many feet.

Hmmm full stops: That will be corrected in the rewrite. For teh distance. Problem is that IS important. As the finished version will have melee and ranged weapons
and you can advance (and also the enemy) so ditsnce is an important aspect there.

Quote:
-Moving:

I'm also thinking of trying to use the arrow keys for movement but not sure if the engine will allow that but that will be part of a test of the finished engine then.

Quote:
The butttons and stuff also would need to be different from plain old Ren'Py text.

The buttons will be repolished in the final version. In this one I wanted to test functionality and screen layout primarily.

Quote:
-Yellow square in the corner:

IUt is how alert enemies are to you.......green: no enemies present, yellow: Enemies present and random encounters possible, orange: Enemies searching for you, red: Enemies closing in on you. It resets to the minimum alertness for the map after each battle (but can be a bit higher if you took too long in the battle)

Quote:
-What's the use of the affection bar?
Are you just testing it? It doesn't seem to have much use in the game. It's just there. Also, in the full game you might not want to stick it there so glaringly. It would probably break the immersion people have and make them realise that they're romancing lines of code.

We talked that out in the renpy IRC a bit. I have had another idea there (although that one needs the finished sprites ther). What do you think about
me putting the faces of love interests there instead of values or a bar (thus angry face,neutral face, happy face, blush to represent hate, neutral, friendship,love)

Also I put it there only for optical reason as I planed it so:
Left side: Party
Middle: Mosnters
Right side: Possible romances (even if currently out of party or in party)


Top
 Profile Send private message  
 
PostPosted: Wed Feb 27, 2013 1:02 pm 
Miko-Class Veteran
User avatar

Joined: Fri Mar 16, 2012 11:38 am
Posts: 936
Location: Tokyo, Japan
Projects: Untitled Japanese study game
Organization: Pure Anarchy
Wolf wrote:
For teh distance. Problem is that IS important. As the finished version will have melee and ranged weapons
and you can advance (and also the enemy) so ditsnce is an important aspect there.
Not sure how you feel about it, but I thought I'd suggest having something that mentions range, for example "You see 3 wolves 20 feet away." Then have options to attack with a ranged weapon.

Wolf wrote:
I'm also thinking of trying to use the arrow keys for movement but not sure if the engine will allow that but that will be part of a test of the finished engine then.
Just bind the arrow keys to the same functions that are already used for movement.
http://www.renpy.org/wiki/renpy/doc/reference/Keymap

_________________
Working on a VN to teach lower-conversational Japanese, and a guide to living in Japan.
It's a very long dev process.

You could help me with my game A LOT by filling out this anonymous 10 question survey: http://www.surveymonkey.com/s/6GR57YB
Massive thanks to everyone who has already filled it out!
You can see a Q&A about the survey here: http://tinyurl.com/SurveyQandA


Top
 Profile Send private message  
 
PostPosted: Wed Feb 27, 2013 1:07 pm 
Regular

Joined: Fri Nov 02, 2012 8:41 am
Posts: 177
Projects: Red eyes in the darkness
Quote:
Wolf wrote:
For teh distance. Problem is that IS important. As the finished version will have melee and ranged weapons
and you can advance (and also the enemy) so ditsnce is an important aspect there.
Not sure how you feel about it, but I thought I'd suggest having something that mentions range, for example "You see 3 wolves 20 feet away." Then have options to attack with a ranged weapon.

That is exactly the plan :)

Quote:
Wolf wrote:
I'm also thinking of trying to use the arrow keys for movement but not sure if the engine will allow that but that will be part of a test of the finished engine then.
Just bind the arrow keys to the same functions that are already used for movement.
http://www.renpy.org/wiki/renpy/doc/reference/Keymap

tnx there


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Protected by Anti-Spam ACP
Powered by phpBB® Forum Software © phpBB Group