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891134 Posts in 33523 Topics- by 24768 Members - Latest Member: Stome

June 19, 2013, 01:18:42 AM
TIGSource ForumsDeveloperFeedbackDefender's Quest - Tower Defense / RPG
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Author Topic: Defender's Quest - Tower Defense / RPG  (Read 6295 times)
larsiusprime
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« Reply #30 on: October 01, 2011, 02:20:47 PM »

Hey, thanks Devenger!

That information alone is enough to help. I can throw some error-catch functions around the beginning and end of cutscene instantiation and force the game to dump to an error report stage should it happen again. Not enough to fix it now, but enough to make sure it tells us something next time it happens Smiley

Question:

Right now the game aggressively auto-saves, pretty much every time you beat a battle, buy a thing, assign a skill point, watch a cutscene, etc. Many games (RPG's especially) have a more explicit manual-save feature. There aren't too many decisions in Defender's Quest you'd likely regret, but do you think we need an option to turn auto-saving on/off?

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« Reply #31 on: October 02, 2011, 08:17:50 AM »

I wouldn't think so, from what I've seen so far. Is there any situation where the player might make a decision that messes them up for later (to the point where they'd have to start the game over)? The only things I can think of, off the top of my head, would be:

Is there a binary choice in the game later on that the player cannot undo?

Is there any single battle that you can't replay?

Is there an item in the game that costs enough that buying it would require a significant time investment in order to make back the amount of money spent?

Is there a way to reset and redistribute your skill points later in the game?
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larsiusprime
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« Reply #32 on: October 02, 2011, 11:17:48 AM »

1) There is a binary choice late in the game - without spoiling it too much, you can basically choose to fight optional battle X (which immediately results in ending A), or continue down a harder path of battles (resulting eventually in ending B). If you ever get ending A, however, you're just sent back to the title screen, you can reload your save, and go forth and get the other ending.

2) There's no single battle you can't replay. There is a town or two that we destroy through the story, but you can get the things available in them in later towns.

3) There are some unique items that you can get as rewards from certain challenges, that if you sold at a shop you literally couldn't ever get again, but I could fix this by just letting you buy them back at the shops you sold them to (provided you didn't sell them to a town shop that is later destroyed...)

4) There's no way to reset and redistribute your skill points later in the game as of yet, but I could always put in a respec option.

Let me think - there's no way to "dismiss" a hireling, nor is there a way to rename them or re-configure their color combinations, at least not within the game itself. (In the final version, players could export their save file, fiddle with the XML, then re-import it). I could fix this by either letting you dismiss hirelings, or have some option for re-naming them, re-coloring them, or re-spec'ing their skills.

So, those are some things I imagine people might want manual saving for, but in each case, I can think of another solution that directly addresses the problem without needing a manual save feature.
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« Reply #33 on: October 02, 2011, 11:49:20 PM »

So it sounds like you don't really need a manual save feature.

You could always put in all of the things you've mentioned (respeccing, changing appearance, buying one-off items) and allow the player to unlock them when they finish the game - which would make it really convenient/nifty for players who choose to continute playing in endless mode, accumulating more money/exp etc. You could have the respec/appearance change cost money or exp, or both. You could even put in some new colour options and items that can only be obtained after finishing the game.
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larsiusprime
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« Reply #34 on: October 03, 2011, 11:20:29 AM »

Hey guys!

Just added a linux installer!
Get it now!

I haven't tested the linux version extensively, so if you run into any trouble, please let me know. The main thing to test will be if the video / fullscreen options work correctly.  If it screws up, let me know so I can show you where it puts the config file, which you can manually edit in case the game is stuck on an illegal resolution or something.

Also, if the game throws up an error page, let me know so I can debug that for you Smiley

EDIT: Found and fixed the audio problem you mentioned. Turned out, I had an old placeholder track in the browser version. Fixed that with the real music.
« Last Edit: October 04, 2011, 06:40:07 AM by larsiusprime » Logged

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« Reply #35 on: October 06, 2011, 09:38:11 AM »

Sorry, my servers went down temporarily.

Fortunately, all the links to the game files still work:
Windows torrent (dropbox)
Linux torrent (dropbox)
Browser demo (mochi)
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larsiusprime
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« Reply #36 on: October 06, 2011, 12:19:11 PM »

Looks like we're back up again! Sorry about the problems!
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« Reply #37 on: October 07, 2011, 07:29:53 PM »

I played through the demo in Opera and it was pretty fun. Hopefully you can expand it with more unit types and upgrades in the future, as right now its pretty straightforward. Also, some of the upgrades, particularly for the archers, don't seem to do anything after 1 or 2 points. You should either fix that or disable the upgrades at that point.

If this really is only 2/7ths of the game, then I think the final product will be pretty good.

I really like the customization system, it would be nice if you threw in some different hairstyles.
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larsiusprime
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« Reply #38 on: October 07, 2011, 08:49:24 PM »

Hey, thanks!

There's 6 classes in the final version of the game.

I'll check on the skills system - what exactly are you noticing? Is the problem that after you put 1 or 2 points into the skill, the next point doesn't give any visual benefit?
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