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TIGSource ForumsCommunityDevLogsStone Story RPG - NOW AVAILABLE
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Author Topic: Stone Story RPG - NOW AVAILABLE  (Read 218596 times)
standardcombo
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« Reply #200 on: September 28, 2014, 09:46:30 PM »

Shard Stones

I've hinted upon the Shard Stones but haven't really gone into depth on the mechanics. I want to unveil those and present my ideas on the Eternity Shard .

Shards are a special kind of consumable that don't do anything on their own, they need to be attached to another item to have a function. Furthermore, the bonus effect depends largely on the receiving item.

When you see the stone symbol o on an item it means a Shard can be attached. For example, the plain Wand looks like this

 o
/


And this would be the "Eternal Wand"

 ∞
/


A plain Potion (Not using the 'o' for now just because the waves look better)

 )(
(~~)   (heals you)
 ¯¯


Potion with 1 or 2 shards

 )(
(Ω~)  (Luck Potion)
 ¯¯
 )(
(ΩΩ)  (a very lucky potion, e.g. all your critical attacks succeed, and your evasion shield evades all attacks)
 ¯¯


Shards can also be removed from items. Doing so reverts them to their basic versions. This means that if you find a Fireball Wand you can remove the Fire Shard φ and turn it into a plain Wand.


Consumables

When an item is destroyed the Shardstone goes with it. For example, Potions are consumed upon use, while a Wand has a number of Charges, after which it evaporates.




Various non-consumable equipment also have attachment slots:

.-.
│││
│o│
¯│¯

 ┊\
-┊(->
 ┊o)

/-\
)o(
\-/

Since they don't spend the Shard, to balance things out the effects are usually weaker.


The Eternity Shard ∞

Potion: Makes the effect from the other Shardstone permanent (until you exit the Gate). Perhaps nothing happens if you take a potion with only Eternity Shards in it (other than the base healing).

Wand: Charges on the wand never run out. Since it has no other special effects, this turns the Wand into a plain ranged attack.

Shields: If you would be killed, instead you gain 5 hitpoints and the Eternity Shard is consumed.

Sword: I have ideas that fit the theme, but none that are simple enough to be quickly understood. Work in progress.


Final Thoughts

A 'must do' strategy I'm not liking very much is to use a wand until its down to 1 charge, then un-attach the Shard and use it elsewhere. To fix this I first considered a chance to destroy the shard, that would increase as the wand gets spent. Not a fan of that idea anymore as it's too frustrating and stifles experimentation. A better solution will be to give the wands a strong bonus at the end. A final hurrah as it blows up. It's a lot more work to implement but provides a much better player experience.

Last thought... all this may change Smiley
« Last Edit: June 30, 2018, 11:44:28 PM by standardcombo » Logged

standardcombo
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« Reply #201 on: September 30, 2014, 03:32:07 PM »

Skeleton boss fight is complete! Made this to celebrate:

« Last Edit: June 30, 2018, 11:44:45 PM by standardcombo » Logged

JobLeonard
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« Reply #202 on: October 01, 2014, 04:21:25 AM »

 Hand Thumbs Up Left Kiss
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alvarop
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« Reply #203 on: October 01, 2014, 01:19:39 PM »

This game needs a Bollywood ending.
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« Reply #204 on: October 01, 2014, 01:46:14 PM »

Hahaha, made my day! Cheesy
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standardcombo
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« Reply #205 on: October 02, 2014, 05:38:43 AM »

As many people would agree, hands can be challenging to draw. For example, most of the animation time put into the Skeleton Boss was finding the right hand poses and filling frames between those.

This is more of a book keeping, where I went through the entire project and extracted all the hands. I Hope it will save some time on future designs. It's also cool to line them up like this to get a sense of which look better out of context.

 __  _
"`  /'"

`-\    ,__
   \  /¯\`

 _ _   _ _
¯¯`-   -'¯¯
     _
  \_|X|_/
 `---^---'

//,  (,\
\_/  `-/

,/ ,  |(
\|/_  \ `-
 `.\   \\`
   `

/¯¯\__  __/¯¯\
\(¯,--  --.¯)/
 ¯¯        ¯¯
/¯¯`-'  '-'¯¯\
\-,/'¯  ¯`\-,/
 ¯¯        ¯¯
  ,','  `.`.
 /  (    )  \
 \_(/    \)_/

  ,'/    \`.
 /  \    /  \
 \_(/    \)_/

 / (      ) \
 \  ¯\  /¯` /
  \_(/  \)_/

/¯¯V /  \ V¯¯\
\__,'    `.__/

  /¯¯\  /¯¯\
  \ /    \ /
   \\    //

  |(      )|
  | ¯\  /¯ |
  \__/  \__/

  /¯¯\  /¯¯\
  \ '/  \` /
   `.`  '.'

   ______
 /,  _,  ¯¯¯¯¯
(|| ( \__,-'¯¯
 `\___/


    ) `,  ,' (
   '/||    ||\`


   . `-,  ,-' ,
    `\\'  `//'


`.`¯`._    _,'¯ ,'
  \..(¯'  '¯),,/
    ``     `''

    |//-  -\\|
    | `/  \' |
    | (    ) |

      ,    ,
    |'/¯  ¯\'|
  -'_ .>  <. _'-
  ''          ''

     /_    _\
   \||/`  '\||/
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   / /      \ \

  __//      \\__
/`/'-`.    ,'-`\'\
 (    `)  (`    ) `


    |.      ,|
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   (||`|  |'||)
   `' '  ' ''

  \(/  ,   ,  \)/
   \_`-/   \-'_/
     \(     )/

  \(/_\    /_\)/
   `-.(    ),-'
      \\  //

    -.'/  \`.-
 `-\(_/    \_)/-'

     _      _
 `-\\_`-  -'_//-'
       ¯  ¯

   )`---  ---'(
  -  ,-'  `-.  -
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    `. \  / ,'

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  __\,--  --,/__
 ¯-'-'¯¯  ¯¯`-`-¯

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-\__'

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--'.>¯¯

    | ,
  \-'/,'
  ,',--'
,','
« Last Edit: October 02, 2014, 05:53:32 AM by standardcombo » Logged

Leon Fook
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« Reply #206 on: October 02, 2014, 08:12:01 AM »

that's sure a big collection of hand gesture. hand is already pretty hard subject in art, and i can't imagine the challenge one have to go through in ascii art.
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« Reply #207 on: October 02, 2014, 09:55:05 AM »

My dislike for ascii art has been overturned and trampled. This is awesome, beautiful, inspirational work!
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alvarop
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« Reply #208 on: October 02, 2014, 10:31:02 AM »

   /)
_/'--_
-.___-
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standardcombo
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« Reply #209 on: October 05, 2014, 11:12:59 PM »

The game engine now supports 24 bit colors for background and foreground  Coffee
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standardcombo
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« Reply #210 on: October 12, 2014, 08:00:22 PM »

« Last Edit: June 30, 2018, 11:44:59 PM by standardcombo » Logged

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« Reply #211 on: October 13, 2014, 05:46:53 AM »

You have my eternal praise. Any chance for a demo?
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« Reply #212 on: October 13, 2014, 05:52:55 AM »

absolutely mind boggling how much effort must happen to make this game's crazy good animations a reality
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standardcombo
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« Reply #213 on: October 13, 2014, 09:42:14 AM »

You have my eternal praise. Any chance for a demo?

As soon as possible. The bronze guardian section is the last one i have to make for minimum content. Then i need to tie it all together and do a balance pass. Getting there...
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Leon Fook
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« Reply #214 on: October 21, 2014, 10:52:17 PM »


Wow.
Actually how do fighting these big guy works?

And lemme help you bumb your post
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« Reply #215 on: October 22, 2014, 10:18:35 AM »

Large enemies behave similar to smaller ones, they are just bigger. Except in some cases they have multiple targets or phases. Although the Bronze Guardian fight is not fully implemented yet (focused on other things now) this is the design:

While he is standing in the molten copper his body is targetable and has 2 armor. When he attacks and the hammer becomes stuck you can no longer attack the body, instead you can climb the hammer and attack the head, which has 1 armor. After he recovers you fall back to the ground and can no longer attack the head. Upon sufficient damage to the helmet it breaks off and lowers the head armor to 0. Therefore, in theory, the shortest path to victory is to break the helmet on the first time he gets stuck and then kill him on the second time. Attacking the body is also viable but will take longer and you'd have to manage surviving the 3rd and 4th attacks. Things that will be balanced include armor value, total hitpoints, hitpoints on the helmet and his attack cast/perf/cooldown durations.

One thing I have not decided yet is if I want to make his body immune to melee attacks. This makes sense due to the gap in the copper pit and plays into the body being harder to kill.
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« Reply #216 on: October 22, 2014, 02:48:19 PM »

inspiring
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standardcombo
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« Reply #217 on: October 22, 2014, 04:08:56 PM »

There will either be a designated position that you fall back to, in which case it's a specific script; or expanding the 'push' mechanic already present in the game (used by skeleton and mushroom bosses already). Im leaning towards expanding the push, which makes reusability possible but takes longer to code in a generic way.

Right now the biggest challenge is the climbing of the hammer. Height is a concept in the game but hasn't been used yet. Im really trying to avoid adding pathfinding at this point.
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« Reply #218 on: October 30, 2014, 11:01:57 PM »

Quick update. I'm in the middle of moving. Between that and my full time project... I expect to get back to normal work on the game in 2 weeks time.
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« Reply #219 on: October 30, 2014, 11:40:18 PM »

I love the art.
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