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TIGSource ForumsCommunityDevLogsMicRogue - New Build - July 11th
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Author Topic: MicRogue - New Build - July 11th  (Read 78257 times)
rek
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« Reply #500 on: June 12, 2012, 07:13:38 AM »

Damn. has that only happened once? I will look into the spawning code for it.

Yep, just the one time.
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JasonPickering
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« Reply #501 on: June 12, 2012, 08:12:16 AM »

So still Moving ahead. I am thinking of putting the timer system back in, and then tweaking it, Giving the player a specific amount of steps to reach a certain level. This should get them to rush forward trying to beat the clock. I am also going to try making it so items are only given if the entire Floor is cleared. Meaning the player must choose between rushing forward and grabbing items.
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JasonPickering
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« Reply #502 on: June 12, 2012, 04:31:11 PM »

Hey Guys. Still moving ahead. Right now I am just thinking of risks the player can take and how I can actually add choice and conflict for the players. The biggest problem I see now is Killing enemies is extremely easy, and you don't really need to even think about it, they are not so much obstacles as stuff you step on while heading to the exit. So Currently working on making it so enemies pose more of a threat to the player. Current Ideas I am testing are:

1. Enemies can not be killed by walking into them, but only by items.
2. Enemies can only be killed on certain tiles
3. Enemies can only be killed after a bar has filled.
4. Smarter A.I. so they cover each other (This could work but is most likely beyond my skills)
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JasonPickering
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« Reply #503 on: June 12, 2012, 07:40:03 PM »

Update!!

so I basically wanted to make killing monsters have more effect on the game. The biggest way to effect the Game of course is changing the game board. So I dropped in 3 enemies and made sure that they changed gameplay for the player each turn.

1. Blob - After killing one you can only move one space
2. Yeti - freezes the board
3. Eyes - Swap with the player.

this build needs some work though and I need to fix the code that limits the amount of monsters spawnable. I also put the Timer Code in to rush the player along some more, but it needs tweaking so its commented out now.
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DustyDrake
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« Reply #504 on: June 12, 2012, 07:46:16 PM »


god damnit.
looks like there are two eyes on that one spot too
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obsidian_golem
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« Reply #505 on: June 12, 2012, 07:48:26 PM »

Update!!

so I basically wanted to make killing monsters have more effect on the game. The biggest way to effect the Game of course is changing the game board. So I dropped in 3 enemies and made sure that they changed gameplay for the player each turn.

1. Blob - After killing one you can only move one space
2. Yeti - freezes the board
3. Eyes - Swap with the player.

this build needs some work though and I need to fix the code that limits the amount of monsters spawnable. I also put the Timer Code in to rush the player along some more, but it needs tweaking so its commented out now.
Tune down the yeti to only 2 turns. Three makes it to easy. Also Eyes teleport you before mobs hit, resulting in two mobs on the same spot.
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obsidian_golem
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« Reply #506 on: June 12, 2012, 07:50:25 PM »


god damnit.
looks like there are two eyes on that one spot too
For situations like that I think a "wait one turn" button would help.
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DustyDrake
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« Reply #507 on: June 12, 2012, 07:51:52 PM »

Also, eyes are slightly unfair due to the fact that since mobs will usually spawn near one another. if that eye swaps with you, you can't do anything against the mobs sitting next to it
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obsidian_golem
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« Reply #508 on: June 12, 2012, 07:53:22 PM »

Also, eyes are slightly unfair due to the fact that since mobs will usually spawn near one another. if that eye swaps with you, you can't do anything against the mobs sitting next to it
Perhaps stop all mob movement if the eye sees you?
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DustyDrake
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« Reply #509 on: June 12, 2012, 07:56:25 PM »

Also, they're spawning at the top left corner of the screen again by depth 18

somethings aren't getting visibly frozen for some reason and they're stacking

later that yeti by the staircase didn't unfreeze
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JasonPickering
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« Reply #510 on: June 13, 2012, 06:13:52 AM »

wow you guys really went through this.

DustyDrake
One of the ideas with the eye was it putting you in danger. so warping you next to a mob is as intended, it can be both a blessing and a curse of helping or hurting the player. I will make it so it has to see you though. meaning a straight shot no walls or other monsters in the way.

obsidian_golem:
I think cutting the yeti frozen time down to two is a good idea. The wait command causes way more harm then good, although I am thinking of giving the player 1 skill/spell. this can be usable in different situations, but it will take one turn meaning the player could waste it to skip their turn. Although that is a terrible level. I really need to tweak the monster deployment code to stop that kind of stuff from happening. I also need to push the monsters back so they dont spawn so close to the player. That would fix that problem.
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DustyDrake
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« Reply #511 on: June 13, 2012, 08:00:32 AM »

Yeah, I just get the brunt of the RNG's rage don't I?
 Tears of Joy
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JasonPickering
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« Reply #512 on: June 13, 2012, 08:15:24 AM »

you really do. Casinos must be hell fir you.
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DustyDrake
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« Reply #513 on: June 13, 2012, 08:20:00 AM »

Wouldn't know, I don't gamble.
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JasonPickering
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« Reply #514 on: June 13, 2012, 08:22:45 AM »

I only gamble with people's lives
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JasonPickering
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« Reply #515 on: June 13, 2012, 03:21:15 PM »

Alright so I have quite the list for tonight.

1. Fix Enemy Generation
2. Add Timer
3. Add two more enemies
4. Fix Trap Generation

The next two things I need to decide are:
A. How to do spells. People usually don't use items, but I think if I give the main character one really useful spell that will work better, and be good to get you out of a situation. I just need to figure out how recharging works? automatically recharged per floors? by killing enemies? is it a rare mana potion drop? One time use, make it count?
B. How to do the End Game. I can have the Player reach a certain Level but that seems Anti-climatic. I have two options though. Return so let the player go in and grab something then rush out. It basically is the same as reaching a certain Point, But thematically it works better. I am also pondering the idea of Bosses, but that opens up another can of worms. Although it could be cool, it might be better left for later.
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JasonPickering
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« Reply #516 on: June 13, 2012, 06:06:29 PM »

Okay so here is an Update.

1. There is a test timer in the top corner. It counts down each step, but you get +6 each time you go to a new floor. At 0 you die because I haven't come up with a better idea yet. the final goal will probably be to get to floor 5 and back.
2. I also added the ninja back in.
3. I added the rats back in and going with the theme of enemy deaths being interesting I went with the idea of the rat swarm. When you kill a rat now. 2 more will spawn on the level.

next I will add in the spell, once I figure out a spell that works well with the character.
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obsidian_golem
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« Reply #517 on: June 13, 2012, 06:17:53 PM »

Okay so here is an Update.

1. There is a test timer in the top corner. It counts down each step, but you get +6 each time you go to a new floor. At 0 you die because I haven't come up with a better idea yet. the final goal will probably be to get to floor 5 and back.
2. I also added the ninja back in.
3. I added the rats back in and going with the theme of enemy deaths being interesting I went with the idea of the rat swarm. When you kill a rat now. 2 more will spawn on the level.

next I will add in the spell, once I figure out a spell that works well with the character.
How about you can kill enemies (especially rats) with traps. When killed in this way their effect will not activate. You can the get a spell to create a one use trap.
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Uykered
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« Reply #518 on: June 13, 2012, 09:30:53 PM »

This is pretty fun so far, pretty nice design, I didn't like the ninjas though (they felt unfair as though they randomly happen to appear on you).
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st33d
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« Reply #519 on: June 14, 2012, 04:32:47 AM »

Skills for kills is fun.

Seems better with limited steps (been relying on cha-cha a lot in Zaga-33, but it doesn't always work with random stepping monsters). Though a co-worker who's trying it right now didn't understand the steps mechanic. Perhaps say, "you ran out of steps/stamina".
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