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TIGSource ForumsCommunityDevLogsTurbo Quest
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Vulf
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« on: March 05, 2010, 10:46:44 AM »

Current Working Build of Turbo Quest can be found here.

Version 1.1 [3/5/10]
Quote
Things that are added/better in this version:
You can now select a class before the game starts.
There are no weird drawing overlaps with node lines.
Node completion bars are smaller and take up the node's status line.
You can see your hp/xp/gp gains/losses through particles above the current node.
There is a transparent log at the bottom left that keeps track of nodes cleared, levels gained, and time passed.
The word "alpha" no longer appears on the title screen.

Things that are removed/that suck in this version:
The classes have identical magic, so wizards are near-useless.
The hp/xp/gp messages don't show up during boss fights.
You can't turn off the hp/xp/gp particles/log.
Only 8 of 16 classes have been included.
There is no music (although, load/save times are near instant again).
The stat display option has been disabled but will soon be unnecessary anyway.

I consider this project finished for now. It's a good proof of concept, but I think it lacks something that can't be fixed in an update.
« Last Edit: November 01, 2012, 08:27:07 PM by Vulf » Logged

Vulf
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« Reply #1 on: March 07, 2010, 02:49:04 PM »

Okay, it turns out I am a huge liar, because right after putting the editor under "Things that may never happen", I decided to make it my next goal.  Lips Sealed

So far I have a copy of Turbo Quest with no RPG stuff and free movement. Next I will need to convert the HUD into something useful editor-wise, and add key commands to change node properties. After that I will need to have the editor generate ghost nodes to fill the gaps in case a new node is needed. Finally, I will need to have the editor overwrite the saved nodefile on command.

And if at the end of this I am still motivated, I will make it easier to comprehend everything.

Also I will try to write here more often and keep the first post updated.
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Vulf
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« Reply #2 on: March 08, 2010, 02:11:21 PM »

Well, now the editor actually does most of the stuff mentioned previously, so I guess that's something to be proud of. As of now you can see general node information, move independent of the paths, and change node colors and numbers. Using 4 different keys, of course. I expect to use most keys for different properties, but all of the commands should make sense. (R is for Red. G is for Green. N is for Number.)

It looks like this:


Which is to say that it looks almost exactly like the actual game. Because it was, until I tore off the RPG part and doctored some code here and there.

Of course, none of the changes made in the editor are permanent since it can't save a file yet.

Checklist time!

DONE ALREADY:
Ghost nodes where there aren't any
Changing node colors
Changing node numbers
Unlocked movement

NOT DONE YET:
Saving and overwriting of nodefile
Outputting a formatted campaign file entry for the level on save
Changing campaign type
Changing enemy/boss particles
Changing H/X/G rates
Changing connections
Differentiating between two-way and one-way connection discovery
Changing clear/boss length
Toggling Town/Boss/Normal nodetype
Displaying all of a node's info onscreen somewhere
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Vulf
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« Reply #3 on: March 09, 2010, 12:07:48 AM »

It works. My God, it WORKS. Shocked

I just played a game of Turbo Quest with a nodefile saved from the editor. Granted, I had to modify the campaign file entry myself, but it works...

Also, because of the amount of data that the editor cannot change atm, it will not be released yet.

DONE THIS REVISION:
Saving and overwriting of nodefile
Changing enemy/boss particles

YET TO COME:
Outputting a formatted campaign file entry for the level on save
Changing campaign type
Changing H/X/G rates
Changing connections
Differentiating between two-way and one-way connection discovery
Changing clear/boss length
Toggling Town/Boss/Normal nodetype
Displaying all of a node's info onscreen somewhere
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iPope
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« Reply #4 on: March 09, 2010, 11:22:39 AM »

This game needs some love, this is one of the best games I have played this year! I really love how it works and can't wait for the editor so I can make some awesome levels.
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Vulf
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« Reply #5 on: March 09, 2010, 01:25:24 PM »

Okay, the editor's still a little rough at the edges, but I'm opening it up to you guys in search of little bugs. If you find anything or can think of a better way to do something, just say so in this thread.

THE EDITOR IS NOT A STANDALONE AND REQUIRES THE RESOURCES FROM TURBO QUEST.
THE EDITOR REQUIRES A VALID NODEFILE WITH NODE 0000 IN IT TO FUNCTION AT THIS POINT.
THIS FILE MUST HAVE AN ENTRY IN THE CAMPAIGN FILE AS WELL.

The editor will save any node not named Null as part of the file. Be sure to rename a node if you want it saved. Do not push buttons while saving. Things may happen.

The editor executable is here.



Quick rundown of key commands:

Arrows - Navigate

WASD - change connections (ULDR)
Q - Show/hide connection window
Z - Disconnect node (also disconnects other nodes from it)

Insert - Rename node
Delete - Nullify and disconnect node

R, G, B - add/remove Red/Green/Blue from node color

U, I, O - change H/X/G rates

N - renumber node

E - switch current enemy
Pup/Pdown - change enemy/boss at cursor
C - Change ticks to clear node
V - Change Boss HP

T - Toggle township

Esc - View Save Menu



DONE THIS REVISION:
Changing H/X/G rates
Changing connections
Changing clear/boss length
Toggling Town/Boss/Normal nodetype
Displaying all of a node's info onscreen somewhere

YET TO COME:
Outputting a formatted campaign file entry for the level on save
Changing campaign type
Differentiating between two-way and one-way connection discovery
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JasonPickering
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« Reply #6 on: April 20, 2010, 01:02:19 PM »

hey just played the latest version and i really liked this. few things i could suggest though
* a countdown time for death. i know you have the timer in the corner but having a larger one on screen letting you know you have to wait and how long would be much nicer. kind of like when you first start.
* will you be making a hardcore mode? like newer rpgs have where you only get one life and when you die your done. code wise it would be pretty easy.
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