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TIGSource ForumsCommunityDevLogsPaws on the Sand: Lionessy Sins [2d rpg metroidvania]
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Author Topic: Paws on the Sand: Lionessy Sins [2d rpg metroidvania]  (Read 15982 times)
JobLeonard
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« Reply #60 on: January 11, 2021, 01:58:40 AM »

I'm not saying you shouldn't do it, just that if one starts overthinking things it leads to weird conclusions. But that's true for everything I guess Wink
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Maltakreuz
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« Reply #61 on: January 29, 2021, 06:07:18 AM »

Making skills for rpg_sys:



In the meantime, I am implementing skills for the role-playing system. There are 26 skills in total. It was decided to divide the weapon into only 4 skills, since personally I was always embarrassed that a warrior who can handle an ax well, for example, picking up a sword or mace completely loses his skill.

The skills themselves, in addition to their numerical value, also have a skill rank: normal - strong - legendary - godlike. The skill itself can be raised at any time if the character has free skill points. But to raise the power of the skill, you need to look for the appropriate teachers. Increasing skill power often provides significant benefits. For example, possession of fast weapons (daggers, whips, cathars) at the legendary level allows you to use a dagger in your left hand.

Not every character can achieve the high power of every skill, it depends on the character class. For example, any magical class (Sorcerer, Sorcerer, etc.) can master Veles' cuneiform at the middle level, but to master it at the legendary / divine level, only the Magus / Wizard class (promoted from the Warlock / Witch) can.

P.S. Do i insert images somehow wrong? There is tag width / height, but then images will be too small and hard to view fullsize, but so they are just cropped at right. Meh....
« Last Edit: January 29, 2021, 06:15:21 AM by Maltakreuz » Logged

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velocirection
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« Reply #62 on: January 30, 2021, 12:05:20 AM »

The orca fellow is quite cute :3

(All the characters are quite cute though!)
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Maltakreuz
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« Reply #63 on: February 26, 2021, 04:28:06 AM »

Meanwhile making save/load system with JSON and this...

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JobLeonard
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« Reply #64 on: February 26, 2021, 05:16:59 AM »

> Herostratus (Ancient Greek: Ἡρόστρατος) was a 4th-century BC Greek arsonist, who sought notoriety by destroying the second Temple of Artemis in Ephesus (on the outskirts of present-day Selçuk). His acts prompted the creation of a damnatio memoriae law forbidding anyone to mention his name, orally or in writing. The law was ultimately ineffective, as evidenced by mentions of his existence in modern works and parlance.

Interesting, it's like Voldemort and Streisand effect in one!
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Maltakreuz
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« Reply #65 on: March 14, 2021, 12:43:05 AM »

Sinwheel: Just a pretty complicated way to choose stat to increase by gaining level-up.

« Last Edit: April 22, 2021, 12:59:27 AM by Maltakreuz » Logged

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Maltakreuz
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« Reply #66 on: April 22, 2021, 12:57:06 AM »





Antagonist's dance :3 Her name is Ereshkigal. She is goddess of death and probably techno.
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Maltakreuz
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« Reply #67 on: May 03, 2021, 01:55:18 AM »

Lionessy: conqueror of the seas and depths :3

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JobLeonard
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« Reply #68 on: May 03, 2021, 02:15:16 AM »

Oooh, a swim level!

Wouldn't it make sense to use the same swarming code used for schools of fish on the party while swimming, so they don't look freakily in sync? (which somehow looks weirder in water than when they're running, don't know why)
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Maltakreuz
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« Reply #69 on: May 03, 2021, 03:19:21 AM »

...weirder in water than when they're running...
Yes, actually there is a special desync for walking/jumping. Swimming is pretty special game-state so it does not work out-of-the box. But i probably should make some kind of that for swimming too. (but synchron swimming is an olympics sport lol).

Unfortunately my schedule says me: "May is here. Stop coding, start level design." ;_;
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« Reply #70 on: May 03, 2021, 05:22:00 AM »

Keep a separate "nice to have" list and put this on there as one of the features to come back to if (and only if) you have time later Smiley
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Maltakreuz
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« Reply #71 on: May 07, 2021, 02:11:51 AM »

Swimming is desynchrnized, to look more natural.

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JobLeonard
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« Reply #72 on: May 07, 2021, 02:22:42 AM »

Funny how just a tiny wobble can make such a huge difference! Hand Thumbs Up Left
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Maltakreuz
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« Reply #73 on: May 07, 2021, 02:42:11 AM »

Funny how just a tiny wobble can make such a huge difference! Hand Thumbs Up Left
Smiley

Btw: It is not really good seen from this GIF, but they have both: rotation delay and wobble. I hope this will be enough to break robot-like look.

Another approach would be not just decorative offset them, but really make them follow some point independently (like fishes). But... well... it's time to stop code and make levels.
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« Reply #74 on: May 23, 2021, 06:22:05 AM »

Level design time. Starting "savannah" lavel, one of the first levels accessable in game. I do not want to start with first level, because i need some practice first.



Too linear for interconnected metroilvania, needs some level redesign iterations. And forms art too square based, what should be avoided in modern days (but blocks are easy to think and probably OK as starting point).
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« Reply #75 on: June 04, 2021, 12:52:34 AM »



Skill illustrations are ready! I hope the role-playing system with them will be clearer and more fun. When developing skills, you always want to add more of them, but it is better that all skills fit into one screen. Of course they all must have a gameplay sense. In some games where 100+ different skills are available, some of them are frankly useless and increasing them is just wasted skill points.

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« Reply #76 on: June 28, 2021, 09:48:19 PM »



Is it better when opponents pass through each other or push each other?
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« Reply #77 on: June 29, 2021, 01:41:18 AM »

I'd say push each other but either:

- after a small amount of overlap, instead of having an invisible "force bubble" around them we see now
- with the opponent being pushed also walking backwards, to make it look like they're avoiding each other
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Maltakreuz
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« Reply #78 on: July 02, 2021, 02:01:09 AM »

To check the balance, sometimes I throw random gear on the players ... and here such a stylish chicken has become random, it's a sin not to take screenshots. All chickens would be like this ...


I'd say push each other but either:

- after a small amount of overlap, instead of having an invisible "force bubble" around them we see now
- with the opponent being pushed also walking backwards, to make it look like they're avoiding each other
Yep, additionaly with pushing there is no real need to implement "unit sloting" (https://gamedev.stackexchange.com/questions/112038/what-is-unit-slotting/112041)
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« Reply #79 on: July 02, 2021, 02:02:32 AM »

To check the balance, sometimes I throw random loot on the players... and here such a stylish chicken from random gen, it's a sin not to take screenshots. I wish all chickens would be like this...


I'd say push each other but either:

- after a small amount of overlap, instead of having an invisible "force bubble" around them we see now
- with the opponent being pushed also walking backwards, to make it look like they're avoiding each other
Yep, additionaly with pushing there is no real need to implement "unit sloting" (https://gamedev.stackexchange.com/questions/112038/what-is-unit-slotting/112041)
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