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1395472 Posts in 67266 Topics- by 60349 Members - Latest Member: Kasmilus

September 25, 2021, 01:41:28 PM

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TIGSource ForumsCommunityDevLogsAugmented Future Text Based RPG
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augfuturetg
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« Reply #40 on: August 06, 2021, 04:50:24 PM »

​Dev Log 8/6/21

Working on implementing items has actually been quite a task. I ended up doing a couple other things while implementing the items into battles because it was such am overwhelming task. For example, I got all of the armor upgrades in and added the dialogue for the Mage, Thunder to give the player hints on where to find the armor trainers. Anyway, the items turned out to be really intense because, although at first it was only busy work, I ended up needing some complex conditionals to check for all of the status ailments for stronger potions/curing items. Which means I needed to add in an entirely new switch and weave that into different parts of the game which checks to see if the player has no ailments and if they have even one ailment then they are no longer healthy. This is necessary for when the player uses a restorative when there is nothing to be cured.

Also, I've found a bug caused solely by the game's engine that doesn't seem to have a reasonable work-around yet. I might have to leave it in the game when all is said and done but I spent like two days trying to figure out how to fix it.
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augfuturetg
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« Reply #41 on: August 07, 2021, 05:39:34 PM »

​Dev Log 8/7/21


It seems that I have all of the battle mechanics firmly in place now. At this point I'll mostly be testing. The testing won't be for polish yet, it is to catch bugs, make sure everything is working smoothly, to see what kinds of design decisions I can change, how much can I reasonably add, what should I remove, etc etc. Other than testing the only thing I think I really, really absolutely NEED to do is to add more sound effects and hopefully expand on the music.

The second most important thing I think I need to do at this point is make sure the game is as accessible as it can be and that it's not too much of a puzzle for normal game mechanics to be figured out and utilized. How and when to explain certain parts of the game and if those parts really need explanation, etc.
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augfuturetg
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« Reply #42 on: August 09, 2021, 06:28:14 PM »

​This is what I checked off of my list today:


X - Do a forced loss battle at the event outside of the first time at the Inn and take the numbers out of the dialogue question selections.

X - The Health Clinic doesn't actually have it's function yet.

X - Put cooldowns when the player leaves an area not when they arrive so that the status indicator changes at the proper time.

X - Remove Hoverboard from the start for proper testing.

X - try to come up with more original healing tech than liquid pods and glass bed pods.

X -Sometimes when choosing from sub options (such as travel options) going to ether the player menu or the hoverboard menu and then back to the main world screen can cause player choice buttons to overlap somehow.


​As I get closer to the end I can feel the pressure rising, the depth of this water deepening. This is a marathon so treat it like one. I also had to fix some text errors and display errors when transitioning to and from battle scenes. I'm working on making effects for hovering over buttons, making them highlighted and glow and stuff. I like to remind myself that I have no real programming experience, my only real skills are writing and designing so for doing all of this by myself I am doing a wonderful job. Helps to have a no script engine to work with.
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augfuturetg
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« Reply #43 on: August 12, 2021, 07:53:52 PM »

Dev Log 8/12/21

I did it! After tons of trial and error I finally found a way to make buttons have visual effects when hovered over and the button still does it's function and it seems bug free! It took like 3 days of constant trial and error T_T Why is it that the littlest things end up being so complex? I wish I could post a vid here to show it!https://streamable.com/u084uy

I had to layer a hotspot over a hotspot. It doesn't seem like a big deal but it's important that the player gets feedback from the button to know that it's working for them.
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augfuturetg
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« Reply #44 on: September 14, 2021, 04:19:37 AM »

DEVLOG 9/14/21

Okay so... I've made good progress on the game even though I have been so busy. I added advertisements (not real ones) and made them seem kind of like a bug. I'm worried that some players might think that it's an actual bug and not intended so I need to work on making that more apparent.

I've implemented most things into the game. I've added some sound effects. Mostly for button presses. I don't think I'm going to add effects for every little thing because it's only text based.

I would say the game is quite close to completion. It's been a bit of a battle, trying to wrangle everything into place myself. Much respect for solo devs. Never do I want to work alone again haha.

Mostly I only have testing left. A bunch of bugfixes, testing and maybe one or two more interesting features left. Should be done in the next two months.

Already started setting up a steam storepage. That's been a weird experience haha. Going to be fun trying to figure out how to decide what kind of trailer to make for a text rpg. Not sure how much I should invest into advertising, either. Anyway, once this is done, I will have a fully shipped, paid game under my belt. I already have paid writing experience for games. I also have unpaid development experience, like, with a team. So with this game I will have a fully shipped game with both writing and design experience, paid.

I've read a lot of about some of the problems in the industry at many companies and how that's been getting exposed. A little apprehensive, I think I want to try to stick to indie if possible. Hopefully I can find a good team to make something awesome with after this. Might take a little break first, though.
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