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Post by Strife on Aug 23, 2010 4:34:32 GMT -5
Yeah, you bring up a good point, Mowfy. xD I always hated escort missions in video games when the person you're trying to escort isn't another player. It's an extremely difficult gameplay mechanic to pull off well, so I'm probably better off not punishing the player too harshly for letting their comrade get knocked out.
That's a good point too, Bacon. What I could probably do is store the exact map coordinates of the fallen ally so that the game remembers where they are, even when the player moves to a new map.
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Post by Omni on Aug 23, 2010 14:37:45 GMT -5
Hmm... Well, I suppose my name is already on my profile, technically. I'm still a little iffy on having it posted, but you could put it in the text file. I suppose you could also put my initials on the first post, at least for now. Oh yes, be sure to credit for more than just testing and character usage.
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Post by Strife on Aug 25, 2010 14:36:04 GMT -5
But of course, Omni. ^_^ That's no problem. Working on the Dive skill right now. Once you learn it, you can swim out into the ocean and press Enter to dive under the surface. The game will transition into a side-scrolling map, allowing you to swim across bodies of water and enter underwater tunnels and such. Ikkin can't use sword skills underwater aside from her basic swing. She can use magic skills as long as they're not fire-based, which means that you'll have to learn another magic attack aside from Fireball before you can deal with some of the monsters under the sea. I rather like how the ocean's turning out graphic-wise. Maybe I should start introducing more side-scrolling segments as the game goes on. Nice to see the sky once in a while. x3
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Post by Draco on Aug 25, 2010 15:45:48 GMT -5
But of course, Omni. ^_^ That's no problem. Working on the Dive skill right now. Once you learn it, you can swim out into the ocean and press Enter to dive under the surface. The game will transition into a side-scrolling map, allowing you to swim across bodies of water and enter underwater tunnels and such. Ikkin can't use sword skills underwater aside from her basic swing. She can use magic skills as long as they're not fire-based, which means that you'll have to learn another magic attack aside from Fireball before you can deal with some of the monsters under the sea. I rather like how the ocean's turning out graphic-wise. Maybe I should start introducing more side-scrolling segments as the game goes on. Nice to see the sky once in a while. x3 XD It can revert into some JP kind of moments XD
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Post by Amneiger on Aug 26, 2010 0:52:42 GMT -5
Yeah, you bring up a good point, Mowfy. xD I always hated escort missions in video games when the person you're trying to escort isn't another player. It's an extremely difficult gameplay mechanic to pull off well, so I'm probably better off not punishing the player too harshly for letting their comrade get knocked out. That's a good point too, Bacon. What I could probably do is store the exact map coordinates of the fallen ally so that the game remembers where they are, even when the player moves to a new map. Hmm...I remember that one method I've seen used was to give the escorted person some crazy amount of health and a very good attack to make up for the fact that they don't really have a brain. Would that work here?
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Post by Omni on Aug 26, 2010 13:36:31 GMT -5
There are several escort missions in WoW. They tend to be annoying, though at least the escort can fight, even if not very well. The escort would also automatically heal quickly in-between mobs. The escort would also follow a set route (only heading away to fight) and along with... lampshading the fact that the NPCs were stupid, they'd tend to have little quirks, such as 'Ever since I woke up from [hibernation], I've been so sleepy...' and then they'd fall asleep once in awhile and you'd have to wake them up using a horn. There's also an 'absent minded prospector' who was pretty well oblivious, and a poorly-programmed gorilla-bot that would try to make friends with all the wild gorillas.
Amnei's suggestion also reminds me of MMZero1. Actually, the escorts in those series seemed to have so much health, and there was no health bar, so I don't even know if they had health in the first place. At any rate, it helped with the difficulty. But since I couldn't tell how much health they had, I was still always worried about them dying.
You can also have the chance of the escort falling behind. I tend to get worried when that happens.
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Post by Bacon on Aug 29, 2010 0:02:29 GMT -5
Yeah, you bring up a good point, Mowfy. xD I always hated escort missions in video games when the person you're trying to escort isn't another player. It's an extremely difficult gameplay mechanic to pull off well, so I'm probably better off not punishing the player too harshly for letting their comrade get knocked out. That's a good point too, Bacon. What I could probably do is store the exact map coordinates of the fallen ally so that the game remembers where they are, even when the player moves to a new map. Hmm...I remember that one method I've seen used was to give the escorted person some crazy amount of health and a very good attack to make up for the fact that they don't really have a brain. Would that work here? Personally, I prefer the Call of Duty style of allies. Anyone not important to the plot is a red shirt, while anyone important to the plot can survive a rocket to the face(unless they have to die for the plot, in which case they can usually suddenly be felled by a single bullet).
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Post by Draco on Aug 30, 2010 0:56:41 GMT -5
Hmm...I remember that one method I've seen used was to give the escorted person some crazy amount of health and a very good attack to make up for the fact that they don't really have a brain. Would that work here? Personally, I prefer the Call of Duty style of allies. Anyone not important to the plot is a red shirt, while anyone important to the plot can survive a rocket to the face(unless they have to die for the plot, in which case they can usually suddenly be felled by a single bullet). I would call that the Halo ally system as well XD Sarge. Johnson... He can take on hordes of aliens and you blowing him up, but any other soldier dies quickly XD There's one stage in Halo 2 where me and my friend would purposely kill are allies, and let Johnson take on the aliens himself. Nothing beats watching him punching a very large Brute in a corner until it dies XD
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Post by Strife on Oct 4, 2010 8:30:52 GMT -5
Check this out, guys! ^_^ I was recently interviewed by the host of Klikcast, a web series about independant/freeware gaming. The first 10 minutes (roughly) of the latest episode is dedicated to FableQuest. www.youtube.com/watch?v=a02JqpcheOEI apologize in advance for all of my stuttering. xD; I was a bit nervous in the beginning. After the interview, I've gotten a lot of extra feedback about the project. One person complimented Ikkin's new voice effects, and another mentioned how she seems to move a bit slowly, which looks like it might make traveling tedious. (I've already increased her speed before, but worst case scenario, another slight increase wouldn't hurt anything. xD; ) And I've even gotten a few "most anticipated project" comments as well. I'm really thankful that they took the time to interview me. ^_^ Aside from that, though, I'm still getting things ready in RL for my unborn daughter, so progress is still paused. I've been thinking lately about healing items, though. Based on all of your previous testings, it seems like most players would stock up on large amounts of food items for each dungeon trek. I'm wondering if there would be a way to condense the number of food items players need to carry so that they don't have to dedicate as many shortcut keys to them. Here are my ideas, from least complex to most complex: A. Add another layer of item mixture to the game. Currently, the player can make corn/wheat bread from low-level healing items and ingredients. So maybe they could mix the bread with something else in order to make sandwiches, which would heal at least twice as much as the bread by itself. To compliment this, I could also increase the player's maximum HP so they don't need to heal quite as frequently. B. Add a skill that would instantly use as many healing items as it takes to restore the player's health to full. It would basically behave like a Cure spell, except instead of relying on mana, it relies on food items. C. Add "reserved HP" to the game. Basically, this would allow the player to break down their food items into reserve HP, and they would be able to use a special skill that only spends enough reserve HP as it takes to completely restore their health. This would be similar to the way Energy Tanks are used in the Mega Man X series, if any of you are familiar with that. x3 A would probably be the easiest solution, but I'm not sure how effective it would be at keeping the player's inventory clean. xD;
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Post by Bacon on Oct 4, 2010 8:51:26 GMT -5
Check this out, guys! ^_^ I was recently interviewed by the host of Klikcast, a web series about independant/freeware gaming. The first 10 minutes (roughly) of the latest episode is dedicated to FableQuest. www.youtube.com/watch?v=a02JqpcheOEI apologize in advance for all of my stuttering. xD; I was a bit nervous in the beginning. After the interview, I've gotten a lot of extra feedback about the project. One person complimented Ikkin's new voice effects, and another mentioned how she seems to move a bit slowly, which looks like it might make traveling tedious. (I've already increased her speed before, but worst case scenario, another slight increase wouldn't hurt anything. xD; ) And I've even gotten a few "most anticipated project" comments as well. I'm really thankful that they took the time to interview me. ^_^ Aside from that, though, I'm still getting things ready in RL for my unborn daughter, so progress is still paused. I've been thinking lately about healing items, though. Based on all of your previous testings, it seems like most players would stock up on large amounts of food items for each dungeon trek. I'm wondering if there would be a way to condense the number of food items players need to carry so that they don't have to dedicate as many shortcut keys to them. Here are my ideas, from least complex to most complex: A. Add another layer of item mixture to the game. Currently, the player can make corn/wheat bread from low-level healing items and ingredients. So maybe they could mix the bread with something else in order to make sandwiches, which would heal at least twice as much as the bread by itself. To compliment this, I could also increase the player's maximum HP so they don't need to heal quite as frequently. B. Add a skill that would instantly use as many healing items as it takes to restore the player's health to full. It would basically behave like a Cure spell, except instead of relying on mana, it relies on food items. C. Add "reserved HP" to the game. Basically, this would allow the player to break down their food items into reserve HP, and they would be able to use a special skill that only spends enough reserve HP as it takes to completely restore their health. This would be similar to the way Energy Tanks are used in the Mega Man X series, if any of you are familiar with that. x3 A would probably be the easiest solution, but I'm not sure how effective it would be at keeping the player's inventory clean. xD; Well, the only reason I'd carry a fewer number of types of healing items is if there were actually fewer healing item types in the game, and/or a much higher carrying limit on such items. If it can keep me alive a little bit longer in a key battle, I'm buying as many of it as I can, and putting as many of them as I can on shortcut buttons. That's the way I work, anyways. Stock up before you enter the Dangerous Dungeon of Doom! Who knows what dangers you could face?
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Post by Killix on Oct 4, 2010 8:56:12 GMT -5
I've never played a Megaman game, so, let me see if I get the idea for C correct. XD
A special reserve that you can dump your HP items into and add to the HP pool? To use the stored HP in the reserve, you use a certain skill? and it only spends as much as you need?
I think I like that idea the most.
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Post by Strife on Oct 4, 2010 9:46:04 GMT -5
Well, the only reason I'd carry a fewer number of types of healing items is if there were actually fewer healing item types in the game, and/or a much higher carrying limit on such items. If it can keep me alive a little bit longer in a key battle, I'm buying as many of it as I can, and putting as many of them as I can on shortcut buttons. That's the way I work, anyways. Stock up before you enter the Dangerous Dungeon of Doom! Who knows what dangers you could face? Yeah, that makes sense, and that's the mentality that most of my players would probably have. Because of this, I shouldn't add too many more healing items into the game. Otherwise the player would run out of room on their shortcut keys to assign magic skills and the like. xD; I've never played a Megaman game, so, let me see if I get the idea for C correct. XD A special reserve that you can dump your HP items into and add to the HP pool? To use the stored HP in the reserve, you use a certain skill? and it only spends as much as you need? I think I like that idea the most. Yeah, that's basically how it works. ^_^ If I use this idea, though, I have another potential problem: It would be possible for the player to essentially have two sets of healing items, because they dumped their entire first set into reserve HP and now have enough free space in their inventory to fill it back up again with another set of food. xD; Tricky business, this is...
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Post by Killix on Oct 4, 2010 10:09:24 GMT -5
Yeah, that's basically how it works. ^_^ If I use this idea, though, I have another potential problem: It would be possible for the player to essentially have two sets of healing items, because they dumped their entire first set into reserve HP and now have enough free space in their inventory to fill it back up again with another set of food. xD; Tricky business, this is... Sweet. I think it would serve as a good backup plan. I can think of a few things that could make such a feature available as mostly a "safety net" - When "active" the reserve automatically gobbles up your food items and adds them to your pot if there's space. This would largely stop that problem. It would also mean that as soon as new food is acquired, it can be used right away from the pot instead of sitting in the inventory, which might be useful in tough situations. - Have the reserve skill use a hefty chunk of MP, or have a cooldown. So it would work more like a panic button when Red Warrior Ikkin is about to die. This would stop it from being "two sets" and instead "an inventory of normal healing items + a really good backup plan" XD Dunno if either of those would work, but it's worth suggeting.
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Post by PFA on Oct 4, 2010 10:28:42 GMT -5
I've never played a Megaman game, so, let me see if I get the idea for C correct. XD A special reserve that you can dump your HP items into and add to the HP pool? To use the stored HP in the reserve, you use a certain skill? and it only spends as much as you need? I think I like that idea the most. Yeah, that's basically how it works. ^_^ If I use this idea, though, I have another potential problem: It would be possible for the player to essentially have two sets of healing items, because they dumped their entire first set into reserve HP and now have enough free space in their inventory to fill it back up again with another set of food. xD; Tricky business, this is... How is that a problem? Sounds like strategy to me. :UAt any rate, I really like idea A, but idea C sounds like a fun one to implement, too. Actually, all three of them could be pretty neat. Is it out of the question to implement them all?
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Post by Killix on Oct 4, 2010 11:10:47 GMT -5
Is it out of the question to implement them all? *stomps foot* No on proposition A! XD While making sandwiches would be fun and amusing, I don't like the idea of trading in more HP for a more cluttery inventory/need to make ecen more expensive mixing items. Stocking up on bread was difficult enough for me, I don't want to be forced to stock up on sandwiches now. XD
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