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Afar ~ 1,000 Players

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Oh... I guess I picked a bad time, huh.

I think the main things that need to be done are:

- Finishing the battle system and fixing the HUD
- Passabilities (just some stuff to add)
- Finalising the credits list (it's all done, just adding it into the game with the right bits)

Then I'll probably add in a few more quests or something.

The current quests in this area are:

Monty's Python
The Barcrawl
Bear Hunting
Ghostly Happenings
Havin' a Blast
The Popular Guild of Alchemists
Rats!

There'll probably be finished by the demo:

The Ork Threat
Druids of the Mana Tree
Stolen Goods
Treasure Hunter
Fight Arena
Stone Dead
 
Wyatt, this is looking awsome! I've been watching this game for ages. I wish I could play this at the weekend, but I'm going away...  :cry:
Life is unfair...

Nice quest names by the way.
 
If the idea goes well then I could do this monthly, bi-weekly, or even weekly. (If I can get an autoupdater working then even better.) Eventually the game will be online 24/7 and the weekly slots will be for updates.
 
Quick question - once it's all done ready for the Beta I'll be stripping it down as much as possible so as to make it as small in filesize as I can.

What is the largest you'd be willing to download?
 
Commander Wyatt":3ajloa5x said:
Quick question - once it's all done ready for the Beta I'll be stripping it down as much as possible so as to make it as small in filesize as I can.

What is the largest you'd be willing to download?
500mbs for me.
 
I don't think filesize is something you're going to have to worry about from most of us, even if it is only a Beta.  I'd easily download it even if it was a couple hundred meg.
 
67mb, that's no prob.

I dunno who'd care about filesize these days anyway, you'd have to have a stone age pc and internet connection if you would.
 
Hmm, I guess. (Plus the fact RMXP is designed for Windows XP and above).


At the moment I'm working on re-balancing the enemies to work with the new battle system.

At current, in the Beta area, the enemies are as follows:

Kobold - weak enemy, sword
Imp - weak enemy, daemonic/magic
Aquatin - fairly strong enemy, water magic
Rat - extremely weak enemy, bite
Elemental - weak enemy / fairly strong enemy, various elemental magic based attacks
Buzzer - weak enemy, sting
Arctic Wolf - fairly strong enemy, ice based attacks
Mugger - fairly strong enemy, melee
Ghast - strong enemy, darkness attacks
Guardsman - fairly strong enemy, melee/sword attacks
Bear [L] - strong enemy, melee attacks

[L] = Legendary, i.e. a boss type enemy
 
It will be. It will be. Muahahahaha.

Heh, just got around to adding the new combat level system into the game in the form of a script.

That is one complicated system.

(Took out the variable numbers so that anyone hacking it magically can't do so as easily :) there are ways...)

Code:
# Combat level algorithms
# * copyright (c) 2008 Daniel Badger
# Property of nx:media gaming group, www.Vengeance-RPG.com

class Game_Actor < Game_Battler
  def set_combat_level
    # set actor variable
    @actor = $game_party.actors[0]
    # actor HP
    a = @actor.maxhp
    # actor MP
    b = @actor.maxsp
    # get average
    c = a + b
    c = c / 2
    # get faith
    d = $game_variables[]
    d = d / 10
    d -= 21
    # get class level
    e = $game_variables[] + $game_variables[] + $game_variables[] + $game_variables[] + $game_variables[]
    e = e / 20
    # add together
    f = c + d + e
    f = f / 2
    # correct combat level
    $game_variables[] = f
  end
end
 
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