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Cast Aside

The dialogue in the cave was very well done. I think I'm pretty much agreeing with Volrath regarding it.

The battle system looks good so far. The first battle you have basically no skills at all. That is probably good thing though, just mastering the basics turned out to be harder than expected. Anyway, a few observations.

Stamina seems to carry over between battles. It could have been just a coincidense, but that was what I observed. I don't think that would make a good feature.

Stamina recharges normally during spellcasting. I can't tell if that's good or bad, but it certainly helps fighter-mage builds.
 
Crystalgate;162023 said:
The dialogue in the cave was very well done. I think I'm pretty much agreeing with Volrath regarding it.

The battle system looks good so far. The first battle you have basically no skills at all. That is probably good thing though, just mastering the basics turned out to be harder than expected. Anyway, a few observations.

Stamina seems to carry over between battles. It could have been just a coincidense, but that was what I observed. I don't think that would make a good feature.

Stamina recharges normally during spellcasting. I can't tell if that's good or bad, but it certainly helps fighter-mage builds.

I'm glad the cave dialogue worked out so well, it was actually my first real venture into "dangerous" dialogue as I like to think of it; dialogue that presents the personality and feelings of the characters.

On the battle system, yeah, skills in the first Episode are pretty pretty nil, you might have enough EXP to buy one skill by the very end, but it wouldn't do much good anyway. Episode 2 will feature the first "tutorial" to combat, and you will later be given volumes as items that you can use the get the details on the system as you progress.

Stamina DOES carry over from one fight to another; just like HP/SP. In the first fight especially I left stamina alone, as you just got done with a fight, and it makes the running away a lot more "epic" when you're not ready to just book it completely away instantly.

I will take the idea of Stamina restoration after fights into account; I think I'll do it for the times (like when you sleep in the cave) when story gives you time to "rest" and leave it alone for fights like the first two where you are pretty much thrown from one fight to another in short order.

Stamina regening while casting was/is intentional, as I'll be introducting skills that have high and low stamina costs; using a low stamina buff with a casting time will give your character something to do while waiting for stamina to recharge to a more useful level if you've drained it. Also, it gives me a tool to use with high Stamina cost skills; if it takes 100% of your Stamina, that recharge time becomes an opportunity cost you have to factor in, since if you cast a lesser spell you can instead use that "useless" casting time to help recharge your Stamina.

I've changed the stat calculations now to provide a more scaled approach; with a max AP of 4, and each stat point costing 1 AP, I do a very simple calculation to determine that if you have 1 DEX and a max of 4 AP, you're running at a 25% maximum of DEX, and treat that as the base stat at the time. This makes the early game easier by providing time to adapt to the ins and outs of the battle system before before stats will be "cast aside" for skills, and the Stance system replaces the stat differences.

The Stance system will become very important, allowing you to use larger buffs to certain stat areas on the fly; for example enhancing your STR by 50% at the cost of some DEX or AGI, or drop all your defense abilities so you can regen your SP faster while Meditating, etc.

I always welcome commentary and ideas for the combat, or how it's being handled. In Episode 1 it's not very obvious yet, but Episode 2 will get some additional insight into combat, and Episode 3 will begin the true "advancement" of the system.
 
Well, I just finished Episode One, and I must say, WOW.

I enjoyed the puzzles, they were simple, but still really fun. These are the kind of puzzles I prefer, I actually dislike all these extremely complex puzzles that requires an IQ of 200 to work out, I want something fun and enjoyable, and thats what Cast Aside gave me. :)

Thanks,
Draken
 

Yaoumei

Sponsor

Volrath;161262 said:
And as always you've got the added bonus of Yaoumei's art.
I did a lot of sprite edits this time around too, and I'm working on prettying up some tilesets. Definently putting in a lot more than I used to. lol

Thanks so much! I'm glad you're enjoying it so far.
 
As soon as the battle in the cave starts, it gets a nil cannot be cooerced error, but I forget which line it was at :p This was probably because I used an old savegame, though.
 
Roman Candle;163289 said:
As soon as the battle in the cave starts, it gets a nil cannot be cooerced error, but I forget which line it was at :p This was probably because I used an old savegame, though.

Sadly yes it is; when did you redownload? I put a new version yesterday evening to help someone with their old save file, it might help with yours. Otherwise if you can post a screenshot of the error I can probably track it down and fix it for you. :)
 
Arr! This game is so hard. One of my members died in the first fight -- leaving the second weakened. Then when more monsters came and you had to run away, they owned my weakened member. :/ This happened the first three times. >.> Which got me so tired I decided to stop playing and ask here for some strategy tip.
 
Twin Matrix;163355 said:
Arr! This game is so hard. One of my members died in the first fight -- leaving the second weakened. Then when more monsters came and you had to run away, they owned my weakened member. :/ This happened the first three times. >.> Which got me so tired I decided to stop playing and ask here for some strategy tip.

I didn't know anyone was having that hard a time. :O

The key to combat is being careful with your Stamina. The red bar under your SP represents how much Stamina you have left; enemies are pretty smart, and won't get close to you unless they can attack. If you rush at them, you'll find yourself having to survive an onslaught of attacks with no way to attack back.

Also, rushing in will trigger them all to mad dash at you. Stay back and move forward keeping your stamina at least around half.

Like Outlaw City, this game has a Hate system; so if you have Kael hit something with his spear and it does damage, that monster won't hurt Rayne unless she's right next to the monster and Kael's too far away.

A good tool to use to your advantage is the log about halfway between you and your enemy. Have Rayne hide behind it and have Kael hiding off to the side between the rock outcropping and that so when they get in range he can get a good hit off before they reach him. Kael's range is greater than theirs!

Remember with Rayne to pretty much ignore her Attack unless something is in your face, her "Rumble" Weave is much more useful against these and has a very decent range.

Don't be afraid to back off a little bit if they're coming close in such a way that will give them a surrounding advantage, or if they look like they're going to get right in your face on the next move.

If Rayne's getting pounded on, Kael's got more HP and takes blows a little bit better, so have him hit things on the way in and have Rayne finish them off with her Rumble weave or use Potions on Kael.

Another power tip is to move forward slowly so you can save one for the end; then conserve your stamina so you have a lot left at the end. Your Stamina will carry over into the next fight, so having it higher will allow you a good head-start on the next fight.

This battle system is designed to tie in VERY closely with the game itself, feeling as seamless as I can make it, so thinking ahead is never punished, and usually rewarded!

I'm working on a difficulty setting, but I didn't really expect to be looking into it this soon. ^_^

You can get 3 potions in the kitchen if you examine the cupboard thing.
 
Hey-ho, thanks for the tips! I beat zeh little beasties. ^-^; One question though (I was afraid to test this out): does everything 'pauze' when selecting a target/skill/etc.?
 
Twin Matrix;163425 said:
Hey-ho, thanks for the tips! I beat zeh little beasties. ^-^; One question though (I was afraid to test this out): does everything 'pauze' when selecting a target/skill/etc.?

Yep! As soon as you select someone and the menu pops up, the game is "paused" until you've either chosen an action and target, or cancelled out of the menu.

The only time the game is really "active" is when you're moving around the map deciding your next person to assign an action to.
 
Brilliant puzzle designs, I'm in particular talking about the moving platforms puzzle, it made me think about how it was evented and it actually seems pretty simple to do, but still very innovative events wise... tried to make me think of similar ideas but I just kept coming up with your ideas again!

The boulder puzzle is also good in the way it looks ridicolously easy, you start to complete it and then go... "Hang on, it isn't so simple after all".

Battle systems like that aren't really to my taste but it fits the game nicely and seems sturdily made.

Maybe it's just me but the font can be a bit of a chore to read at times... definately legible but not really that clear, particularly in the intro text.

This may well be the tidiest game I have played though produced on rmxp in terms of overall presentation, perhaps witgh the exception of fear of life. I love how you recycle the same few poses but they always seem to fit into the scene. I anticipate the next episode!
 
Calibre;163759 said:
Brilliant puzzle designs, I'm in particular talking about the moving platforms puzzle, it made me think about how it was evented and it actually seems pretty simple to do, but still very innovative events wise... tried to make me think of similar ideas but I just kept coming up with your ideas again!

The boulder puzzle is also good in the way it looks ridicolously easy, you start to complete it and then go... "Hang on, it isn't so simple after all".

Battle systems like that aren't really to my taste but it fits the game nicely and seems sturdily made.

Maybe it's just me but the font can be a bit of a chore to read at times... definately legible but not really that clear, particularly in the intro text.

This may well be the tidiest game I have played though produced on rmxp in terms of overall presentation, perhaps witgh the exception of fear of life. I love how you recycle the same few poses but they always seem to fit into the scene. I anticipate the next episode!

I'd be greatly impressed if you could easily recreate that puzzle with event coding; it might not even be possible. One of the cheap advantages to knowing how to script a lot of this stuff is that there are usually only small changes necessary to the base functions of RMXP to make a lot of it's things more powerful.

The floating tiles and the ability to move them around and make those tiles passable is part of a new "puzzle mode" system I'm scripting; I just turn on a flag and suddenly some of the game systems start working differently. Normally you can't use an event to make a non-Passable tile Passable, in this case not only did I make events tagged as "WALK" events passable to the player, but they cannot move through other events tagged as "BLOCK" events. (Using comments in the event code.)

The actual event code for that whole puzzle is one page with just a set of conditionals checking which crystal is on, and which pillar is on, and then just moving all the tiles of that color left or right.

As for ideas; I'm sure I've seen this very same idea done before, so it's by no stretch of the imagination original. No matter what you do you'll end up having copied someone unintentionally at the least!

Thanks for the kind words, I'm still waiting for some Chamber stuff to play!
 
Anaryu;163992 said:
The actual event code for that whole puzzle is one page with just a set of conditionals checking which crystal is on, and which pillar is on, and then just moving all the tiles of that color left or right.

Yeah, that is exactly as I thought would work but I didn't really think about passability issues affecting it. It works using an event for passability as long as you don't move that event, but then it loses it's passability after that, I hadn't compensated for that, I've had no reason to try that up until now.

Like you said though, the actual eventing is merely one page of conditional braches so taking out the passability issue and I was right in saying it would be fairly simple to make! :)

As for Chamber Stuff... I bought FF over the weekend and I'm already seriously late commencing my dissertation, there's a few excuses!
 
Where did you find the script where you can control and move with any character in your party? I'd love to have that script if you don't mind.

(SORRY FOR DOUBLE POST, SOMEONE PLS DELETE THIS 2ND POST PLEASE)
 
RomanMelnik;164300 said:
Where did you find the script where you can control and move around as any character? I'd love to have that for my game if you wouldn't mind.

I'm afraid I didn't find that script. Except for the message, menu systems, path finding, and the map-animations script, all of those were custom made by me. And I don't share these scripts because I'm afraid I don't have the time, resources, or patience to deal with support or critiques on them. :)

It's a pretty easy script, so perhaps you can go to the Script Requests forum and ask for one.
 
I just played through this recently, and I have to say, this is pretty amazing Anaryu. Short, but incredibly fun and very polished. The sounds all blend together really well, the characters already have had a decent amount of development, and the battles are fast paced and very exciting (as well as really well put together). It made me itching to play more after I finished it. Damned good work. :)
 

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