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jack1974
Download it from here:

http://www.macgames.biz/games/AMS-0.7.6.zip



What's New In Version 0.7.6

- tweaked gathering and studying, to justify the higher time used by those two activities. Gathering now gives more XP, while studying will give a random increase between 1 and 3 (before was 1 in Normal and low chance to get 2 in Easy) but weighted towards 2

- also raised the max amount of skill increase you get with crafting to 3/day

- if you craft quantity items, skill increase will be proportional up to level cap. Before you could craft a recipe x 3, and still get only +1 skill in Jewelcrafting for example. Now if you craft a recipe x3 and your daily cap allows it, you'll earn +3 skill points

- buying recipes in Mage's Guild costs reputation points too (so you can use them!)

- removed the lines in cosmina's 3rd scene where Anders is introduced again to Amber :lol:

- you can choose the job type you want to do. Useful if you need XP fast to pass alchemy test

- coded the alchemy test, added achievement and also made possible to get a game over if you fail the test 3 times beside the first one. Takes a lot of effort, but you CAN FAIL! :lol:

- removed the alignment bar in status screen since for Amber's only matters if she's "light" or "dark" and was confusing

- fixed a bug in the quality prediction for quantities over 1 in the auto-craft buttons



What's New In Version 0.7.5

- fixed (I think) the crash first time you open the crafting! (and keeping the fix to the other bug later in the game as well)



What's New In Version 0.7.4

- fixed that KeyError crash again, hopefully this time for good! :)

- added more descriptive text to the gathering actions and tweaked a bit the rewards to give more items

- fixed thief's guild chests costs (so they match, before the price was divided by 10!!). Also tweaked the contents. The last one, the "completely random" can be totally good or bad. It's really random. I tried and sometimes got exceptional deals (like spending 70 gold to get 300 in value!)

- added next/prev buttons when you open a container or gather stuff. Also added the display of the total value of the items (excluding the seasonal events, so the "base price") you have. Good to see if that chest you bought was a good deal or not :wink:



What's New In Version 0.7.3

- Amber now can also "go to bed" if it's midnight (not always "Go bed early!!")

- added a buy all items in search, though of course won't buy items if you can't afford them. need to fix that...

- the adventurer/thief's guild icons are now showing correctly in the left menu

- thief's guild now should have more items available for sale

- fixed crash based on Franka's feedback



What's New In Version 0.7.2



- the last sort selected remains active when you enter again the recipe/inventory/vendor screen

- sort by price added to vendors

- added limit of skill increase (for each skill) to 2/day. You can increase Jewelcrafting, Metalworking, etc through crafting max by 2 point each day, not more

- fixed the broken task system. if your save still has a bug, just let the current tasks expire and COULD still work (not 100% sure though)

- added the task/event menu option also in the guilds!

- fixed possible crash while clicking on the task list icon to access it in the recipe screen



What's New In Version 0.7.1



- you now have enough ingredients to craft the tutorial recipes!! :)

- reassigned the S key to screenshots. You can take them with Print-Screen or S key (both work)

- fixed a nasty bug while using the quick-shop screen that could lead to a crash when buying an item who was marked for purchase before (now works)

- fixed some typos/wrong past tenses

- now opal/quartz rune display an icon



What is it?

It's a "beta demo". The gameplay should be almost final (unless you play in VN Mode...then the gameplay IS final! :lol:). It's NOT the full story. It will end at the end of young age. It's still quite long already since 5 scenes x 6 characters = 30 scenes!



What feeback I want?

Mostly in the sim/crafting part. The VN "logic" should work (but of course there could be wrong sprites/sound/images, so let me know). I am really too tired to keep testing the crafting part on my own so I need some help.



Can I resume playing from the beta?

If you play in VN Mode, almost surely. If you play normally, depends if we'll need to tweak the crafting gameplay adding new functions to the "core". In that case you might need to restart a new game :( sorry! (I've probably restarted the game from the beginning at least 100 times already during my own testing!). Though I really don't plan to add anything new, the game turned to be one of my complex games ever made, even if maybe by playing it won't seem (but there's a lot of stuff going on behind the scenes).



I'm taking a break now since I'm a wreck. I might not answer forums posts until tomorrow, but at least people who want can test it meanwhile I sleep :mrgreen:
Franka
First impressions:



Great music!



Oh dear, Vin still has her eye on top of her hair...



Haha, the tutorial doesn't give me enough animal blood to complete all 3 crafts.



The writing could use a bit of streamlining - it jumps between past and present tense from one sentence to the next, even sometimes in the same sentence.



...and I should get some sleep...
Thee Forsaken One
The writing could use a bit of streamlining - it jumps between past and present tense from one sentence to the next, even sometimes in the same sentence.

That was supposed to be fixed although a few errors might have slipped through the cracks... or the old files are being used by accident.
BobTheMob
From what little I've seen thusfar, Jack: EPIC EPIC EPIC stuff, just as I was sure it would be and can't wait to play more!!! :mrgreen: (Though I do kinda miss the smile Amber originally was gonna have; found that to be really cute.)



The music is brilliant, the writing is phenomenal, and the knowledge that the game will apparently be out in full has me beyond hyped.





I did run into one error in the code @ one point: when attempting to take a screenshot in the scene when Amber is sitting down to breakfast w/ Haros and Daniel (I wanted to point out that there was a misspelling of the word "grab" there; it should have only 1 "b" and is spelled w/ 2 there) when I pressed the "S" key on my laptop instead of taking a screenshot (in the game's READ ME it says that's how screenshots are taken) it opened up the crafting menu and when I click on the X @ the top of the menu to exit, I received the following message:



While running game code:

File "game/script.rpy", line 435, in script call

File "game/plot/gameflow.rpy", line 756, in script

File "game/plot/gameflow.rpy", line 756, in <module>

NameError: name 'ShopEvents' is not defined



-- Full Traceback ------------------------------------------------------------



Full traceback:

File "game/script.rpy", line 435, in script call

File "game/plot/gameflow.rpy", line 756, in script

File "C:\Users\Bob The Mob\Downloads\AMS-0.7.0\AMS-0.7.0-steam\renpy\ast.py", line 814, in execute

renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)

File "C:\Users\Bob The Mob\Downloads\AMS-0.7.0\AMS-0.7.0-steam\renpy\python.py", line 1719, in py_exec_bytecode

exec bytecode in globals, locals

File "game/plot/gameflow.rpy", line 756, in <module>

NameError: name 'ShopEvents' is not defined



Windows-7-6.1.7601-SP1

Ren'Py 6.99.12.4.2187

0.7.0





Other than that I love what I've seen so far; the only reason I'm not saying more @ this time is that in my time zone it's nearly midnight and I should really get to sleep. :P
jack1974
First impressions:



Great music!

Thanks, Loren's musician's never fails :)

Oh dear, Vin still has her eye on top of her hair...

Because she's a WITCHHHHHH!!! :lol: OK OK I'll see if I can fix that maybe.

Haha, the tutorial doesn't give me enough animal blood to complete all 3 crafts.

Oops. Yes I need to make sure there are at least the required ingredients for the tutorial!!

The writing could use a bit of streamlining - it jumps between past and present tense from one sentence to the next, even sometimes in the same sentence.

If you can send me some examples, I believe I used the right files, the latest Forsaken sent me :oops:
jack1974

I did run into one error in the code @ one point: when attempting to take a screenshot in the scene when Amber is sitting down to breakfast w/ Haros and Daniel (I wanted to point out that there was a misspelling of the word "grab" there; it should have only 1 "b" and is spelled w/ 2 there) when I pressed the "S" key on my laptop instead of taking a screenshot (in the game's READ ME it says that's how screenshots are taken) it opened up the crafting menu and when I click on the X @ the top of the menu to exit, I received the following message:

Ah I need to change the readme, S is Ren'py key default but in my own games I always use print-screen! It shouldn't still crash though, so I'll check that :)
jack1974
I'm fixing some stuff, and I realized that I didn't implement any way to raise the relationship values. At this point I'm not even sure they're needed :lol:

In practice I could do it two way:

1) add an option "go out on date" with someone in the daily sim. Doing this would increase your relationship with him/her. At specific plot points, the character with less relationship will be excluded with a breakup scene. This could be fun (though I don't plan to write extra texts for the dates) but it wouldn't work in VN Mode...

2) I will simply allow the player to make a choice at those specific plot points. "You need to exclude a character from the romanceable list" (written better of course). This probably is the best choice since would work also in VNMode without any particular adaptation needed.



It's not really important in the young age since ALL the events need to be played. It's only during the adult age that you can start excluding some character routes until I have only one at the end :)



Lastly if someone managed to play in crafting mode until the end of demo I would REALLY love a savegame, would let me skip a lot of testing :mrgreen:
Franka
It's not as bad as all that, I was pretty tired when I fired up the game last night, but it does jump between tenses a bit. It seems like the overall tense is the present, but sometimes it slips into the past tense for a few sentences during the same scene.



The first time is the farewell scene with Vin.



"She enveloped me in another of her warm hugs."

"I felt my eyes start to itch with tears but I held them back."

"Mother petts my hair a little before taking a step back and smiling despite the tears." (Also a typo here, double t in "pets")



There's more of that tense jumping during the first morning.



Oh, and another typo at breakfast, double b in grab: "I grabb my plate from under a pot lid and join them at the table."
Franka
Oh, and rollback seems to have been disabled forever after the tutorial (annoying).



...ok, not permanently, just until free play starts.
Franka
A few early observations:



It would be useful if you could see your max energy.



Crafting the tutorial fertilizers gave Potionmaking XP, but when I crafted copper ingots for a task I picked up, I got nothing? But I did the second time I crafted some, wtf?



What do those numbers mean? "Morning (80-5)" and why do they increase every time I switch location? Ah, it seems they're a time measurement, but should it really increase if I switch location without doing anything there? Just looking at the status screen causes time to pass!



The game could give a bit more feedback on what you're likely to find in different gathering fields (likely types of items and expected quality), and approximately how much energy you use for different tasks (gathering trips and crafting).



How can I tell what type an item is? I need to buy some "basic fuel", but I have no idea what items satisfy that requirement... or just a tutorial on clicking on missing components to have them show up! :)



"Opal rune" and "Quartz rune" don't appear to have pics.
jack1974
It's not as bad as all that, I was pretty tired when I fired up the game last night, but it does jump between tenses a bit. It seems like the overall tense is the present, but sometimes it slips into the past tense for a few sentences during the same scene.



The first time is the farewell scene with Vin.

Thanks, well I checked and I'm using the "right files" (the ones that have been edited). So at least there shouldn't be many mistakes like those... unless I need to start using my spiked whip on Forsaken :lol:



Rollback must be disabled during the main gameplay, because would crash the crafting framework, but during the scenes it's available.
It would be useful if you could see your max energy.

It's the heart icon in the top-left of the screen :) I could add some tutorial for that too.
Crafting the tutorial fertilizers gave Potionmaking XP, but when I crafted copper ingots for a task I picked up, I got nothing? But I did the second time I crafted some, wtf?

That's not "XP" but you increase the skill value, but it doesn't happens ALWAYS, otherwise would be too easy (you would reach level 100 in too fast). Maybe I can word the text better or explain it too?
What do those numbers mean? "Morning (80-5)" and why do they increase every time I switch location? Ah, it seems they're a time measurement, but should it really increase if I switch location without doing anything there? Just looking at the status screen causes time to pass!

Sorry that wasn't supposed to show :lol: was supposed to be in debug mode only (yes it's internal time calculations).
The game could give a bit more feedback on what you're likely to find in different gathering fields (likely types of items and expected quality), and approximately how much energy you use for different tasks (gathering trips and crafting).

I guess I could add a help button or something? I wanted to let the players discover what they can find :)
How can I tell what type an item is? I need to buy some "basic fuel", but I have no idea what items satisfy that requirement.

That's where the quick shop will come handy: you click on it while in recipe screen and will automatically search all shops for that item (if present) :)



However, I am doing an update now because there was a bug in the quick shop that could lead to a crash later. Wait for version 0.7.1 before using the quick shop!
Astrala
First of all... Woo! Beta! I really like the game, so far. There are a few things that confused me, though.



Firstly, after the tutorial, Daniel and Amber switch places, which really wasn't confusing, just weird. I double checked to make sure I hadn't missed something.



Secondly, I find it strange that the Alignment bars are different between Amber and her romances. Amber has "dark" on the right and "light" on the left, but it's reversed for Daniel, Ruby, ect.



Finally, I feel like the "short trips" you take to gather ingredients aren't really that short. They seem more like medium trips to me, because they take half a day or all night.
Franka
Rollback must be disabled during the main gameplay, because would crash the crafting framework, but during the scenes it's available.


Yes, but in the scene following the tutorial, rollback is disabled.


It's the heart icon in the top-left of the screen :) I could add some tutorial for that too.


That's current energy, is the max 99?


Crafting the tutorial fertilizers gave Potionmaking XP, but when I crafted copper ingots for a task I picked up, I got nothing? But I did the second time I crafted some, wtf?

That's not "XP" but you increase the skill value, but it doesn't happens ALWAYS, otherwise would be too easy (you would reach level 100 in too fast). Maybe I can word the text better or explain it too?


Just seems strange that I craft 4 copper ingots for 0 skill, then craft 2 of lesser quality for lots of skill.
jack1974

Secondly, I find it strange that the Alignment bars are different between Amber and her romances. Amber has "dark" on the right and "light" on the left, but it's reversed for Daniel, Ruby, ect.

Well you need to consider it like this: each character, so Amber included have their own alignment. They're influenced by Amber's choices. But if Amber makes a "light choice" with Daniel, why Bernard should change his alignment too? or Lynn, or Ruby? since they're not even involved in that choice.

It's a bit complex maybe, but I wouldn't be able to change it now :oops:

Finally, I feel like the "short trips" you take to gather ingredients aren't really that short. They seem more like medium trips to me, because they take half a day or all night.

Initially they were shorter, but to avoid grinding too much I made them longer, since otherwise you would have hard time to "spend your days" with the activities :mrgreen:

The Icesilia/Reol bay are the two shorter ones and can be done after studying, so the young age daily cycle could be:

1) study

2) gather ingredients

3) to to bed early (to keep Energy up)

I've uploaded version 0.7.1 which fixes a possible crash while crafting and using the quick shop :)
jack1974

Yes, but in the scene following the tutorial, rollback is disabled.

Ah OK I'll re-enable that on next update!

That's current energy, is the max 99?

Yes, but there wouldn't be enough space to display it. But I think should add some short explanation at beginning of the game. Or if I can find the space, a "?" button that will display the help for the left-panel.



Just seems strange that I craft 4 copper ingots for 0 skill, then craft 2 of lesser quality for lots of skill.

Right now it's a bit randomized, on each time you craft (regardless of quantity) you can gain a point in the item related skill based on weighted random chance.

I'm open to suggestions, though it shouldn't give +1 on the skill EACH craft, otherwise would be too fast! :)
Franka
Bad reward:



I have a save if you want it, it looks like the issue is I have two tasks that give the same reward, completing both of them causes the second one to go bad.


[code]
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/plot/gameflow.rpy", line 665, in script
File "game/plot/gameflow.rpy", line 665, in <module>
Exception: Token is already in inventory

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/plot/gameflow.rpy", line 665, in script
File "F:\Temp\AMS-0.7.0\renpy\ast.py", line 814, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "F:\Temp\AMS-0.7.0\renpy\python.py", line 1719, in py_exec_bytecode
exec bytecode in globals, locals
File "game/plot/gameflow.rpy", line 665, in <module>
File "toa_rpg_framework/GUI_logic.py", line 28, in process_input
File "toa_rpg_framework/GUI_logic.py", line 605, in take_all
File "toa_rpg_framework/Inventory.py", line 50, in add_items
File "toa_rpg_framework/Inventory.py", line 46, in add_item
File "toa_rpg_framework/Inventory.py", line 293, in add_item
Exception: Token is already in inventory

Windows-8-6.2.9200
Ren'Py 6.99.12.4.2187
0.7.0
[/code]
Franka

Just seems strange that I craft 4 copper ingots for 0 skill, then craft 2 of lesser quality for lots of skill.

Right now it's a bit randomized, on each time you craft (regardless of quantity) you can gain a point in the item related skill based on weighted random chance.

I'm open to suggestions, though it shouldn't give +1 on the skill EACH craft, otherwise would be too fast! :)


The main problem right now is that if I save scum a bit, I can get +1 skill every time I craft 1 item, and it definitely looks like crafting 1 item at a time is ALWAYS the better way to do it (except it uses more time).
jack1974
Yes please send the save for the crash!

And yes, then clearly the skill point you get while crafting needs to be reviewed :lol:



I'm now adding the possibility to click on the task item to automatically open the crafting with the selected recipe :)
jack1974
I have an idea, I could code rather quickly a sort of "Level Up Screen" where on each level up you can assign points in the various crafting disciplines (with an AUTO button of course). That would be better maybe?
Franka
As long as you can come up with something that's balanced (!) to how you want progress, anything goes. Off the top of my head:



Make it dependent on level ups like you suggest, but then you need to balance XP gains.



Have some sort of skill XP so you have to craft at least X amount or quality of items before a skill up.



Require you to do a study session when you have enough skill XP before you can gain a skill level (that might not work for the adult stage, I imagine)...