dungeons exploration

A fantasy otome RPG about three young thieves with special skills https://www.winterwolves.com/queenofthieves.htm
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jack1974
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Re: dungeons exploration

Post by jack1974 »

OK I changed to Plague Rat! thanks :)
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yayswords
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Re: dungeons exploration

Post by yayswords »

While I do think plague rat sounds better, I don't see the grammatical flaw of disease rat. They're both nouns in the same tense/form/whatever.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: dungeons exploration

Post by jack1974 »

Image
So I finished the first level! 8 to go! :mrgreen:
This one took longer because I had to code the system a bit (now I can handle more complex scenes) and also had some real-life stuff going on. Next levels should be faster. I'll need to tweak the difficulty for sure, since obviously I don't want the player to be able to beat all the levels with the starting equipment! :lol: But for now I'll concentrate on finishing it, playing using a cheat. Then during testing will tweak difficulty based on suggestions.
Troyen
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Re: dungeons exploration

Post by Troyen »

I like how the two girls on the left are glaring at the girl on the right because she swiped the Medallion. She has such a guilty face too!
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jack1974
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Re: dungeons exploration

Post by jack1974 »

Hehe you joke but those two always fight in the story (mostly for silly reasons) :) the dialogues between the three sisters are very hilarious because of that!
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jack1974
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Re: dungeons exploration

Post by jack1974 »

OK so I've realized that is better if I already define the items now. Tweaks can be made later of course, but even to test myself the catacombs fights is better if I have something more "final".
For the weapon I have it done already, for the armors I was unsure what bonus provide, I thought defense and then the elemental damage resistances. Then I had an idea: each item beside the elemental resistances will have a unique stat boost based on the occupied slot:
Feet = Speed
Legs = Defense (more mobility=higher defense)
Top/Chest = Attack (since it's related to the chest/arms muscles)
Head = Critical Hit

this way people can create interesting combos and if all armors were adding up only defense beside elemental resistances, it could unbalance things in the long run.
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jack1974
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Re: dungeons exploration

Post by jack1974 »

OK nevermind. With the system above the only difference between each item would be resistances and the associated stat, done :lol: I'm going to try something more different!
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yayswords
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Re: dungeons exploration

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It might be too techy but what if all the different armor sets for one girl had the same stats so you could use the one you prefer to look at. Still those stats would be improvable somehow of course. Since if I understand you correctly the girls will actually look different depending on their equipment, and then you'll be the evil dev forcing players to choose between stats and aesthetics.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: dungeons exploration

Post by jack1974 »

Yes, indeed probably it's the last time I'll make the items be reflected in the aspect, since there are some problems (pieces that don't fit well together) and also what you mentioned above.
I think having the outfits only change the aspect would be a bit reductive ? That would be easy to do, but then buying the items in shops would just be a matter of aesthetic tastes :lol:
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yayswords
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Re: dungeons exploration

Post by yayswords »

Well if you're going to make a bunch of sets that are just straight upgrades of each other then there isn't really much depth to that either :P

What if the sets didn't affect appearance? Like let's say for Kira there is a tank set and a more offensive set. These could have several tiers, but still, they are just stats. Then you can simply go somewhere to decide how you actually appear. And these visuals could be unlocked with gold or by completing quests, etc.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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