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Re: development thread
Posted: Sat Feb 24, 2018 4:28 pm
by pahldus
Well Oscar, I may call you Oscar correct, or should I call you father. We wiped out everyone we found, but you know as well I do that to be absolutely sure we had gotten them all we would need to eradicate the entire planet, yourself included.

Re: development thread
Posted: Sat Feb 24, 2018 5:12 pm
by jack1974
I could add an option "Kill Oscar" which leads to a short game over but very satisfying!

Re: development thread
Posted: Sun Feb 25, 2018 9:11 am
by jack1974
Re: development thread
Posted: Tue Feb 27, 2018 10:01 am
by jack1974

the character/inventory screen is starting to be too much crowded. I'll need to clean it up

Re: development thread
Posted: Tue Mar 13, 2018 7:27 am
by jack1974
I took a break on this to finish Cursed Lands, and now even Love Bites is on the finishing line, so probably I'll get back to this in April. I had an interesting idea though: I'm planning to have, beside the usual turn based combat, also a pausable "real-time" combat. I need to see if I manage to code it obviously

But the idea is that each party member will have some "rules" to follow while fighting. This will be possible in this game since it's going to be more simplified than Cursed Lands for example (not that many skills, etc).
On each turn the party member will keep shooting at the current target, if the target is dead will automatically pick a new one and so on. If I manage to make it work I was thinking to use a system similar to FFXII where you can define a set of rules to follow (if allied HP < 20% then heal etc).
Until now it's just a theory though, need to see if I manage to actually implement it, but while I know some of you dislike pausable-realtime combat I think for more casual players and for easier battles (in which you don't need to micro-manage everything) it could be a good addition

Re: development thread
Posted: Tue Mar 13, 2018 5:22 pm
by grey_duck
jack1974 wrote: ↑Sat Feb 24, 2018 5:12 pm
I could add an option "Kill Oscar" which leads to a short game over but very satisfying!
Well, Cursed Lands does have the
option.
Which makes for a very short game.
Re: development thread
Posted: Tue Mar 13, 2018 5:43 pm
by jack1974
Yes, I could add stuff like that if there's time. They're always fun to write

Re: development thread
Posted: Tue Mar 13, 2018 6:29 pm
by Franka
jack1974 wrote: ↑Tue Mar 13, 2018 7:27 amI'm planning to have, beside the usual turn based combat, also a pausable "real-time" combat.
Oh crap, please don't waste time on this...
Nah, you can do what you like, I'm just unhappy that the time spent developing this could have been spent on something I'd be interested in. I won't play it in real time. If I don't want to do manual battles, I'll play in VN mode.
Re: development thread
Posted: Tue Mar 13, 2018 8:57 pm
by jack1974
I'll make some quick tests but if I see it will take too long, I won't do it. I don't have time to waste with all the various games in progress

Re: development thread
Posted: Wed Mar 14, 2018 6:12 am
by Troyen
jack1974 wrote: ↑Tue Mar 13, 2018 7:27 am
I'm planning to have, beside the usual turn based combat, also a pausable "real-time" combat.
I'd probably use that mode to speed up the late game grinding, but I also suspect it'll take a lot of work to implement. Manual battles on bosses are fun. Manual battles on trash mobs get dull after level 15 or so.