PSCD 0.7.9 - beta demo!

A VN/CCG hybrid game with all romance combos https://www.winterwolves.com/pscd.htm
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DunKalar
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Re: PSCD 0.7.9 - beta demo!

Post by DunKalar »

Hiya,

dunno if this was adressed, but I am too tired to read all of the previous pages.

I always have the problem that the tutorial text fields appear and block my view of the cards. Although I can see the cards by hovering my mouse over it, it is pretty annoying. The blinking arrows from the first tutorial also reappear every game and point on the exact same spots.

Maybe you can fix this ^^
#ChambarasArmy #ChalassasFreedomFighters
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jack1974
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Re: PSCD 0.7.9 - beta demo!

Post by jack1974 »

I will probably redo the tutorial once I set for the final battle layout. But the problem is that they don't really block all the card, only those you don't need (at least it should). And I can't have people read all that text and then remember what to do, so I don't want to hide the instructions too fast. I could probably make it more interactive but is a bit troublesome to do it properly (it should check every single action the player does, with the risk of messing up other part of the code.
If you can send me some screenshot to explain maybe I missed something.
Same for the arrows, they should disappear after tutorial is over. But I think maybe the problem is that you pressed end of turn too often so somehow the tutorial broke? :lol:
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jack1974
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Re: PSCD 0.7.9 - beta demo!

Post by jack1974 »

Finished mission14 today, so I'm at good point :)
A thing I noticed on the AI is that when the computer HP is low, and player HP is high, the AI keeps hammering the player base. I asked Anima how to change it so that in such cases, the enemy AI would try to kill player units instead. Since if your HP is low and you're about to lose, the first thing to do is try to eliminate all enemy units fast :lol:
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Franka
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Re: PSCD 0.7.9 - beta demo!

Post by Franka »

Generally speaking, it seems as if the AI is very afraid to hit a player unit, if it will kill the AI unit but not the player unit. The AI needs to learn to use several small units to take down a larger one.
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jack1974
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Re: PSCD 0.7.9 - beta demo!

Post by jack1974 »

Yes though that might be a bit hard to code (I think, not sure). If the idea I posted above could be added I think battles would be already more challenging.
Well, not like the missions 10-15 are easy anyway :mrgreen:
(last famous words)

By the way I finished mission15, I am going to take the remaining days before the weekend to add several "NPC side missions" (like the random side-missions but with a small scene and custom coded) and maybe check again that damned tutorial :)
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jack1974
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Re: PSCD 0.7.9 - beta demo!

Post by jack1974 »

Image
Finished coding 2 out of 16 NPC side missions. They have a very small scene, and in general have very small decks, sort of mini-puzzles. I didn't want to do epic fights since there are already plenty of those in the main plot.

I also noticed I messed up the friendship/romance logic, so I'm afraid but on next update... you'll have to start from the beginning :oops:
I forgot how the system worked, since in practice some romance scenes comes relatively early, so if you're not interested in romancing a character you can choose the option to end any possible love development early in the story :)
Ixionos
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Re: PSCD 0.7.9 - beta demo!

Post by Ixionos »

jack1974 wrote:Image
I also noticed I messed up the friendship/romance logic, so I'm afraid but on next update... you'll have to start from the beginning :oops:
Now I know how a punctured balloon feels. :wall:
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jack1974
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Re: PSCD 0.7.9 - beta demo!

Post by jack1974 »

Yeah sorry about that, but during beta it happened many times even in the past. I think after next update it will be OK though!
Ixionos
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Re: PSCD 0.7.9 - beta demo!

Post by Ixionos »

lol, it's all good! It was a bit frustrating since I've reached the end of the demo with both MC's, but if it means adding more levels and fixing bugs, again, it's all good! Keep up the good work. :D
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jack1974
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Re: PSCD 0.7.9 - beta demo!

Post by jack1974 »

Yes next update will have up to mission15, more team talk and if I manage in time all the NPC sidemissions (they're added randomly, 2-3 each break from main plot).
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