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The Shining Source

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 61 
 on: December 12, 2017, 04:18:49 pm 
Started by Chaoswizard98 - Last post by Chaoswizard98
-Fixed a bug with level schemes. Darn typos lol.

The enemy death trigger is now added. Now if a certain enemy (or group of enemies) is wiped out, that can cause an update in AI for other units, cause currently hidden units to instantly reveal themselves, cause units to change teams or take poison damage, and so much more. Tyadran also requested the ability for relative spawning. In other words, if a slime mob dies, it can be split into several smaller slimes around that area.

 62 
 on: December 11, 2017, 03:21:45 pm 
Started by DrEthan - Last post by Ty
In the demo I managed to kill all of the goblins with a little practice, but the brick golem seems to have all the luck and thoroughly beats me every time.

Battles definitely have a shining feel to them, and the little bit of town exploration works well. Looking forward to seeing more of this!

 63 
 on: December 11, 2017, 03:16:43 pm 
Started by DrEthan - Last post by Ty
One method I've used with random numbers is to add two together instead of using a single larger value. It reduces the number of times extreme values crop up, so can help prevent attacks always missing.

e.g.

Rand(0,6) gives a random value between 0 and 6 with equal distribution.

Rand(0, 3) + Rand(0, 3) also gives a random value between 0 and 6, but it's more likely to give numbers in the middle range (2, 3 and 4).

 64 
 on: December 07, 2017, 11:51:01 pm 
Started by DrEthan - Last post by DrEthan
The randomness of damage and misses are a bit TOO random.
P.S. Game needs some music!   Wink
Hello Chaoswizard98,
First off, thanks for playing my game (Yours is pretty cool btw) and leaving feedback Cheesy. For the first part of what you said about the randomness, I have realized it and I am thinking about how to rectify how damage is done. My first idea is to make it so that there is only a one or two damage difference between the base damage of a weapon and make all the rest of the damage be modified by terrain, skills, the position of other player units, etc so there is absolutely no rng. My second idea is to keep the random system that exists right now but also add weapons that have little to no rng to them, so you can either choose between a highly random damage weapon that can hit harder than other weapons or a no to little rng weapon where it may not hit as hard but you can count on it to do about the same damage every time. my last idea is to make a mix of the two.

As for the music, I am definitely not good at making music and I am planning on making this game purchasable in the future so I do not want to use music that is just lying around on the internet, so I plan to hire a music and sound designer near the halfway mark of the development of my game so that I can get music made and so I know what kind of music I want for the game.

P.S. The magic I just added to my game helps you kill the brick golem easier Smiley.
Once again thank you for the feedback!
- DrEthan

 65 
 on: December 07, 2017, 04:31:51 pm 
Started by DrEthan - Last post by Chaoswizard98
Hey man, just played your demo.

It looks like you're off to a good start so far. I have one main criticism though. The randomness of damage and misses are a bit TOO random. I had to play the battle far too many times waiting for the RNG factor to allow me to 1 shot the goblins just so I had enough health to take the golem with. Even with that much luck, the golem can still 2 shot you with the 6s he hits for if you aren't lucky lol. Luck should definitely play a part in the game, but it shouldn't be the only thing that determines the battle's outcome!

Nonetheless, I figured that this is only a demo battle and you'll likely balance things out more when you start on the main game.

Cheers!
~Chaos

P.S. Game needs some music!   Wink

 66 
 on: December 05, 2017, 04:45:43 pm 
Started by DrEthan - Last post by DrEthan
Hello everyone!
I am the creator of Kings of Ember (DrEthan) and I have been making this game for a little over a year now. I was wondering what your thoughts and suggestions and maybe some critics were about my game. If you haven't downloaded the game you can check it out on my GameJolt at https://gamejolt.com/games/KingsofEmber/201483.
Thanks!
DrEthan.

 67 
 on: December 03, 2017, 02:40:11 am 
Started by Chaoswizard98 - Last post by Chaoswizard98
My brain on cutscene.


 68 
 on: November 30, 2017, 03:53:42 pm 
Started by Chaoswizard98 - Last post by Chaoswizard98
Thanks for the shoutout. I Appreciate it!

It may be some time before we see Chapter 2 as I want to polish up some things and correct a bunch of minor issues that I've seen while making Chapter 1. I'm planning on taking most, if not every, remaining feature off of the checklist for the next update so hopefully the engine will be 'feature complete' soon.

 69 
 on: November 27, 2017, 07:52:33 pm 
Started by Chaoswizard98 - Last post by Ty
I posted about the project one the homepage: The Legend of Syro – Chapter 1 released.

I'm really impressed with everything you've managed to squeeze in so far, it really feels like a Shining Force game! The cutscenes are great, and I love the little head shakes, shrugs and animations. The battles I've played so far were fun and just the right size and difficulty. The only part that caught me out initially was throwing everything at the viking archer only to find out I had to beat everyone. But I tend to do that a lot so maybe it's just me Smiley

You've done an amazing job!

 70 
 on: November 24, 2017, 06:56:34 pm 
Started by Chaoswizard98 - Last post by Chaoswizard98
Chapter 1 is now available!

https://drive.google.com/file/d/1qA3gg_UN5AWZcL_9xkSDk3AniOnNY4Hd/view?usp=sharing

@Ty
Yeah... Cutscenes are a tedious pain lol. Especially this one (And I'm sure you'll see why when you play the demo).

Edit:
Updated the link to fix a few issues. Namely a crash if Jamie isn't with the party later on. The version is now 1.6.1

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