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Progress Report
Small Talk
Epic of Serinor Dev Log

Thursday, 29 January 2009

An End to Fighting
Topic: Progress Report

As much as I might like to include a screenshot with this post, my computer is currently just an ugly box under my desk back home, seeing as how the built-in system restore failed to, you know, reinstall Windows after it wiped my hard disk.  I'm currently waiting on OS replacement CD's since Dell didn't actually include them with the computer when I bought it.  Fortunately, everything of importance on the computer is waiting patiently on CD's.  So no actually loss.  I hope.  I always forget something when I do this.

Anyway, Gelardia.  Battles end now, and new ones can start right after.  Everything appears to get freed and reinitialized correctly, which is kind of a big deal.  Experience is awarded correctly, and loot displays itself and is added automatically to the party's inventory.  Nothing (or very few things) drop gold; it's all in various loot-class items, which can be traded in for gold or equipment.  The inventory/menu system also functions, but that's not new.  The entire menu system is mostly just a reskinning of a system I made for a different game.  That, come to think of it, I never shared with anybody.  Oh well.


Posted by Eldritch at 4:03 PM EST

Thursday, 22 January 2009

Battle Progress
Topic: Progress Report

Progress continues.  The attack option works, and the Logore up there can attack you back until it inevitably dies.  Attack animations are in, as well as scrolling combat text.  The ability menu scrolls in and out, though none of the actual abilities in it are scripted.  It's also the basis for the item menu, so the basic blit routines for the item menu are designed as well.  As seen above, ability icons darken when the ability is unavailable, and the effect text takes into account the strength of the spell and the user's stats to display the actual expected effect.  Kanan's abilities requre special scripting since they grow stronger/more expensive as he gains MP.

Next in line is to get combat rewards displaying and awarded correctly, along with all end-of-battle effects.

 


Posted by Eldritch at 11:28 PM EST

Sunday, 18 January 2009

Battle Beginnings
Topic: Progress Report

Started work on combat pieces.  The system can calculate turn order ten turns out based on the speed of all combatants ala Final Fantasy X (if I remember it correctly; it's been a long time.)  Battle status boxes are drawn for all heroes, centered properly based on party size.  Also, the top action menu functions, though none of the actions are actually scripted yet.

Next up: drawing monsters to the screen and scripting basic attacks. 


Posted by Eldritch at 1:23 PM EST

Wednesday, 14 January 2009

New Dungeon
Topic: Progress Report


Spent time designing a dungeon this week.  A small one, since it wasn't in the initial game at all.  This little area was originally just a guarded treasure box on a world map, but I decided to do away with that.  Not quite exciting enough.  Or logical from a story standpoint.

I also spent time mourning Mason's Memoirs's loss in its competition.  But not much.  It suffered a lot from time constraints, and the winning entry was very, very good.


Posted by Eldritch at 2:30 PM EST

Thursday, 8 January 2009

Random Organization
Topic: Progress Report

So after the gargantuan effort of getting Mason's Memoirs together, I've been somewhat at a loss over what I actually want to do.  That and I got Chrono Trigger, Final Fantasy IV, The World Ends with You, and Phantasy Star II over the holidays, so I've been somewhat distracted.

I started off working on a new battle system design that, between Final Fantasy and Phantasy Star, I decided I didn't like.  So I went back to another old side project, Gelardia, that also needs its battle system coded.  Of course, first I got nearly all of its files sorted into subfolders, because it was crazy messy.  Then I put together the graphic to the left.  I plan to have it serve as the battle sub-menu, where items and abilities are selected.  Finally, I put some more trees on the world map, which was an experience, because I'd never obstructed the north side of a bank of trees with this tileset before.  Fun times.


Posted by Eldritch at 7:00 AM EST

Wednesday, 31 December 2008

Mason's Memoirs Now Available
Topic: Progress Report
It is done, if not complete.  Download Mason's Memoirs: The Middle Months now.

Posted by Eldritch at 11:35 PM EST

Monday, 29 December 2008

Mason's Memoirs: The Middle Months Update
Topic: Progress Report


Progress continues.

I already hate myself for how little work I accomplished during last week, squandering it on such things as "family" and "togetherness."  I'm going to be unpleasant the next few days as I rush to get every single piece of event scripting into a simulation game.

I always bite off more than I can chew for these compos.


Posted by Eldritch at 7:09 PM EST

Monday, 22 December 2008

Memories of Mason
Topic: Progress Report


There's an Hours of VERGE competition until next Wednesday, so Serinor's on hold temporarily.  Memories of Mason will be my project for the next week and half.  I'm thinking primarily simulation with a helping of interactive novel thrown in.  We'll see how it works out.


Posted by Eldritch at 8:33 PM EST

Monday, 15 December 2008

Racial Spotlight: Elves
Topic: Progress Report

BASE AND MAXIMUM STATISTICS

Strength: 30 / 80
Vitality: 25 / 75
Agility: 40 / 105
Wisdom: 40 / 100
Psyche: 35 / 100
Will: 30 / 90

RACIAL STATISTIC BONUS BY LEVEL

2 - Agility
3 - Wisdom
4 - Psyche
5 - Agility
6 - Will
7 - Wisdom
8 - Agility
9 - Will
10 - Psyche x2
(This pattern repeats every ten levels.)

Total:
Strength +0
Vitality +0
Agility +15
Wisdom +10
Psyche +15
Will +10

BASE FACTION STANDINGS

Human: 6
Elf: 7
Dwarf: 4
Halfling: 5
Fairy: 6
Lizardman: 2
Orc: 2
Kobold: 4
Shadowkin: 0
Lukosian: 4

RACIAL TRAITS

Basic Tier
     Outdoorsman: Raises defense vs. weather effects
     Musician: Gain proficiency with instruments
     Elven Scout: Gain proficiency with bows

Advanced Tier
     Arboreal Paragon: Access racial abilities
     Songweaver: Access all Music spells
     Druidic: Access all Nature spells

Epic Tier
     Sylvan Aura: Raises party’s natural defense
     Stormcaller: Automatically starts a storm

RACIAL ABILITIES

Nature's Grace: Gives damage shield and max HP bonus
Changing Winds: Clears and creates storms
Song of Serinor: Continuously heals allies and harms foes


Posted by Eldritch at 11:27 PM EST

Monday, 8 December 2008

World Building
Topic: Progress Report

Every other week, I run a D&D game.  On those weeks, I often get very little done on the video game version of Serinor because I'm working on the D&D version of Serinor.  I started the game to give me a better handle on the world of Serinor, which would in turn translate into a better developed video game.

Creative work is an odd process.  Nobody knows Serinor better than I do.  It's not possible.  But every other week, I get together with my four players, run through a game, and they teach me all sorts of things I didn't know about my own world.  Some of it is me having to go through everything I know about Serinor and extrapolate an answer for a given situation.  Some of it is me realizing something I should have known all along.  But some of it is them taking everything they know about Serinor and coming to conclusions I'd never thought of and may never have come up with on my own but that's still logically sound and enriches the world.

Things I learned this week:

  • Elves and dwarves are communists, though for different reasons.  Elves live in hippie communes based on total equality, where everything the dwarves own is technically property of the Miners' Guild.
  • Dragons, and by proxy the lizardmen, are the universal bad guys; nearly every race in Serinor mistrusts every other race, but only the dragons treat every other race as nothing more than food.  (Except the fairies.  They've learned to leave the fairies alone.)
  • The Canid Archipelago is much more densely populated than I'd anticipated.  When you worship your ancestors, that ancestral homestead becomes much more important, and it has to be somewhere.

Things my players taught me this week:

  • Lukosians are scarier than shadowkin.  The shadowkin are very up-front about wanting to kill you and turn you into one of themselves, but the lukosians will be excellent and obedient students right up to the point where you have nothing left to teach them and they eat you alive.
  • Sometimes an ability shouldn't do what it says it should (you can't counter attack somebody from 30 feet away.)  Sometimes an ability should do what it says it does even if it probably shouldn't (you can bait a dragon out of the sky, stab it as you clamber up its side when it descends to eat you, and stick the landing from 15 feet in the air.)  It helps if your description of events is colorful.
  • A hazard, such as, say, a patch of ice, can be even more dangerous than an actual enemy.  Even if the rules do rank it as four levels lower than any of the other enemies.

Posted by Eldritch at 7:41 PM EST

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