CryptRat
Arcane

- Joined
- Sep 10, 2014
- Messages
- 3,626
Link to Note of the outskirts : https://cryptrat.itch.io/note-of-the-outskirts
Old :
Old :
EDIT 2020/12/20 : real game coming soon.
In the meantine :
I'll just make this thread so I can randomly post thoughts and updates.
You can download THWG here : https://cryptrat.itch.io/tohellwithguns
We're going to release another version of THWG at some point, but I don't know when, which is basically meant to be the same exact game with some more convenience features and pictures. EDIT : Version with all the assets, full screen mode and a few more features and bug fixes has been released.
I wanted to talk about the system (dices and stuff), I think I never did and it's pretty obscure in THWG, not because it is meant to be but rather that I have difficulties displaying dice rolls, etc.. in a way which is more informative than confusing while it's in fact quite simple (and also quite D&D-ish in essence).
Some work-in-progress (the list of spell especially is some quick shot) character sheet for reference :
Roll (Score - Difficulty) dices, if second best > 50% it's a success.
Progression in THWG is ridiculously fast, it won't be here, and you'll also be given many more points in the beginning, the rise in power during the game will be low.
Among other things I've been working on resistances recently.
One last thing, the game takes place in one big dungeon, which is open with many ways to reach the different area. Most of if not all the world is accessible by different ways not relying on combat nor high-level spells (flying, invisibility, destroy wall) while you can just bruteforce your way in via combat or via these high-level spells which require a lot of gems.

In the meantine :
I'll just make this thread so I can randomly post thoughts and updates.
You can download THWG here : https://cryptrat.itch.io/tohellwithguns
I wanted to talk about the system (dices and stuff), I think I never did and it's pretty obscure in THWG, not because it is meant to be but rather that I have difficulties displaying dice rolls, etc.. in a way which is more informative than confusing while it's in fact quite simple (and also quite D&D-ish in essence).
Some work-in-progress (the list of spell especially is some quick shot) character sheet for reference :
Every skill check works that way :
Roll (Score - Difficulty) dices, if second best > 50% it's a success.
For combat especially :
Roll (attack - defense) dices, if second best > 50% then hit.
It works for the basic stat, resistance and skill score ranges of the game, you can always fail but can't always succeed, critical successes depends on your ability and you'll always critically fails (and hurts yourself and your party) if you try things you suck at.
I used to use D100s, I'm currently switching to D6s which have many advantages :
- if you should roll less than 2 dices, just roll 2 dices and remove 1 to the score for each dice missing
- with less than 0 dices (score = difficulty) you can't succeed.
- Obvious critical hits on 6 and critical failures on 1 or less than 1
The only really downside is that I need to change how critical hits work in combat, so far it was if you have 1 then only 100 is critical, with 2 100 and 99 etc... I've not changed yet.
Currently max Hps, max mps and Attacks/round (which only apply to single target weapon moves) depend on your main level (nothing else does unless I'm forgetting something), which could change (hps depending entirely on your endurance and hits/round directly on weapon proficiency and/or various speed modifiers).
Weapon balance is based on what's done in Disciples of steel (attack = proficiency, and weapons give a bonus and a cap), with barrel capacity and range being more important than in Disciples of steel. I'm still not totally decided (I'm not even totally decided about the setting
) but I think I'll reuse the weapons of THWG as a basis.
By the way I recently added the different weapon attacks to the description of the weapon :
Roll (attack - defense) dices, if second best > 50% then hit.
It works for the basic stat, resistance and skill score ranges of the game, you can always fail but can't always succeed, critical successes depends on your ability and you'll always critically fails (and hurts yourself and your party) if you try things you suck at.
I used to use D100s, I'm currently switching to D6s which have many advantages :
- if you should roll less than 2 dices, just roll 2 dices and remove 1 to the score for each dice missing
- with less than 0 dices (score = difficulty) you can't succeed.
- Obvious critical hits on 6 and critical failures on 1 or less than 1
The only really downside is that I need to change how critical hits work in combat, so far it was if you have 1 then only 100 is critical, with 2 100 and 99 etc... I've not changed yet.
Currently max Hps, max mps and Attacks/round (which only apply to single target weapon moves) depend on your main level (nothing else does unless I'm forgetting something), which could change (hps depending entirely on your endurance and hits/round directly on weapon proficiency and/or various speed modifiers).
Weapon balance is based on what's done in Disciples of steel (attack = proficiency, and weapons give a bonus and a cap), with barrel capacity and range being more important than in Disciples of steel. I'm still not totally decided (I'm not even totally decided about the setting

By the way I recently added the different weapon attacks to the description of the weapon :
(the attack/round multiplier of almost all weapons is 1, machine guns are special, but the attack speed of the weapon slightly influences the number of attacks/round).
Among other things I've been working on resistances recently.
Saving throws and resistances in the final version of THWG (there's currently none) are very basic (edge&piercing, blunt, fire, acid), not that there's much to check.
In the more involved game it could be something like that :
As long as spells are not "fireball" and "ice spikes" but rather "burn" and "freeze" while weapons being chainsaws and laser guns I think it makes sense that spells ignore armor while weapons don't. I'm trying to keep exceptions rare if any.
Resistances work this way :
When you're hit (by a spell or a weapon), you roll for the corresponding resistance (difficulty = 0*) and if you succeed then you take half the damages, if you critically succeed then you don't take any damage and if you critically fails you take double damages. Unless the targets "is immuned", "returns" or "absorbs" the damage (which replace having a resistance score) in which case it's automatic, there's no rolling.
* Possibly some strong spells will apply a malus to resistance before check.
You may notice that very high attack can break very high defense, but you can't do anything against high resistance (except using something else).
About affliction let's say if the ability used only implies an affliction (but no damage) you get afflicted on failing a check resistance, whereas if it's a damaging ability then you get afflicted only on a critical hit or a critically failed resistance.
I'm currently working on that part and it's a bit more complicated especially if I actually use the resistance table above. Robots are not immuned to chainsaws but won't lose blood, etc... which imposes that some afflictions, like blood loss, should never associated to a specific ability, just on the damage taken and type of target or something like that. That makes total sense anyway, I've just not properly set up things yet.
About spells, they have a fixed MP cost, while the gem cost decreases with proficiency (down to 0).
Difficulty to cast is currently 0 for every spell, and could stay this way. You'll rarely fail to cast a spell then. The spell effects currently don't depend at all of your score, but that I'm undecided about.
In the more involved game it could be something like that :

As long as spells are not "fireball" and "ice spikes" but rather "burn" and "freeze" while weapons being chainsaws and laser guns I think it makes sense that spells ignore armor while weapons don't. I'm trying to keep exceptions rare if any.
Resistances work this way :
When you're hit (by a spell or a weapon), you roll for the corresponding resistance (difficulty = 0*) and if you succeed then you take half the damages, if you critically succeed then you don't take any damage and if you critically fails you take double damages. Unless the targets "is immuned", "returns" or "absorbs" the damage (which replace having a resistance score) in which case it's automatic, there's no rolling.
* Possibly some strong spells will apply a malus to resistance before check.
You may notice that very high attack can break very high defense, but you can't do anything against high resistance (except using something else).
About affliction let's say if the ability used only implies an affliction (but no damage) you get afflicted on failing a check resistance, whereas if it's a damaging ability then you get afflicted only on a critical hit or a critically failed resistance.
I'm currently working on that part and it's a bit more complicated especially if I actually use the resistance table above. Robots are not immuned to chainsaws but won't lose blood, etc... which imposes that some afflictions, like blood loss, should never associated to a specific ability, just on the damage taken and type of target or something like that. That makes total sense anyway, I've just not properly set up things yet.
About spells, they have a fixed MP cost, while the gem cost decreases with proficiency (down to 0).
Difficulty to cast is currently 0 for every spell, and could stay this way. You'll rarely fail to cast a spell then. The spell effects currently don't depend at all of your score, but that I'm undecided about.
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