wishbonetail
Learned
- Joined
- Oct 18, 2021
- Messages
- 671
I'm sniffing an RPGmaker. Is this an RPGmaker? Please tell me it's not.
I'm sniffing an RPGmaker. Is this an RPGmaker? Please tell me it's not.
Not before release. I do have a post-release task to spruce up the UI with more graphics (item graphics, backgrounds in various city screen etc) and that will probably include character-class graphics that show up in the lower HUD windows (kind of like what Elminage does); the ability to let the player swap custom portraits where those character-class icons would be located, wouldn't be too hard to implement.Is there going to be character portraits?
Also which engine is used to develop this game?
The engine is entirely from scratch, I wrote it in Common Lisp because it's the only programming language that doesn't make me dread programming.I'm sniffing an RPGmaker. Is this an RPGmaker? Please tell me it's not.
First person is possible. Kinda.Isn't RPGmaker restricted to top down view JRPG style presentation rather than blobber first person, etc? It looks more like Sword and Sorcery Underworld to me than this.
Good. The fonts and UI triggered me. You might want to use something less generic and more stylized.The engine is entirely from scratch, I wrote it in Common Lisp because it's the only programming language that doesn't make me dread programming.
Nah. Rusty is into games that focus on pic relatedbecause we can probably guess OP wants to sell more than 5 copiesYes, and those elementsI think including the automap would negate the mechanics of certain dungeon elements that exist to misdirect the player.can go fuck themselvesare the ultimate timewasters.
Also, Note of the Outskirts did it quite beautifully: it has an automap but with every step it checks your characters' "Tracking" skill; losing this check gives a "Lost" status which stops updating the automap and showing the party's position on it.
Some people really enjoy mapping and that's part of the appeal of those types of games to them. Just like some people like shit like Legend of Grimrock for some reason. Why should every game try and appeal to every person?
Then he should probably make something like Skyrim or Fallout 76 so you and your peers can enjoy yourselves.
On the automap issue some have raised: I think including the automap would negate the mechanics of certain dungeon elements that exist to misdirect the player. The effect of confusion caused by things like illusory walls, spinners, and subtle-teleportation fields would be negated by trivially pressing a key.
On the automap issue some have raised: I think including the automap would negate the mechanics of certain dungeon elements that exist to misdirect the player. The effect of confusion caused by things like illusory walls, spinners, and subtle-teleportation fields would be negated by trivially pressing a key.
Actually that hand made me wishlist the game lol
I enjoy these kinds of RPGs, but by the time I started playing first person dungeon crawlers, auto-mapping was standard, so I really can't see myself playing a game like this without it. I think the dev should consider adding auto-mapping as an optional feature, as it would really broaden the appeal.Am I the only one seeing a contradiction here?
First person is possible. Kinda.
What about spinners, no-mapping squares and so on? Make, for example, compass tremble on the spinner itself.On the Automap question, I've compromised, having implemented a Nature-magic spell that Druid and Highlander now have. It's a simple navigational spell that prints the X,Y coordinates and cardinal direction the party is facing.
A command line switch may be passed to the game which opts-in this spell into a full-screen automap, which draws previously-visited squares. The catch is that the map, being a psychic phantasm conjured by crude magic, is only "mostly" reliable: within a small diameter of immediate nearby squares it's fully accurate, but the accuracy of other dungeon squares diminishes by distance from the party. A better Perception attribute, and to a lesser degree a higher Level, decreases the chance that the details of further-away squares are mis-drawn.
That's not a bad idea to implement. Additionally, it's another consequence I can probably add in a future patch for the existing "Dizzy" status effect, which currently only affects one's ability to competently land hits in battle.What about spinners, no-mapping squares and so on? Make, for example, compass tremble on the spinner itself.On the Automap question, I've compromised, having implemented a Nature-magic spell that Druid and Highlander now have. It's a simple navigational spell that prints the X,Y coordinates and cardinal direction the party is facing.
A command line switch may be passed to the game which opts-in this spell into a full-screen automap, which draws previously-visited squares. The catch is that the map, being a psychic phantasm conjured by crude magic, is only "mostly" reliable: within a small diameter of immediate nearby squares it's fully accurate, but the accuracy of other dungeon squares diminishes by distance from the party. A better Perception attribute, and to a lesser degree a higher Level, decreases the chance that the details of further-away squares are mis-drawn.
I like map systems that use character skills and stats. Aforementioned Note of the Outskirts, for example, checked mapping skill every time when your party changed a level, stepped into spinner and so on. So one failed dice roll - and you are lost for a dozen or two steps.
October 17th, less than two weeks! Squished enough bugs and fixed enough crashes that I was comfortable finally committing to a concrete deadline.the game has a release date now
Races : Human, Dwarf, High Elf, Wood Elf, Gnome, Halfling, Rat-Man
Strange, no mention of the word "blobber" but it does say DRPG.Jettatura is a challenging first-person dungeon-crawler (DRPG) with round-based combat. Form a band of up to six mercenaries to scout the subterrene world to reclaim a stolen ancient artifact from the surreptitious death-cult that pilfered it!