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Mystic Land: The Search for Maphaldo - Old school RPG inspired by W7 and EoB

Grauken

Arcane
Patron
Joined
Mar 22, 2013
Messages
14,444
Smooth movement - I was debating with a 3d artist if it would be possible to create a 3d objects from wall textures.
Honestly, most of the people who are interested in this don't care about smooth movement in the slightest
 

covr

Arcane
Patron
Joined
Sep 3, 2006
Messages
1,556
Location
Warszawa
Balance - you probably got unlucky with "random encounter" as there is only 1 fight riight at the beginning with 2 groups - rats and beetles after the second door to the left, but those are manageable with level 1 party. Will tweak random encounters a bit more, but you can put the game on easy and the random encounters will be much easier as well.

Hmm, so it's a bug. That encounter happened in the very first room you start the game. In the front there were 4 babyshit-coloured slimes, in the back there were 2 spiders I believe. I was using search option a lot in the room, not sure if this matters. And thanks for answers!
 

SirBlabsAlot

MegaVision Software
Developer
Joined
Jul 18, 2023
Messages
319
Balance - you probably got unlucky with "random encounter" as there is only 1 fight riight at the beginning with 2 groups - rats and beetles after the second door to the left, but those are manageable with level 1 party. Will tweak random encounters a bit more, but you can put the game on easy and the random encounters will be much easier as well.

Hmm, so it's a bug. That encounter happened in the very first room you start the game. In the front there were 4 babyshit-coloured slimes, in the back there were 2 spiders I believe. I was using search option a lot in the room, not sure if this matters. And thanks for answers!
Not a bug, just a tough random encounter (bad luck) ;)
It can happen at any time. The frequency of those you can change in "Settings" (you can also turn them completely off - and fight only designed battles) there.
 

covr

Arcane
Patron
Joined
Sep 3, 2006
Messages
1,556
Location
Warszawa
Thanks!
And regarding this one:
Just couple of things though - fonts are the consequence of the basic resolution of 640*360. I just cannot find the space for some texts using bigger font.

I think that Cleveland Mark Blakemore or someone else from this forum had similar case a decade ago: a postal stamp sized exploration screen of the game, a technical debt caused by extremely long development. A solution was to upscale game gfx engine by automatic upscalling all graphical assets. I guess now it is even easier, even without using AI powered apps. It would require a lot of tinkering probably and setting new coordinates for UI, but maybe it is worth the case. Especially if your are considering using the same engine for the sequel.
 

Anomander

Augur
Joined
Oct 22, 2015
Messages
158
Another thing with missing Main Menu.
If you play Full Screen there is no way to Exit the game. You need to go Alf-F4. I think this is first time when game has no option to Exit :D
Also if you select not native resolution (e.g.: 1080p on 1440p monitor) windowed option works (window is smaller). But when you change it to Full Screen game crashes (instantly). And it won't start again - options are probably saved in some file, but this setting will always crash the game, so unless you manually edit the file it is over, you cannot do anything.
 

SirBlabsAlot

MegaVision Software
Developer
Joined
Jul 18, 2023
Messages
319
Another thing with missing Main Menu.
If you play Full Screen there is no way to Exit the game. You need to go Alf-F4. I think this is first time when game has no option to Exit :D
Also if you select not native resolution (e.g.: 1080p on 1440p monitor) windowed option works (window is smaller). But when you change it to Full Screen game crashes (instantly). And it won't start again - options are probably saved in some file, but this setting will always crash the game, so unless you manually edit the file it is over, you cannot do anything.
I will add Quit game to settings
And I will check why video crashes with non native resolutions.

For now, delete the config file under "data" directory and the game should start again. No need to edit - just delete
 

Lagi

Cipher
Joined
Jul 19, 2015
Messages
908
Location
Desert
-[Major] As mentioned before in this thread, more dungeon details is needed, different kinds of torches, bones lying around, scratches/writings on the walls, something to distinguish one hallway from another. Demise: rise of ku’tan did it perfectly in 1999 – you could immediately recognize the place just by looking on a single screenshot. And it was a huge dungeon. I know that money is the issue, but you can start by yourself by playing with colours of wall/floor texture, making some cracks, reusing some art you already have or just drawing muti coloured blood/shit stains on relevant places.
SirBlabs,

I think whole covr feedback is very accurate. You cannot make a game you want because the scope is just too big for one person.
Can you really make unique mechanics for 12 profession and 9 races? They will be just different +-5% to some stats.

Decoration over rare monsters;
I would say it's more important to have environment decoration graphics (torches on wall, brazers, chains, corpses, plants, mushrooms, fountains, tombs, engravings in stone) for your games, that late or even mid-game monsters, that no one will play long enough to encounter. Each time player interact with decorations there could be chance to find some items.

You have a system of resistances;
could you provide a roster of enemies with resistances, weakness and elemental attacks so my PC can utilise the different resistances?
Very first, enemies should use them. F.ex. rats should have poison attack. MudCreeper should be resistant to mundane weapons, and then you need to use elements.

Itemisation;
player need access to lots of item, be able guilt free to use consumables or change one equipment for another, to take resistance items as per encountered enemies.
This need merchants, crafting (put sword and herbs in pot- to cook Poison Blade), looting corpses, random treasures on the map.
Fire arrows should be common. Snow balls for slings. Ice sword, that just break after dozens of strikes.

Tactical Combat;
FIRST
the camping that recover party back to full need to be nerfed. Otherwise, it is mindless grind. Combat, rest, save, combat, rest, save ....
Camping to recover only Stamina is fine. Usage of mana and health damage would then need to be reduced.

Instead of picking which rear group of enemies to strike. You select one of 4 monsters in the front row. Unless you hide in shadow etc.

Ability to examine monsters.

Change party order. If health lost is more permanent, you will change position of front fighter with 2nd line cleric.
Some big monster could push your warrior to 2nd or 3rd row - that would spice things up.

I think it's brilliant to have attack / power attack (berserk) / defend options. This make some decision to make with even boring warriors.
Each profession should have some special Action (like Pray priest to gain mana, as i say before), this would make each class unique.
Aggro? Will force monster to attack your tank.

Skills;
There should be as little dead ends in character development as possible.
Some skills should be party based. f.ex. mapping skill is a sum of this skill of all party members. and this total sum (not single highest score) gives you detail level of your mini map.
f.ex. scouting each character make attempt. so its worth to put points for each PC.
f.ex. alchemy (sorry cant remember the lingo), during camping each PC can make 1 potions/crafting. This way if you have character with 1 Alchemy, you can use them to water in the bottles that will recover 5 Stamina in combat (always something).

EDIT:
scratches/writings on the walls
It would be interesting if all spells and crafting recipes were written on the walls (and book/scroll items find in game). So there would be no more free spells to learn each level up.
Party examine some runes on the wall. Game check for each party member skill to learn magic. "Ninja learn spell Shadow Shurikens".

This would randomise available tools for a party each time, increasing replayability. Because you couldn't always follow the same meta, by picking the best spells. Player would have to use what the game gave him.
This would be also interesting nerf to magic profession. Because you would consider taking less spellcaster to party, to have higher chance to gain spells for the dude you focus your gameplay on.

Charisma;
(You don't pick attributes on level ups but); High charisma PC might receive extra items/spell/ receipt from NPC during interaction.
"T'rang enjoy Arabella joke and tell her to cast Magic Missiles".
 
Last edited:

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
6,166
Location
Perched on a tree
Honestly, most of the people who are interested in this don't care about smooth movement in the slightest
Please add an option to turn this crap off.
There is no smooth movement in Mystic Land at this time.

I'm not sure what smooth movement implies exactly.
But I certainly wouldn't mind M&M 3/5 fast movement.

And please, don't listen to jrpg fanboys asking you for torches on the walls rather than more content.

You're not going to attract the masses with more torches.

On the other hand, if the late game doesn't have a wide variety of monsters, you're gonna get some spicy negative reviews.

Also, which is going to make your game better, torches on the walls or a wide bestiary?
 

Kliwer

Arbiter
Joined
Oct 19, 2018
Messages
218
Itemisation;
[...] be able guilt free to use consumables [...]

It is a very common approach in cRPGs – and in my humble opinion, it’s a great mistake. In most cRPGs consumables are hoarded in your backpack and kept for a mythical “very though boss fight” which will never come. Or they are nothing more than a trash loot for sale.

I think that consumables should be relatively rare but also quite powerful. It would be even better if they properties are unique, impossible to replace by skills or spells coming from characters development. Maybe it’s time to break the old “gamey” convention. Let’s thing about consumables in a way how they are presented in fantasy novels or fairytales. Mighty glove of strength which lets you break even trough a stone wall but you could use it only twice. Tear of the unicorn which fully heals you from wounds and all status effects (but there are only three such items in the whole game). Magical pipe of the ancient wizard, which allows you to summon a unique smoke monster (but only once - or only, let's say, once in a year).

I suppose this approach is much more interesting. It also encourages players to use those consumables in dangerous situations. There is nothing more boring than a “potion of blessing” (which duplicates the effect of 1th level spell), wand of magic missiles and other such garbage.

Long story short – I will prefer to see consumables which are rare, unique and impactful rather than another shower of shit loot. Common situations should be handled by your own skills and spells, and consumables should be something to use in emergency.

Adding some of this items to shops as expensive merchandise will also help in improving the general game’s economy.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
6,166
Location
Perched on a tree
Itemisation;
[...] be able guilt free to use consumables [...]

It is a very common approach in cRPGs – and in my humble opinion, it’s a great mistake. In most cRPGs consumables are hoarded in your backpack and kept for a mythical “very though boss fight” which will never come. Or they are nothing more than a trash loot for sale.

I think that consumables should be relatively rare but also quite powerful. It would be even better if they properties are unique, impossible to replace by skills or spells coming from characters development. Maybe it’s time to break the old “gamey” convention. Let’s thing about consumables in a way how they are presented in fantasy novels or fairytales. Mighty glove of strength which lets you break even trough a stone wall but you could use it only twice. Tear of the unicorn which fully heals you from wounds and all status effects (but there are only three such items in the whole game). Magical pipe of the ancient wizard, which allows you to summon a unique smoke monster (but only once - or only, let's say, once in a year).

I suppose this approach is much more interesting. It also encourages players to use those consumables in dangerous situations. There is nothing more boring than a “potion of blessing” (which duplicates the effect of 1th level spell), wand of magic missiles and other such garbage.

Long story short – I will prefer to see consumables which are rare, unique and impactful rather than another shower of shit loot. Common situations should be handled by your own skills and spells, and consumables should be something to use in emergency.

Adding some of this items to shops as expensive merchandise will also help in improving the general game’s economy.

It would only work in a game with limited rest options like KotC 1 & 2 or Dungeon Rats.

It's a good idea but the encounter design also has to revolve around this concept.
 

Nortar

Arcane
Patron
Joined
Sep 5, 2017
Messages
1,599
Pathfinder: Wrath
In most cRPGs consumables are hoarded in your backpack and kept for a mythical “very though boss fight” which will never come.
Long story short – I will prefer to see consumables which are rare, unique and impactful
In other words you want to make absolutely fucking sure that we hoarders competent and frugal players will never use your "rare impactful shit".
If consumables are rare and limited, it means you can get by without them.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
9,456
Itemisation;
[...] be able guilt free to use consumables [...]

It is a very common approach in cRPGs – and in my humble opinion, it’s a great mistake. In most cRPGs consumables are hoarded in your backpack and kept for a mythical “very though boss fight” which will never come. Or they are nothing more than a trash loot for sale.

I think that consumables should be relatively rare but also quite powerful. It would be even better if they properties are unique, impossible to replace by skills or spells coming from characters development. Maybe it’s time to break the old “gamey” convention. Let’s thing about consumables in a way how they are presented in fantasy novels or fairytales. Mighty glove of strength which lets you break even trough a stone wall but you could use it only twice. Tear of the unicorn which fully heals you from wounds and all status effects (but there are only three such items in the whole game). Magical pipe of the ancient wizard, which allows you to summon a unique smoke monster (but only once - or only, let's say, once in a year).

I suppose this approach is much more interesting. It also encourages players to use those consumables in dangerous situations. There is nothing more boring than a “potion of blessing” (which duplicates the effect of 1th level spell), wand of magic missiles and other such garbage.

Long story short – I will prefer to see consumables which are rare, unique and impactful rather than another shower of shit loot. Common situations should be handled by your own skills and spells, and consumables should be something to use in emergency.

Adding some of this items to shops as expensive merchandise will also help in improving the general game’s economy.
This will make people even more reluctant to use them, lest that mythical "very tough boss fight" is around the corner.

I think the way to make people consume their consumables is to put a cap on how many you can carry. If you're sitting at max and there's one lying on the floor in front of you, you might as well use one right now. Think of how people use their Estus Flask in Dark Souls, because they know they're getting a refill at the next bonfire.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
6,166
Location
Perched on a tree
This will make people even more reluctant to use them, lest that mythical "very tough boss fight" is around the corner.

I think the way to make people consume their consumables is to put a cap on how many you can carry. If you're sitting at max and there's one lying on the floor in front of you, you might as well use one right now. Think of how people use their Estus Flask in Dark Souls, because they know they're getting a refill at the next bonfire.

This or like in Dungeon Rats when you have to use consumables otherwise, you'll just die in between camps.
Or you have to replay 10 times each battle to get the best outcome but I'd rather use consumables and only restart if I really fucked it up.
 

SirBlabsAlot

MegaVision Software
Developer
Joined
Jul 18, 2023
Messages
319
I posted another shameless ad for my Patreon on X

Side note: I will upload new build of the demo to Patreon in the next few days with some fixes, and additions (like WASD, battle icon tooltips, etc...)

 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,994
change your plan from: Public Demo next month->Steam fest in 3 months (new demo?)->release Q4 2025 into delivering proper polished demo for steam fest & at the same kick starting year long early access with release in Q2/Q3 2026.
there's a lot of shit opinions given over the past few pages, but this is actually solid advice.

not on the particulars of the dates, but on nailing a solid demo - making a good first impression. whether you can polish the demo in time to hit the upcoming steam fest--or some other date in in the future--the advice to use the demo to make your one and only good first impression is right on the money.

my 2 cents on the resolution/font: the cake is kinda baked at this point, but maybe you can find a font rendering library compatible with your engine that supports subpixel rendering/shading that improves readability?

all the other talk of mechanics, items etc: follow your vision when you have a strong one, and if you don't, focus on what you're trying to accomplish. people telling you to turn this into a souless loot-fever craft fest have had their brains eaten out from the inside by gaming trends over the past 20 years.
 

Cleveland Mark Blakemore

Golden Era Games
Übermensch Developer
Joined
Apr 22, 2008
Messages
11,800
Location
LAND OF THE FREE & HOME OF THE BRAVE

SirBlabsAlot

MegaVision Software
Developer
Joined
Jul 18, 2023
Messages
319
Honestly, most of the people who are interested in this don't care about smooth movement in the slightest
Please add an option to turn this crap off.
There is no smooth movement in Mystic Land at this time.
There is an extremely easy way to implement it without much code at all - look at how Lands of Lore original engine works.
Didn't LOL implemented "smooth" transition by simply "zooming in" the scene towards the player and then at some "breakpoint" it showed the new pre-rendered scene?
If yes, then I tried that and I don't really like it (doesn't feel "natural" for the lack of better word). To tell you the truth, I didn't like the effect in LOL and other games as well (I always turn it off).

Or did you mean a different technique?

I was toying with the idea of an option for the smooth movement that would be really 3d - the wall textures and objects would be made into low-poly 3d objects (but keeping the color scheme and basic textures the same as in 2d), while monsters and a few other things would be left in 2d.
Tried it and it looks great with real smooth movement and real turning left and right (I also implemented a bit of "breathing" when you stand still - was really great :) ), but as I mentioned above, after discussing it with 3d artist I came to the conclusion that I would be broke in 2 months flat if I would go with it :)

So, maybe for next part - if the game doesn't bomb commercially of course (I'm not really greedy - if I at least get my investment back, I'll be happy, as this game is not my "full time job" - at least not for now).
 

:Flash:

Arcane
Joined
Apr 9, 2013
Messages
6,932
Honestly, most of the people who are interested in this don't care about smooth movement in the slightest
Please add an option to turn this crap off.
There is no smooth movement in Mystic Land at this time.
There is an extremely easy way to implement it without much code at all - look at how Lands of Lore original engine works.
That's why it works so well in Grimoire. :lol:
 

covr

Arcane
Patron
Joined
Sep 3, 2006
Messages
1,556
Location
Warszawa
Didn't LOL implemented "smooth" transition by simply "zooming in" the scene towards the player and then at some "breakpoint" it showed the new pre-rendered scene?
If yes, then I tried that and I don't really like it (doesn't feel "natural" for the lack of better word). To tell you the truth, I didn't like the effect in LOL and other games as well (I always turn it off).
It is better than nothing, it cost you nothing to put this in game as an option. IMO this should be enabled by default not to scare casual/new players with very static gameplay.
 

SirBlabsAlot

MegaVision Software
Developer
Joined
Jul 18, 2023
Messages
319
Posted my Weekly Update for Patreons.

TL/DR -> Was working a lot on the game, fixing issues that were reported by those that played Alpha Demo. Was also adding quite a few new features into the game (some requested by testers). New Alpha build in just a couple of days, along with the ChangeLog document.

Oh, and one more monster reveal for Patreons. ;)
 

:Flash:

Arcane
Joined
Apr 9, 2013
Messages
6,932
Didn't LOL implemented "smooth" transition by simply "zooming in" the scene towards the player and then at some "breakpoint" it showed the new pre-rendered scene?
If yes, then I tried that and I don't really like it (doesn't feel "natural" for the lack of better word). To tell you the truth, I didn't like the effect in LOL and other games as well (I always turn it off).
It is better than nothing, it cost you nothing to put this in game as an option. IMO this should be enabled by default not to scare casual/new players with very static gameplay.
It works neither in Grimoire nor in LOL, because it's not possible to make it work. Only in LOL you don't notice it because of the low resolution and the animation is played very quickly. If you slow it down enough in Dosbox, you can see that it has exactly the same graphical glitches as Grimoire.
Going forward works, but turning is where the problem lies.
 

covr

Arcane
Patron
Joined
Sep 3, 2006
Messages
1,556
Location
Warszawa
Well, you can try doing some very fast blur/morph effect when turning. Not going to be perfect but it doesn't have to be perfect.

I remember my first attempt at this genre around 1999, I had Ishar 3 on CD+ some demos. Screenshots from Ishar looked simply gorgeous. UI was perfect. But static, instant movement just put me off from this game, 11 y.o. me could not bear this.

I know that all oldfags would turn if off immediately, I also would. But this game has a chance to attract some new customers, with full controller support and tooltips this could be entry lvl game for this genre.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
31,108
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Well, you can try doing some very fast blur/morph effect when turning. Not going to be perfect but it doesn't have to be perfect
I didn't expect to live so long as to see a blobber with motion blur effects.
 

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