Charas-Project

Game Creation => RPG Maker => Topic started by: Meiscool on August 05, 2012, 09:31:48 PM

Title: Infinite Unreality
Post by: Meiscool on August 05, 2012, 09:31:48 PM
I don't have a lot of time to write much at the moment, but I am going away for a few hours and wanted to see if people could try this and give feedback for when I return. Here is a tech demo of a new project I started a bit ago:

http://www.mediafire.com/download.php?gq188mzc6oxa4h9 (http://www.mediafire.com/download.php?gq188mzc6oxa4h9)

It was made in RM 2003. It has pixel by pixel movement and is going to be ABS style.

Things that are complete: Walking, Pushing, Object Actions, Collisions, Dashing (X button).

Opening the upper right chest will take you to another map where you are in darkness and there is a guard walking around. The guard will "sound the alarm" if he sees you. However, he cannot see through walls. When he gets close to you, your "light" will hide behind you. Use the angle of the light to the guard to determine if anything is in the way of him seeing you or not.

Most of the scripting backbone was not done by me. I did compile a bunch of different scripts together and make them work together as well as add my own adjustments and so forth.

This project is intended to be simple: Some sneaking elements and simple slashing/dodging only. I tend to bite off more than I can chew, and this time I'm gonna prevent that.

Obligatory screen:
(http://i26.photobucket.com/albums/c105/Meiscool2/1111123.png)

Give it a try, let me know how it is. :)

EDIT: my inspiration: RPG MAKER (http://www.youtube.com/watch?v=f7SotgdE824#)
Title: Re: Infinite Unreality
Post by: Meiscool on August 06, 2012, 07:39:14 PM
Shameless bump.

The game is less than a mb in size and won't take more than 3 minutes to try out. Srsly.

Clicky clicky
Title: Re: Infinite Unreality
Post by: Archem on August 06, 2012, 08:21:20 PM
Shut up, I'm downloading.
Title: Re: Infinite Unreality
Post by: Prpl_Mage on August 06, 2012, 08:33:57 PM
This is pretty neat. Not gonna lie, mostly downloaded it to check out the codes behind it. A bit excited with what you'll make out of this.
Title: Re: Infinite Unreality
Post by: Rikushinblade on August 06, 2012, 09:51:32 PM
Oh nice title rip from infinite undiscovery. truly fine work but im dling.
Title: Re: Infinite Unreality
Post by: zuhane on August 07, 2012, 02:05:19 PM
Very impressive :D Might want to sort out the fact you can hold dash for an infinite dash. Maybe add a slight recharge time, but it's looking like a very
impressive thing you've got going here. Make us proud and create a Zelda-esque game and I'll love you forever!
Title: Re: Infinite Unreality
Post by: daoman89 on August 07, 2012, 09:55:27 PM
Don't tell me to clicky clicky! Just becuz ur jesus doesn't mean we gotta follow ur commands lol
Title: Re: Infinite Unreality
Post by: Meiscool on August 07, 2012, 11:20:55 PM
Well, yeah. The dash will be animated and use stamina and have a wait time :)
Attacks will also be incorporated into dashes.

Thanks for trying people :)
Title: Re: Infinite Unreality
Post by: Prpl_Mage on August 08, 2012, 12:17:02 PM
Make us proud and create a Zelda-esque game and I'll love you forever!

Nah go beyond zelda. Zelda is a bit stale compared to a whole lot other games.
Title: Re: Infinite Unreality
Post by: zuhane on August 08, 2012, 02:41:17 PM
Set yourself a reasonable goal, but completely blow our minds with complexity!
Title: Re: Infinite Unreality
Post by: daoman89 on August 08, 2012, 08:43:15 PM
That's right, just pile on the pressure for Jesus!
Title: Re: Infinite Unreality
Post by: Meiscool on August 11, 2012, 12:34:35 AM
Animated the dash system. If you dash in a direction you are facing, you will do a dive. If you dash in a direction you are not facing, you will do a back flip. Pause added between dashes.

Not gonna post a demo of the update unless anyone would like to test it/look at the code.
Title: Re: Infinite Unreality
Post by: daoman89 on August 11, 2012, 12:38:57 AM
But in all seriousness, I want to say it looks great.  It reminds of me of Secret of Mana and Final Fantasy Adventure for the Gameboy. 

Very good job Jesus, I wish I could code but hey, nobody's perfect :)
Title: Re: Infinite Unreality
Post by: Meiscool on August 11, 2012, 12:47:58 AM
You can make music, something I've never been able to do well. :)
Title: Re: Infinite Unreality
Post by: daoman89 on August 11, 2012, 12:51:49 AM
Everybody's different and that's a good thing.  But the thing is... both of us can still learn how to do music and code, just we may not be as good at it as we'd like to be.
Title: Re: Infinite Unreality
Post by: Meiscool on August 11, 2012, 01:07:04 AM
True.

On a side note directed to everyone, I am looking for puzzle ideas that would fit will in this type of game. Very simple puzzles sort of zelda styled, but not so dependent on having a million different items/weapons. Any ideas are welcome.
Title: Re: Infinite Unreality
Post by: Felix-0 on August 13, 2012, 03:57:21 PM
Is this a play off the title. Infinite Undiscovery?
Title: Re: Infinite Unreality
Post by: Meiscool on August 13, 2012, 08:59:59 PM
No. That game was terrible.

The name was chosen because I want to put a psychological spin to the plot of the game, nothing more.

EDIT: Though, I've gotten enough people to say that, so I'm gonna think up a new name or something,
Title: Re: Infinite Unreality
Post by: Meiscool on August 14, 2012, 03:15:33 AM
UPDATE

Added sword slash, sprinting, sword attacks while sprinting, and a sword attack that is executed while holding down a directional button. The last sword attack can be "charged up" by pressing Enter rapidly during the attack.

If anyone wants to try these out, let me know and I will post a demo. Next task is to add sound effects to the game and make slash attacks collide with enemies.
Title: Re: Infinite Unreality
Post by: Prpl_Mage on August 14, 2012, 06:54:15 AM
Wow. Sounds like you're doing quite the job. I'll let you get the next part working before I ask for a demo though.
Title: Re: Infinite Unreality
Post by: drenrin2120 on August 14, 2012, 10:45:14 PM
Sigh, insert foot in mouth. I really do need to check more of these topics. I breezed past this title more than once =(

Anyway, loved the demo. I know this is more or less alpha stage, so I won't nitpick. I did get a stuttering effect quite a few times, but all in all, very impressive. I'm gonna go poke at the code.
Title: Re: Infinite Unreality
Post by: Meiscool on August 15, 2012, 05:31:11 PM
Thanks. Not sure how to fix the stuttering effect. I think it is just an issue with pixel movement in general.

Stutter disappears if I make the character move 2 pixels at a time, but that is too fast IMO.
Title: Re: Infinite Unreality
Post by: ellie-is on August 15, 2012, 08:54:15 PM
Thanks. Not sure how to fix the stuttering effect. I think it is just an issue with pixel movement in general.

Stutter disappears if I make the character move 2 pixels at a time, but that is too fast IMO.
What if she moves two pixels at a time but takes twice as long to move?
Title: Re: Infinite Unreality
Post by: Meiscool on August 15, 2012, 09:00:37 PM
Then movements get choppy when trying to turn corners and whatnot.
Title: Re: Infinite Unreality
Post by: ellie-is on August 15, 2012, 09:09:29 PM
I see.
Title: Re: Infinite Unreality
Post by: Meiscool on August 15, 2012, 09:31:23 PM
I do have a sprint option where the character moves 2 pix at a time though, so faster movement is implemented. Trying to decide if I should make the sprint consume stamina or not, and if it does how long the sprint can last.

EDIT: Whoops, meant to quote your post not edit it. -dren
Title: Re: Infinite Unreality
Post by: ellie-is on August 15, 2012, 10:26:24 PM
You could have it like Pokémon and such. No stamina, but you can't do it indoors.
Title: Re: Infinite Unreality
Post by: drenrin2120 on August 15, 2012, 11:48:31 PM
I do have a sprint option where the character moves 2 pix at a time though, so faster movement is implemented. Trying to decide if I should make the sprint consume stamina or not, and if it does how long the sprint can last.

Depends on what you're going for. If dash is important to puzzles and fights, I'd suggest implementing some sort of stamina or other system that limits spamming of dash. In pokemon, spamming the dash makes sense because you're only objective when walking is to get to the next location. It's actually really annoying that you can't dash from the beginning of pokemon.
Title: Re: Infinite Unreality
Post by: Meiscool on August 16, 2012, 04:54:51 PM
Gameplay will more or less be like secret of mana (or so I hope), but all screens will be 20x15 tiles, with some tiles being inaccessible due to them being covered by the HUD.
I don't want players to feel like they have to fight everything, but I also don't want to have them just run by everything...
Title: Re: Infinite Unreality
Post by: daoman89 on August 17, 2012, 10:21:19 PM
SECRET OF MANA!!!! :D :D :D

Sorry....
Title: Re: Infinite Unreality
Post by: drenrin2120 on August 18, 2012, 04:31:22 AM
I remember really enjoying secret of mana as a kid. it was a very fun game. emulating that in some way would be a win.
Title: Re: Infinite Unreality
Post by: daoman89 on August 19, 2012, 09:54:55 PM
what if you did a cool down skill system like in Xenoblade instead of the wait for 5 secs to charge up ur skill number like they did in Secret of Mana? 
Title: Re: Infinite Unreality
Post by: Meiscool on August 19, 2012, 10:54:31 PM
That would work fine if my game had skills. However, it probably won't. Maybe a stamina bar for throwing stuff/running/dashing/lunging.
Title: Re: Infinite Unreality
Post by: daoman89 on August 20, 2012, 01:44:06 AM
awww... lol
Title: Re: Infinite Unreality
Post by: Meiscool on August 20, 2012, 05:40:55 AM
Well, as of now I have the basic script for weapon attacks to collide with enemies.

To make things simpler, enemies will probably be event based (as opposed to events creating pictures). This leads to some issues with enemy movement when they are hit, seeing as they have to complete their current move to start their 'thrown back' movement.
Because of that things look choppy sometimes. Trying to look into it. Anyways, gonna do some sound stuff sometime soonish and then I'll release another demo.
EDIT: Also managed to make event based enemies follow the hero picture. That was fun :P
Title: Re: Infinite Unreality
Post by: drenrin2120 on August 20, 2012, 10:47:21 PM
Maybe... At certain points during the enemy code, have simple switch conditional branches that will abort if the switch is turned on. example:

before completing action "n" or executing further code,

IF switch "Abort" <ON>
Jump to label 1

where label 1 is positioned appropriately to restart the enemy event. You'll also want to have these conditionals reset any other switches or variable that may cause bugs or crashes if not reset after aborting during the middle of the code.

 Depending on how complex enemy AI is, this shouldn't be too hard to implement and might solve the choppiness.
Title: Re: Infinite Unreality
Post by: Meiscool on August 21, 2012, 01:49:05 AM
No no, what I mean is if the enemy is in the process of moving from tiles X1 to X2 at a speed of 2, they must complete that movement before they can move from tiles X2 back to X1 due to knockback at speed 6.

EDIT: It is just how rpgmaker 2003 works sadly. Once an event has committed to moving to another tile, that movement must be finished before a second movement can start.
Title: Re: Infinite Unreality
Post by: drenrin2120 on August 21, 2012, 01:53:09 AM
Oh, that is a much different problem.

hmm... I imagine picture based enemies would be a huge pain in the ***? Otherwise, I can't imagine any way of getting around that.
Title: Re: Infinite Unreality
Post by: Meiscool on August 21, 2012, 02:05:23 AM
I've made picture based enemies on a project a few years ago. While it works, it takes much more time. I may still do it, since I don't think I would need to redo any coding, just add picture collision codes to the enemies... we shall see. The more I think about it, the more appealing it seems.
Title: Re: Infinite Unreality
Post by: Meiscool on August 24, 2012, 02:13:58 AM
Well, I figured out a very easy way to make event-cordinated-picture-based enemies take a lot less time, so I will probably use them. Basically, I have an event constantly checking the location of enemies, and if they change their vertical local, the picture number changes accordingly so that they appear in front/behind what they should.

Because of this, it requires constant refreshing of pictures. Though enemy pictures are small (~24x32 is what I believe will be my largest), refreshes of 10 per second could cause lag, so let me know how the game performs on your pc once I put something out.
Sound is coming along nicely. I actually coded a little crystal thing where crystals light up in tune with the chimes of a theme. Also did a little work on graphics:
(http://i26.photobucket.com/albums/c105/Meiscool2/Screeniebeanie.png)
More or less a direct rip of a game's water temple tile set with the addition of my own coral edits and grass. All walls/floors are animated with a flowing water effect.
Title: Re: Infinite Unreality
Post by: drenrin2120 on August 29, 2012, 06:45:22 PM
That is gorgeous, also glad to hear you figured out a solution to enemies.
Title: Re: Infinite Unreality
Post by: Meiscool on September 01, 2012, 02:14:02 AM
Thanks!

So, I am looking for underwater stuff atm... Harder to find than I thought.

If anyone knows any websites or whatnot that has some sprites of starfish, seashells, coral, whatever, point me at em please. Almost anything works, as I am really good at taking something and editing it to look how I want.
Title: Re: Infinite Unreality
Post by: Prpl_Mage on September 01, 2012, 10:43:41 AM
Hmm, only thing I can think of is the antlantica world in Kingdom hearts chain of memories. Can't think of a lot of games that makes you run around underwater.
Title: Re: Infinite Unreality
Post by: Meiscool on September 01, 2012, 06:05:06 PM
good suggestion. Those work well. anymore peoples?
Title: Re: Infinite Unreality
Post by: zuhane on September 01, 2012, 06:51:04 PM
I dunno if it'd fit, but Ristar and Donkey Kong have a wide selection of underwater vegetation, which you could possibly make fit in.

Astounding screen by the way! :D
Title: Re: Infinite Unreality
Post by: desiderata on September 02, 2012, 03:52:30 AM
I could try my hand at some sprites if you'd like. Pm me some samples of the style you're looking for and I'll see what I can do. I'm working all week for Labor Day so it might be a few days if you're not in a rush.
Title: Re: Infinite Unreality
Post by: Meiscool on September 02, 2012, 11:17:35 PM
So, this is faaaar from being a polished product, however... I wanted to put something out before this is forgotten in the depthes of whatever.

So: http://www.mediafire.com/?9ox0r5zmc4uswrj (http://www.mediafire.com/?9ox0r5zmc4uswrj)

Two things to note: first, there are 3 enemies. However, only one is programmed. Two are visualized. The third will show as a picture only if there is a vertical change between the third enemy and another. That being said, there may end up being a random picture that shows up and you might go: "da fuk?". That is intentional.
Second thing to note, I made a kind of... music thingie. If you want to see it, move the character start to anyplace on MAP001. If you want to move it back to try the demo, place the character start in the upper left of the map "One".

So, what is done?
Basic sword slash -> Press enter/z.
Interact with object -> Press enter/z while next to it
Charge sword drive -> Press enter/z and a direction. Pressing enter multiple times will charge up the attack. Slide pause before slide, so that you can charge it.
Sprint -> Double tap a direction twice and hold it the second time. Release to end spring.
Sprint Sword Dive -> Press enter while sprinting. End sprint.
Esc/x -> enters dodge mode.
X + forward -> Dive forward. Looks kinda funny visually.
X + any other direction -> Flip in that direction.

3 maps are complete. You can move between them. Not every map 'exit' will lead to another map as of yet.

Screenie:
(http://i26.photobucket.com/albums/c105/Meiscool2/Anotherscreenie.png)

Let me know any issues you encounter.


@ Desiderata: Well... I dunno, I don't much like asking people to make graphics for me. But... maybe. Can I see some of your work?
Title: Re: Infinite Unreality
Post by: desiderata on September 03, 2012, 03:00:15 AM
This is my thread. (http://www.charas-project.net/forum/index.php?topic=28481.0)  I've been experimenting with a new style that I think might mesh with your game better.  My last post in my thread will give you an idea of what direction I'm going in with it.
Title: Re: Infinite Unreality
Post by: Meiscool on September 04, 2012, 03:02:47 PM
BUMMMMMMMMMMMMMMMMP
Title: Re: Infinite Unreality
Post by: drenrin2120 on September 04, 2012, 06:25:45 PM
So I played through it and it was very nice as usual. I really love these maps. The color of the coral, sea grasses, and tube worms contrasts so nicely with that blue. I was also happy to discover the water effect overlaying everything.

Anyway, so the map was awesome sauce, but especially awesome was the lag. There was none. I only encountered lag once, and it was pretty bad, but it had nothing to do with the map. It seemed like when I was pressing enter in front of a boulder with an enemy right in front of me as well, there was sometimes pretty bad lag. The whole game stutters and finally stops and starts functioning normally after a few seconds.

I know you said flipping looks odd and isn't entirely animated but I thought it all looked really nice. I was so impressed I took a look at your picture folder. The way you animate long hair is really nice. Also, I assumed you used some kind of picture overlay on the maps, but I was surprised by the water overlay, very nice. That had to take some time.

Only other thing is that while I was flipping around on the first map, I happened to get this weird game crash error, "could not find WTA1W2.png". which is odd cause the file is clearly in the pictures folder. I don't know what happened.

Oh, and the music thing? Really fantastic. Where do you get your music? The thing I like most about your stuff is it all blends together to create the exact ambiance you seem to be going for.

Keep up the good work!

EDIT: Oh and one more thing, I'm sure you're working on this, but dash isn't very responsive.
Title: Re: Infinite Unreality
Post by: Meiscool on September 04, 2012, 08:32:26 PM
Thanks for the feedback!!!!

For the picture thingie I have no idea what happened. I've also never experienced any lag with the game, but I did try very hard to keep picture refreshes to as little as possible to avoid lag. I will probably make a setting that turns off extra effects like the flowing water for those that do have lag.

As for the dash (I assume you mean sprint?) I am working on it, but not sure what the issue is. It only seems to happen if you try to sprint too often after sprinting a few times.

Website with music: http://2ram.com/music.php (http://2ram.com/music.php)

Again, thanks <3
Title: Re: Infinite Unreality
Post by: Moosetroop11 on September 04, 2012, 09:09:45 PM
Ack! I don't have winrar! I don't think so anyway...  Or is there some sort of knack to rar files? I never did figure it out.
Title: Re: Infinite Unreality
Post by: Meiscool on September 04, 2012, 09:33:46 PM
Winrar is free and an amazing program. I would def recommend getting it.
Once you have winrar you can unzip the files. Nothing else to it.
Title: Re: Infinite Unreality
Post by: Prpl_Mage on September 04, 2012, 09:58:44 PM
I downloaded it, was just about to try it then I got a call from a friend who wanted me to enter Guild wars because of some sort of world event happened at the server. Gonna do it later though.
Title: Re: Infinite Unreality
Post by: Meiscool on September 05, 2012, 03:27:36 AM
Thanks. Hope ya like it when you try it.

Just coded the some of the dagger throwing system. Coded throwing the dagger, the dagger flying, and it ricocheting from surfaces it hits.
3 Daggers can be on screen at once. Currently coding the second and third daggers. Also, if you throw daggers while in a flip, a special dagger attack will be preformed.
Debating if I should have the special be 3 - n (where n is the number of daggers already on the screen) daggers being thrown in the same direction, one superfast/high damage dagger, or three daggers with two going diagonal to the thrown location.
Share opinions on this please. <3
Title: Re: Infinite Unreality
Post by: Natako on September 05, 2012, 03:30:17 AM
Will download as soon as I get a chance to play. Might be as late as next week, but I'm looking forward to trying it.
Title: Re: Infinite Unreality
Post by: Meiscool on September 05, 2012, 04:00:30 AM
Thanks. Check back before then, as I may have a new demo up with dagger throwing and some slight fixes.
Title: Re: Infinite Unreality
Post by: Meiscool on September 05, 2012, 05:41:24 PM
Small update: Finished the dagger special. I decided to go with 3 daggers being thrown at once if you use the dagger during a flip.

Secondly, I can't seem to fix the sprint system as I want it to be. I could do one of two things:
1) Remove the double tap and instead set it to when you have walked long enough without stopping, sprinting will start.
2) Remove it all together and have the player rely on flipping/diving to move out of the way of stuff quickly.

Scratch the above about the spring system. Managed to fix it and I dare say it works perfectly.
Title: Re: Infinite Unreality
Post by: daoman89 on September 06, 2012, 08:53:26 PM
You're doing a great job Meiscool.  Are you gonna compose your own music to it or have somebody help you out?
Title: Re: Infinite Unreality
Post by: Meiscool on September 06, 2012, 11:22:54 PM
Thanks. Music is done by a japanese composer or two who I don't personally know; I just like their work.

So, another small update: Added a boomerang. This boomerang is as close to the boomerang in the video on the first post that I could make it to be without making it a direct copy. It doesn't look quite as good, but then again, my game already has a lot of stuff in it that that one doesn't, so they are quite different.
Anyways, you throw it and it circles you 2-2.5 times while following you, then you pause when you catch it back. You can also throw it while you flip, and doing this will make it have a large radius circle in front of where you did the flip and it will fly back quickly.

Daggers and the Boomerang (probably) won't be usable at the same time, thus I may have some sort of little item equipping thingie. I also may put elements into the game (simple fire/water/earth/wind), and allow the thrown items to have a little elemental power to em.
(Example: boomerang is thrown with shift. If fire element, you can press shift again while it is flying to have the boomerang send out fireballs while flying)
(Example: Dagger is thrown with shift. If water element, it will freeze enemies it hits rather than damage them. Frozen enemies can be pushed for puzzles)

Need idea for what wind and earth element stuff should do. Wind might be easy (faster moving dagger/boomerang), but earth.... i'm out of ideas.

BTW desiderata, I gave having your help some thought and I don't think it will be needed (as I am pretty good at making my own sprites when needed or finding them), but I will keep you in mind. If you want, I could use a sprite of an underwater boulder to push around that matches the graphics I have now. Let me know if you want to attempt it. It should have at least a few frames (like the rtp boulder has), but doesn't have to be very many.
Title: Re: Infinite Unreality
Post by: Prpl_Mage on September 07, 2012, 09:27:10 AM
Nothing less than amazing.
Visuals are amazing as always.
Forward dodge sure looks hilarious, reminds me a bit of the running dodge in monster hunter tri.
One thing though, the pillars on the side of the stairs in the first map, when standing in front of them the hair/upper head gets obstructed by the second piece of that pillar.
Title: Re: Infinite Unreality
Post by: desiderata on September 07, 2012, 03:52:23 PM
@meis:
Yeah, I could give it a try.  I was planning to have an underwater segment in my own project at some point, so at the very least it'll give me an excuse to practice.  I'll see what I can do.  I might experiment with a few other things like chests and such while I'm at it.
Title: Re: Infinite Unreality
Post by: Meiscool on September 10, 2012, 09:59:29 PM
Another small update here:

Coded two elements on weapons: Fire and Wind. Daggers thrown with wind will bounce off walls X amount of times. Daggers thrown with fire will explode on impact.
                                                       Boomer thrown with wind: ?    Boomer thrown with fire will great a fireball that flys around. Upon pressing shift, the fireball will explode into three straight flying fireballs.

Secondly, added a stealth system to the game. Pressing and holding X for 1 second will cause the player to enter stealth mode IF stealth is allowable (some areas, such as open plains/boss fights stealth mode will be unusable. It also will not be usable against animals or if a human enemy has already "seen" you and is tracking you. It will pretty much only be usable in specific situations). Once entered, the character is considered "hiding". Pressing -z- or -enter- (slash) while hidden will result in a lunge being preformed, which deals critical damage.
Thirdly, throwing a dagger at an enemy's back will deal critical damage too.

If all goes according to plan, the intro of the game will begin with a tutorial teaching the player about stealth mode, lunging, sprinting, dodging, and throwing.
Title: Re: Infinite Unreality
Post by: Meiscool on September 19, 2012, 12:53:58 AM
Just thought I'd say that I'm still working on this. Did some coding to make it to where thrown objects collide with enemies now. Also did some coding to allow enemies to be damaged by multiple things as once (meaning, throwing a bouncing dagger, and slashing them right as the dagger hits will result in two hits). Takes more time to do that than you'd think.

I will soon put out an update with item throwing and the corrected sprint system. The update after that will probably be an actual story/plot demo, but we'll see.
Title: Re: Infinite Unreality
Post by: daoman89 on September 19, 2012, 02:32:02 AM
Keep up the hard and good work homio!
Title: Re: Infinite Unreality
Post by: drenrin2120 on September 20, 2012, 09:37:41 AM
I'm excited for the next update. You still need suggestions for an earth-a-rang? It could have a slowing effect on enemies it hits and deal less damage or farther knockback, if you're incorporating any kind of knockback.
Title: Re: Infinite Unreality
Post by: Meiscool on September 20, 2012, 06:10:18 PM
That could work. It is a good idea since I do have kb. I was thinking of having earth boomer petrify enemies, that way you have two methods of turning enemies into moveable blocks. More info below.

Just coded water element daggers. I think people will like these: Freezes enemy so that you can push them around while they are frozen. Screams block puzzles. I will probably make it to where they will thaw after awhile, but the idea of just leaving them frozen forever sounds ok too. It would make it kind of a strategy idea: Too many enemies for you to handle? Freeze one, get no exp from it, but not have to bother with fighting it.
Not all enemies will be freezable. Probably only small ones. I might make airborne enemies shatter when frozen... that is just an entertainment factor though.
Need an idea for a water-rang too. Maybe a drain effect... dunno.
Title: Re: Infinite Unreality
Post by: drenrin2120 on September 20, 2012, 11:28:29 PM
I like the petrify and frozen aspects. going along with abilities that create puzzles. how about charging enemies so to speak that can be used to power certain conduits or electrical machines. i know its not water but just an idea.
Title: Re: Infinite Unreality
Post by: Meiscool on September 25, 2012, 01:47:32 AM
Inspired by dren's idea above, i'm opting to go away from the lame earth/fire/water/wind scheme and trading it for my own set of elements.

They are: Heat, Stasis, Static, and Force.

Heat: High power/damage. Fast projectiles. Projectiles explode. Faster sprint and possibly increased stamina regen for having it on.
Stasis: No damage, slow projectiles, freezes enemies. Required for some puzzles. Having it equipped as your element will result in more exp gained from kills.
Static: Low damage, charges enemies on hit. Charged enemies will take damage depending on the type of ground they are standing in, and can also activate some puzzle elements. Merely having static equipped as your element will prevent certain electrical attacks from damaging you, and possibly charge enemies depending on how they hit you.
Force: Normal damage, emphasis on kd and multiple hits. Daggers go through enemies and bounce off walls, etc. Having it equipped as your element will result in more damaging sword swings.

From above, you can see that some elements are all around 'better' than others, while the others provide situational bonuses that can't be overlooked. The idea is to provide elements early and allow the player to change between them at save spots. Save spots will be close to puzzle points, meaning back tracking will not much of a problem to change elements. IE: I won't penalize people for not carrying static/stasis the whole game.
Elements will not be switchable on the fly. I feel this will add more variety to the game. Boomerang/dagger mode will be switchable. Turning elements on and off will also be switchable. Using elemental abilities will drain stamina or mana... haven't decided if I want 2 bars or 3 at this time.

Other plans: Can't take damage (certain high AOE attacks will void this) while flipping/diving. This provides incentive to use the dodge command. A lot of stamina will be drained from flipping. As an incentive to use shift attacks while flipping, thrown weapons will cost nothing to use if used during a flip.

Title: Re: Infinite Unreality
Post by: Meiscool on October 15, 2012, 04:37:53 PM
Just stating that I am still working on this.

All 3 enemies are now coded for and visible. They can be damaged, and I am working on numbers showing when enemies are damaged right now. ATM I have completed two sets of damage visuals (meaning you can hit something two times before the numbers disappear).
Thinking of making a max of 10 (That means, if it takes 2 seconds for a damage number to disappear, you can cause damage 10 times in those two seconds before it will stop being visualized via numbers).

I think that people will be hard pressed to hit enemies enough to use all 10 of them, but I'm doing ten just in case all the enemies on the screen are grouped up and multi-hit attacks are used.

Also, I coded a spinning slash. It is automatic on basic attacks. When using a sword slash, I send a search out for enemies around the hero. If there is more than one enemy around the hero and they aren't both directly in front of the hero, then a spinning slash will automatically be executed. The goal of this is to prevent the hero from getting boxed in and to knock-back enemies you are not focusing on.

I am also working on a HUD, though more than likely I will just be using an edit of relic walker's HUD (let's face it, it is awesome).

I decided to go with an upgrading system for the game. You will get 3 swords in the game, one dagger, one boomer. The thrown weapons can be upgraded to reduce stamina used, increase damage, and increase elemental damage. The swords can be upgraded to increase basic swing damage, increase charged drive damage, and lunge damage. Needless to say, each sword will be the "most powerful" of one category. People can pick and choose which sword they would rather use.
The last upgradable item will be boots. Boots will decrease the amount of stamina used to flip, used to sprint, and how quickly it is regenerated (depending on how the player chooses to upgrade them). I will probably have 2 or 3 different boots to choose from.
Title: Re: Infinite Unreality
Post by: Meiscool on October 16, 2012, 06:46:51 PM
Another update: Damage system completely finished. All attacks now collide with all enemies. Max of 10 numbers of damage can be seen on the screen at once (I have achieved this about + many times, but only by using multi-hit daggers on 3 enemies in a straight line. I don't foresee that happening much in the actual game). If 9 numbers are on the screen at once, they start disappearing faster (to accommodate any new numbers that would appear).

Additional movement feature added: Climbing and swimming. While climbing/swimming, you cannot use abilities/weapons/etc. You cannot dash onto a climbable/swimable surface, only walk/sprint.

This basically means that all that is left for me to complete before the main gameplay system is entirely finished is:
-Stasis Boomer
-Force Boomer
-Static Dagger/Boomer
-HUD
-Menu
-Additional Damage Numbers (if I have enough picture spots left over).

Programming specific enemy attacks and such will depend on the enemy at hand, so I wouldn't consider them a 'core' part of the system (seeing as every area/map will have multiple different enemy patterns).
Experience systems and such will be made as the game is made (for balancing).

Please expect a tech demo relatively soon (like, a weekish, since I have midterms).
Title: Re: Infinite Unreality
Post by: daoman89 on October 16, 2012, 07:29:09 PM
I respect your hard work and dedication towards your project Meisdawg.  Keep up the good ****!
Title: Re: Infinite Unreality
Post by: Meiscool on November 03, 2012, 04:13:15 PM
Demo release did not go as planned. Decided to have some friends try the game, and they each found a few bugs (through random button clicking mostly), and fixing them has taken a bit of time. One of them also suggested a bow item that you hold down shift for a length of time to decide how far back the bow is pulled, which I liked and felt I had to add.

Secondly, I tried the game on an old gateway laptop and it lagged horridly, so I made an anti-lag mode for the game. By pressing "9" you will turn off overlays and increase the wait time between enemies changing frames. This reduces lag to essentially nothing, while still keeping the game looking nice. "8" turns off anti-lag.

Added enemy AI in, as well as added a second enemy type called "Wet Man". He is a low HP, mild damaging monster that runs on the water that you swim in. Basically, gotta dodge him while you swim.

Big plans for bosses coming up. If you have any ideas for a cool boss, shout em out! I am completely open to puzzle-bosses (like zelda oriented).

Currently story boarding with friends as well for the plot. Has a decent direction so far.

That's about it. Peace out.
Title: Re: Infinite Unreality
Post by: Moosetroop11 on November 03, 2012, 06:40:00 PM
Everything you've said over the last few posts sounds great.  If I can open it, I look forward to it.
Title: Re: Infinite Unreality
Post by: Meiscool on November 12, 2012, 03:14:43 AM
Thanks! :D

Not much to report, will still be updating this as updates come. I did make a 'formal' topic for when I have something more solid to release.
http://www.charas-project.net/forum/index.php?topic=28554.new#new (http://www.charas-project.net/forum/index.php?topic=28554.new#new)
There is also a nice video demo of the stuffs in the game at the moment. Not all stuff is shown, but a good amount.