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Author Topic: Paradise-1  (Read 121383 times)

Offline Fisherson

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Re: Paradise-1
« Reply #15 on: June 25, 2019, 02:36:34 AM »
The sprites look pretty good, Red. Like the plan for a tactical RPG using that Goblin Grottoe ooky spooky feel.
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Offline Donut

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Re: Paradise-1
« Reply #16 on: August 05, 2019, 10:12:43 AM »
Wow Momeka, looks great!

Looking forward to play that too !
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Offline Momeka

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Re: Paradise-1
« Reply #17 on: August 11, 2019, 10:31:57 AM »
Thanks Donut. Haven't really done any gamedev on my spare time the last few month, really need to pick it up again.
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Offline Momeka

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Re: Paradise-1
« Reply #18 on: October 28, 2019, 11:50:51 AM »
Haven't touched this game in some months. But I was sick and bored this week and picked it up again. I do intend to finish it, just had a lot of other stuff on my mind.

Made some "emote" bubbles to show what you can interact with and where you need to use items from your inventory.
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Offline Fisherson

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Re: Paradise-1
« Reply #19 on: October 28, 2019, 11:56:53 PM »
Quote from: Momeka on October 28, 2019, 11:50:51 AM
Haven't touched this game in some months. But I was sick and bored this week and picked it up again. I do intend to finish it, just had a lot of other stuff on my mind.

Made some "emote" bubbles to show what you can interact with and where you need to use items from your inventory.


It's a good and simple system that is especially necessary for stupid players who don't read anything and just keep jamming buttons expecting that to tell them what to do next. XD
« Last Edit: October 28, 2019, 11:59:43 PM by Fisherson »
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Offline Momeka

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Re: Paradise-1
« Reply #20 on: November 01, 2019, 04:32:55 PM »
I really should stop changing the game over screen, you can't even die yet.

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Offline Momeka

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Re: Paradise-1
« Reply #21 on: November 03, 2019, 07:32:26 PM »
Got started working on the stuff I actually should be finishing up. The battle system!



I remade the menus since the old stuff was outdated. Since it's no longer a jam game I wanted to put some more work into the battle system. Try to make it more than just a turn based menu combat.
The enemy will slowly start creeping up to you before they attack. You can interrupt them with your own attacks, the weakest just pushes them back a bit. While a strong attack (that cost resources to use) might push them back all the way. If you're short on health you might instead take the opportunity to try and heal yourself. Or use one of the more valuable damage items to dispatch of the enemy quickly.
The goal is to make the battles (and the game as whole) about resource management. Conserving your valuable items and health for when it really matters. The battles should always be a last resort and the player should feel like they have to do their best to avoid them whenever possible.
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Offline Prpl_Mage

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Re: Paradise-1
« Reply #22 on: November 03, 2019, 07:50:41 PM »
I really like that game over screen, however being a survival game I bet I'll have to see it a couple of times. So might get on some people's nerve.

And I really like the idea with the battle. I remember in that old PC rpg Septerra Core there were some enemies that didn't just attack you from their position but rather used their turns to move closer to a character and once they got there they usually have some sinister attacks like life steal or paralyzis etc. It gives a different feel since you need to take that momentum into account. And that's something that I like in survival games, having to think of how to achieve something with the least risk and/or time depending on the situation.
Also really like the static effect on the background.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline Fisherson

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Re: Paradise-1
« Reply #23 on: November 04, 2019, 10:43:23 PM »
Quote from: Momeka on November 03, 2019, 07:32:26 PM
Got started working on the stuff I actually should be finishing up. The battle system!



I remade the menus since the old stuff was outdated. Since it's no longer a jam game I wanted to put some more work into the battle system. Try to make it more than just a turn based menu combat.
The enemy will slowly start creeping up to you before they attack. You can interrupt them with your own attacks, the weakest just pushes them back a bit. While a strong attack (that cost resources to use) might push them back all the way. If you're short on health you might instead take the opportunity to try and heal yourself. Or use one of the more valuable damage items to dispatch of the enemy quickly.
The goal is to make the battles (and the game as whole) about resource management. Conserving your valuable items and health for when it really matters. The battles should always be a last resort and the player should feel like they have to do their best to avoid them whenever possible.

That mechanic of having a figure shamble towards you and having a strategy CBS actions to push it back....That is genius and also I feel rife for jump scares or other twitches to try and unnerve the player. Combine that with an odd ambience to help unsettle them  XD Though I bet programming the AI to not overwhelm the player will be a bitch. ^^;;
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Offline Momeka

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Re: Paradise-1
« Reply #24 on: November 06, 2019, 06:09:27 PM »
Quote from: Prpl_Mage on November 03, 2019, 07:50:41 PM
I really like that game over screen, however being a survival game I bet I'll have to see it a couple of times. So might get on some people's nerve.

Yeah, I haven't added the menu options yet. But they will be there from the start, so you can quickly move on. You won't have to sit through the animation.


Enemies can now die. Currently they are really weak.


Also damage numbers, yay or nay? Part of me wants it for feedback on how effective your attacks are. But another part of me feels it's not that fitting in a survival "horror".

Edit: Bonus zombie
« Last Edit: November 06, 2019, 06:15:45 PM by Momeka »
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Offline Prpl_Mage

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Re: Paradise-1
« Reply #25 on: November 06, 2019, 07:21:25 PM »
Quote from: Momeka on November 06, 2019, 06:09:27 PM

Also damage numbers, yay or nay? Part of me wants it for feedback on how effective your attacks are. But another part of me feels it's not that fitting in a survival "horror".


I'd say nay.

If possible, make the enemies bleed like your character when they drop below a certain percentage.
Or make different hit animations depending on if it's normal, ineffective or sick. Doesn't need  to be a unique pose for each enemy, just the effect when hitting. Think monster hunter before World(where they did indeed add numbers)
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline Donut

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Re: Paradise-1
« Reply #26 on: November 07, 2019, 09:11:28 AM »
I agree with Prpl and his suggestions!
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