Jump to content

phoboz

Members
  • Content Count

    193
  • Joined

  • Last visited

Everything posted by phoboz

  1. The first time I saw things that are preserved after permadeath (e.g. between game runs) were in Dead Cells. It gives a very good replay value, that you actually can farm progress by playing the game multiple times. I don't know how many runs I did of that game, but it was crazy. Yes this is now turning out to be a mix of rouge-like and traditional RPG (were you can farm things that are preserved permanently, and to have some story elements)
  2. I have finally come up with the idea what the objective of the game should be. There are 11 "super rare" crowns in the game, which you may (or may not) find during a game round, if you are lucky, and depending on how far you get in the game that time. When you find a crown, it will be saved to chip (so it's remembered even if you turn your Jaguar off) After you have played the game a LOT of times, you might be so lucky that you eventually find all the eleven crowns of the former kings of Edom. Then you should head for the pentagram at the entrance, and initiate the ritual to evoke the 11 kings of Edom. These are the 11 kings of Edom: Timna Alva Jetet Oholibama (this one should be familiar to some of you ) Ela Pinon Kenas Teman Mibsar Magdiel Iram
  3. I implemented a rouge-lite element (non rouge-like), that when you die, your remaining gold is stored to chip (EEPROM). The next time, when starting a new game, the new player "inherits from his father" some of the remaining gold. This you only get to do one time, so after the inheritance is done, the gold is reset back to zero in the EEPROM. This potentially gives the player motivation to play "just one more game", if previously collecting a lot of gold, but didn't manage to spend it before dying.
  4. Torches...like this? (completely random placement)
  5. Thank you for all the suggestions on what to further add/change. I will look into these, and see if it fits into the game. Currently there is no save feature, it would not make sense just save a snap-shoot of the progress, as all is lost when you die (e.g. it is a rouge-like so you have permadeath) But I will save something to chip, in order to keep the player motivated to go back for another round... (maybe not to go as far as they did in "Dead Cells", but I will think about something in that direction)
  6. A longer video of Kings of Edom, so you get to see a little bit more of the game-play. I got lucky this time and got a quite strong character from the beginning. Enjoy:
  7. I might as well describe the rules of the game. In principle, you don't need to know them to play the game. However, you can archive better results by knowing them. I also want to write them down, before I forget myself What you see below is the training menu. The first column shows the skill name, the second shows the required experience points to reach the next level, and the final column shows the current level. The yellow stars you see next to the skill name tells the game that this is a skill you want to improve (e.g. your gained experience points are distributed to advancing the skills you have marked with a star) You may put several stars on one skill, and you have up to 3 stars to distribute. You can change your training settings at any time during the game. Changes won't affect the level you already reached for a certain skill. 1. Strength - When performing a melee attack, a high strength level improves your chances to hit your opponent. 2. Intelligence - Your initial intelligence affects your initial searching skill level (see the last skill) 3. Dexterity - When an opponent performs an attack against you, your dexterity level improves your chances to avoid being hit. (equipping an armor, and a shield further improves your chances to dodge the attack) 4. Toughness - Your initial toughness affects the initial hit-points you get, toughness also helps you to survive hunger for a bit longer (e.g. until you hopefully find more food). 5. Mana - Your initial mana affects your initial searching skill level, whenever your mana level exceeds the mana requirements for a spell in the game, you automatically learn that spell. (you can also learn spells by finding, and reading scrolls) 6. Hitpoints - These are the maximum number of hits you can take before it is game over... Your hit-points can be restored by consuming potions (red), or by executing the heal spell on yourself. 7. Magical Power - When casting a spell, a certain amount of power points are consumed. If you have less power than the requirements of the spell, you cannot cast that spell. Your magical power can be re-filled by consuming elixirs (blue) 8. To-Hit Bonus - This skill directly increases your chances to hit your target (also see skill 1) 9. To-Damage Bonus - This skill adds additional additional points to the damage your equipped weapon causes to your opponent. 10. Searching - When you destroy a destructible object, or push-pull a rock for the first time, you may find an item. Your searching skill increases your chance of finding an item in such cases. This skill also affects the amount of gold, food, and the level of certain items you find.
  8. It seems RPGs take more time to develop. This is also a fact with new consoles, you don't get the RPGs right away (unless a game from another console is being ported). I looked at the list of cancelled Jaguar games, and there were actually quite many RPGs in the pipeline for the Jag. I get 15 hits for "Role-playing game" in this list, at least 7 of them seems to be unique (most notably Centipede 2000): https://en.wikipedia.org/wiki/List_of_cancelled_Atari_Jaguar_games Even if RPGs are not necessarily more technically advanced than other games. It is usually expected that they have more content, more options etc.
  9. In my opinion, it's a mix of both. You have the randomness, and the lack of story driven gameplay, which leaves that part to the imagination of the player. However, some tools are given to guide your imagination, like the type of monsters you encounter, the items you find, the spells you learn, how and when to use these, and (especially in this game) the different environments of the levels you travel to... ...each time you play, you get a new kind of adventure... Sometimes you start with very good pre-conditions, then everything runs smoothly. Sometimes you start with poor pre-conditions, then you are in for quite a challenge.
  10. Thank you for being patient. Some more time will be needed before the game is final, but progress has been steady. The game is somewhat in a playable state, but in the end, some fine tuning will be needed to find the correct balance between challenge, and reward.
  11. It wouldn't be impossible to implement monsters that cast spells, but I don't have animation frames for something like an evil wizard. So currently it wouldn't make sense. Also I am running out of cartridge space (despite using packed images), so let's see how much more I can put it. The game currently has 26 levels, a number of different monsters, and quite a lot of items. Intentionally I have only shown the environment on a few of the levels, in order not to spoil everything for you..
  12. No worries, I will send out the remaining PCBs in the coming weeks. People who ordered SpideX already got their together with the SpideX order. Now there are only a handful PCBs left to send out to those who got the early version, and live in an NTSC country. Sorry for the delay.
  13. and yes, just like every rouge-like RPG, the game has Dungeons:
  14. I sent you 2 copies, there was a case when a person got the second one, and the first one arrived later. However, in your case I agree that it has taken mysteriously long time... I have sent the package slip (which has a number on it) to some people. It helped to use that number when asking if it was stuck in customs.
  15. Now the blocks are pullable, we cannot risk that you block yourselves in and just have to sit and watch your player character starve to death
  16. I wanted to do this game for a long time. I started many years ago for the PC, but motivation faded due to the large number of high quality rouge-likes already available on that platform. Many of these games are now also available on modern game consoles (thanks to the big companies recent embracement of indie game deveopers). So to release this one on a modern console, it would risk getting lost in the masses. Then I discovered that Jag, which I think is a wonderful platform for 2D sprite games. It has a dedicated community. Sadly the demand for 3D games at the time that Jag was released was so high, so we probably lost a few high quality 2D games for the system due to market considerations. Obviously it's not trivial to make a game like this, so I am hoping to be able to release it in a forseeable future. I think most of the obstacles has been overcome. One of them being that I am not an excellent pixel artist myself. I think that we are on track now to give you a game that you can enjoy for a long time (if you care for this type of games)
  17. Yes, the game Rogue (1980) set the standard for rouge-like games. Basically the core idea is that this game is supposed to be a graphical variant Rouge (oppose to ASCII, as in the original) There has been similar games in the past, most notably Fatal Labyrinth (SEGA Genesis), and Dragon Crystal (SEGA Master System) This game plays very similar to those, but recently I started to add new elements, such as destructible, movable blocks etc. There are also games considered to be rouge-lite, which deviates further from the Rouge (1980) formula e.g. Dead Cells, the Binding of Isaac. However, if combat is turn based (similar rules to Dungeons & Dragons), the levels are randomly generated, monsters, and items are only visible in the line of sight of the player, and the map is gradually revealed I would count it as rouge like.
  18. I am adding doors/gates to the open areas, and you cannot push a block trough such gateway. This decreases you chance of getting stuck, as a block might easily get you stuck in a small path between 2 open areas. I will see if I additionally add a pull move, but it isn't there yet.
  19. @agradeneu is now also helping out with some pixel art, so credit should go to him as well.
  20. [Update] Kings of Edom now featuring a little bit more 'interactive' environment.
  21. It's like Schrödinger's cat, the contents will be projected to one of the states you can to observe once you open the box. https://en.m.wikipedia.org/wiki/Schrödinger's_cat
  22. I am definitely interested in one for developing games. Nice that this version will support save to EEPROM, so this function can be tested too, before having to make a real cartridge.
  23. It is because the items, as well as the monsters move out of the line of sight of the player. The items, and the monsters stay in the same place when the move into the line of sight of the player again. However, if the map would be unrevealed once you leave a room it would be very hard to find the gateway to the next level, because you wouldn't know which areas you had previously visited. It doesn't have to be 100 percent realistic (because it's a game), you can think of the unrevealed map as a fog-of-war you usually have in strategy games.
  24. I will see if I can find a good way to use it, any suggestions? Perhaps to select/equip items?
×
×
  • Create New...