DC Raven's Loft

Thank you @AlexCosarca and @CJW I have added them. Hopefully I will receive more. I have updated what I manage to do today. I spent a great deal of time redoing the Map for Norif, but it does not want to seem to display right now. To late to figure out right now. I have worked on page three but still incomplete and a few errors, bugs and spelling. Will fix next update. Next update I plan on adding page four, which will cover magic type. Also will start knocking out these smaller icon along with the help file. Good night all.

Update
Finished page three, updated a few of the icons, and the map of Norif seems to be working now. Still have a lot of work on the icons to go. Need to add cities and the like to the Norif Map. Still have not updated the help file, waiting to add the rest of the icons before doing so. IE is having fits on my new system so unable to test in.

http://www.lordirish.com/Norif/web/mygame/index.html

What’s up with IE?
I’m not having issues with it over here.

The instruction at 0x0673bffb referenced memory st 0x067bfffb. The memory could not be written. Spent 5 hours trying to track the problem down. Searched the MS and the web. Looks like a new issue in the latest version, no fix at this time without wiping my whole system. Believe it has to to with adding certain abode software. Not worth the effort to fix.

It’s a local issue then? You’re probably best off using Firefox to test it anyway, I believe that’s what the COG team use to ‘benchmark’.

That is what I am doing, but miss the IE error messages when working on CoG files. :smiley:

Firefox should support the error messages too? It’s only Chrome that reportedly doesn’t.
The firebug add-on for FF is also worth downloading, if you’re using raw javascript.

Thanks for the info.

Rave,Alice,Luna,Ren,Lakota,Auzzy

Thank you @vampierkid222 I am adding them now.

I just can’t get past the character creation screen of this thing, sorry. It seems so… painfully complicated. It would be very helpful to get Feedback from choices, such as for Perks and Flaws.

When you select a Perk, why not display that in a nested gosub command? For example:

main text

You have these Perks; (1) more allowed.

You have these Flaws; (3) more allowed.

Choices
Perk 1
Flaw 1
… etc.

The stats screen could also use reminders of assigned and unassigned points in the same manner. Would it be possible to, instead of assigning numbers to each stat manually, have a gosub display showing

STR ___ INT ___ DEX ___ WIS___ CON___ CHA___
Points left ____

Yes, the persistent status screen up on top shows the points (and btw, a serious impressive panel that is, wow) it’s still aggravating, specially when trying to reset the values because that part is still broken.

Also, oldschool DnD games used dice rolls for the stats (re: Baldur’s Gate). Would it be possible to have dice-rolled Stats and Feat/Flaw system other than points-buy to shortcut the process for players just itching to play through the game? Or, how about premade Sample Characters? Please… just click and play?

Thanks for your time. It’s a really complex and engaging game, which is why I feel it’s a shame that the beginning is such a roadblock to simply playing it. :frowning:

edit:
Oh, and I managed to get into the game with zeroes in all stats. Is that… supposed to happen?

awsome do u still need more?

@vampierkid222 I have no limit to the database as of yet so list all you want.

Updated
I have run out of time for the day but did manage to add all the icons, finely. I will have to redo the six on the right for the player once we have the look for the race finished. I added more names to the database. Working on the help file next. Once it is completed, well with a lot more information. I will tackle page 4, this will deal with magic so going to be a bit of work.

http://www.lordirish.com/Norif/web/mygame/index.html

Herb,Luke,Blake,Rose,

Thank you very much for your great feedback @bluepencil . But I fear you have used the first link to the old setup. This was the original design. As I delved deeper into the design I felt there could be so much more there. So I revamped the design and added more depth while adding more story. If you will use the following link, http://www.lordirish.com/Norif/web/mygame/index.html , you find the new design. This is my attempt of making a hybrid type game. A cross between tabletop role-play and interactive story telling. Progress has been slow as I tinker around with what works and what utterly fails. I believe the tinkering is nearing the end and the story is well on its way to development. However, the game progress will not happen swiftly as the complexity of the game system will hamper the over all speed of the game build. I hope in the end it is worth while, providing an engaging game and deep story line with great replayability.

@vampierkid222 I will add these to the next update. Thanks

Oooh. Ironically I’m now missing the crunch of chargen. :wink:

Ah, well, don’t mind me.

There are some spelling and grammar issues here, and I feel page 1 could be split into two instead; right between

[…] eyes tightly against it.

The pressure increases dramatically then passes quickly. Suddenly you’re cold,
frightened, as […]

for while clicking forward can get annoying, there’s this sense of the story moving forward while large walls of text slow it down.

Do you have already a combat system for this?

@bluepencil Thank you again for the awesome feedback. I will correct the spelling on the next update. I had some of the same feelings on the wall of texts, thanks for pointing it out. Yes I have a battle system, but as yet not sure how well it will work. In theory it should work rather smoothly :-" I am hoping for a good balance of choice and speed of combat, so the player does not have spend all day clicking to win the battle. Of course this is all guess work at this point and I am sure once I reach this point it will require a fair bit of refinement.

After some thought I have revamped the Money system. I also moved the Gems down next to Magic as @bluepencil comment helped form the idea with more clarity. Still working on the help files, then going back to fix the spelling and break of the wall of text. May take a few days as fighting a head cold so progress is slowed. I also will be adding to the name database. Any feedback at this time as the game has many rough edges at this point and your all’s insight helps define and tweek it into shape. Thanks

http://www.lordirish.com/Norif/web/mygame/index.html

Do you use a WYSIWIG editor to edit index.html or straight into Notepad++?

Having three different currencies looks promising, but I fear the left screen is far too unbalanced now.

In the course of the game, it would be simple enough to say to the player that her money is worthless unless converted to a different currency. Then, once contact has been made with a merchant or black marketeer, just set the coin count from zero (or “null”) to a positive value.

To even out either side of the main interface, might I suggest putting Location: (Great Swamp, Ancient Ruins, etc.) to the right side? If you think about it, enemies tend to be apt to their encounter zone anyway. For example, mummies are more likely in a desert or tomb, but not in a mountain or forest.

I’m worried that once you get going, this

Number of Attackers: [0]
Type: [N/A]
Treasure type: [N?A]
EP Value: [0]
Intel: [N/A]

might end up looking something like:

Number of Attackers: [2]
Type: [Orc Lord]
Treasure type: [Item]
EP Value: [2000]
Intel: [weak to Lightning]

It’s kind of uninformative about combat-useful data while displaying things that should be a surprise or reward after the battle. Can you mix different enemy types, or will it be just multiple instances of one attacker?

Mind if I suggest instead? Something like:

Location: Stronghold Urganit

Enemy: [Orc Lord]
Attacker: [2]
Weapon: [Steel Greataxe]
Armor: [Steel Half-Plate]
To-hit: [+4]
AC/DR: [+2, -1]
Health: [200]
Magic: [70]

Being told about about Experience and Loot rewards ahead of time kind of spoils anticipation for the prize. GMs at tabletop make it a mystery what players have fought so hard for until the end for good reason.