@chasemee
Welcome back, will fix the bug and update tonight thanks.

*edit It was an easy fix and have uploaded.

flaw line 2537: increasing indent not allowed, expected 0 was 1

Edit: also, line 1802: Neither true nor false: 84

@CaballeroDeAndromeda
Thanks working on fixing those now.

Hmmm I may have already fixed these, or I have added so much code they have moved to a point I am not seeing the original error. Not coming up under quicktest. Currently writing massive code to the lapstone file for the curse section so unable to compile and upload a fresh copy right now. Hopefully will have this section done over the next two days then can upload, but thank you for the feedback and hopefully I have this resolved at the next update.

*edit I did figure out where the error had been and yes it will be corrected on the next update.

Thanks to NaNo the over all project is at 112K word count. After NaNo I will be going back to add in a lot of content I cannot do right now as it will require a lot of time to complete. I am trying to limit the first game to max 400k WC, but I keep adding details, that while they make me happy, really may not even be noticed unless you know what you are looking for. As much as I might cry some of these features are going to be sent to the cutting room floor. I debated for some time of adding all the towns and cities, there again it would make the game twice as large. Instead will add only those you need to travel too. In the following books will add more. I have had a great day of writing so took the time to bug hunt today and felt I will go ahead and update. Most of the content is hidden at this stage in the game, but every choice you make will have an affect throughout the game. Curses have been added, this turned out to be a very sizable project lol. Remember if you pick to have a curse you may have to live with it a long time as many are very hard to remove.

https://dl.dropboxusercontent.com/u/80005171/Plain%20copy/Plain%20copy.html

I have hit 126,000 word count :slight_smile: I am hoping to have the demo for the battle system up and running after NaNo, I am looking for 10 beta testers to help me work out the bugs and smooth out the system. If your are interested just pm me.

I manage to beat NaNo and still writing. Trying to break 150K by the end of November. Steadily working on the battle system demo for the battle system, currently at 19338 wc on this demo. I am trying to do the art work, I am no artist but feel the creatures are good enough until I can hire an artist at some point.

I have these done so far.

The art work is slowing down progress, may not have the demo for the battle system ready for a week or two into December. Still have a few spots left for beta testers on the demo. While testing is going on the demo will begin the edit process from NaNo, I am sure it will knock down the number count by a few, lol.

For the Demo there will only be 10 creatures all low lvl, but I have been working on the system so you may face up to 8 targets. I also am working on a map image system so you have an idea of where the target(s) are and distance. It wont be highly detailed, just give you a quick mental image of what’s going on.

Tying in all the skills and flaws, as I knew it would, are proving to be very slow going. However the work is rewarding as I am seeing real depth to the system as you play. For the demo I have set all skills and flaws random, but during the game you will have to make very careful choices. Of course I may have to write a guide at some point which will be a hugh challenge, more then likely will have to be an IAP.

I do have a decent start to the story, but there is so many things I still need to complete before I can start to put the story out for you to start reading, so sorry for the delay. I will keep you update on progress, any feedback is MORE then welcome. Thanks.

Spent a few hours drawing a wolf, did not turn out that great but for now will work.

Now back to work on the battle demo.

1 Like

Spitting lizard

1 Like

For the battle demo will only have 10 creatures you will be able to battle. Have four of the pics completed. Trying to do only one per days as it takes a few hours to-do. This leaves me time to program afterwards for a few hours. Have added the weapon choices, armor will be assigned randomly. I have to say so far I am very happy with the system as it can handle up to 8 targets. Of course the complexity is mind numbing and I have a growing notebook just for everything I have to track while coding lol. As far as having something to test it is far from ready for the beta testers, still aiming for the second week of Dec. Still have a few spots left for Beta testers. Once testing is done I will have to tie all this into the main game as I am writing the battle system as a stand alone demo, going to take some time to add in once the testing is done.

Spent the better part of the evening working on the demo, frustration would be the word I would use. I cannot seem to make the first stage of the code to work consistently. I spent hours going over the problem and could not see it. Took a break and was going to bed when I thought I would revisit the program while I smoked my last cig for the night. Turns out the code I had been going over with a fine tooth comb is working properly. It tracks back to the first half of the code. I still have not discovered the problem, but have confined it to one area. I will sleep on it and hopefully with fresh eyes see where the problem lies. I have a feeling this does not bold well for the design.

Should you have an encounter the code choose the monster by the level type, and terrain, it then determines if you or the target(s) are surprised. It looks at certain skills, flaws, and curses to decide if you avoid the possible conflict. If you are forced into the combat it then determines how many there are, it then looks to see if you have certain skills to gain knowledge on the target, if not then have you at least encountered the creature before. It then displays quick stats of you and the targets health. This is as far as I have managed to complete and the description above is the short abridged version, if I can get the displays stats to be consistent I can forge ahead. The health bars do not always register the health of the targets. The problem is not consistent, varies from monster to monster and dose not seem dependent on the number appearing. I am only 26k into the program but the complexity of the code means tracking problems is a real headache. I should head to bed and tackle this again tomorrow.

Woot! Took three more hours of climbing through 3000 lines of code to find one number was set wrong, Ugh :frowning:, but it now works. :smiley:. Now I can move on to the next stage of the program.

*Edit Took the last few hours to work on the earth golem, only half completed but thought I’d share how its coming.

Have to work tonight so heading to bed. Night all.

1 Like

If you have not guessed by now I am a bit of a hard core RPG player, but I am trying to balance the design for those that approach RPG with only modest interest. While the story is the most important aspect to this whole thing I really am trying to give the old table top feel as well. What I am curious about for the battle scenes is would you rather have a group you control their action, up to a total of 6 including yours self, a group that took there own actions, or would you rather streamline the action by not having a team. I am making head way into the battle system but need to make some design choices. I am going to try and balance the story with the battle scenes so it is not all hack and slash, would be rather boring considering this is text based. However, the setting does call for a fair bit of fighting, plus those that really want to improve their stats get the chance. I realize I cannot please everyone, yet if I can find a middle ground it should prove entertaining and have a great deal of depth to it. Please share your thoughts on the matter. Thanks.

1 Like

Going to scrap the battle system as it has to many problems. Not a failure just a lesson in how not to code a battle system. I made the code far to complex to be able to track interaction between the different targets. There are several things I did like and will build into the next attempt at the battle system.

I think the biggest problem is tracking all the elements, skills, flaws, and multi targets it became way to painful to figure out what I was doing. The aim is still the same, perhaps tracking all the elements in a flow chart first will help. I think I will build it with only one target tracking to start, figure out what works well then tie in multi targets, of course I have not decided if there will a group with you or you run solo.

While it would make life far simpler to make the player run solo, and the game would not suffer to much as you are on the run and having a group tag along would require a massive amount of code to be added and the possibility of major bugs. Sitting here thinking on this I am going to try it as solo and see what kind of feedback I receive. I still need to tackle multi targets but at a much reduce number.

1 Like

Had an hour on my hands, worked on the mapping of the story. I have a rough draft of the map and city crypt I need time to do this up in autorealm as to have better detail before I can complete the lay out of the first chapter. Since I have not shared any story yet I thought I give you the clift notes. If you hover above the number you will see my notes.
http://www.lordirish.com/mmnorif/shack.html

Making progress on the battle system demo. I am hoping to have this ready before Dec. is over.
Current progress.
http://www.lordirish.com/mmnorif/Battle%20system.html

*Edit Slaving away and have manage to finish up to the original point in the design. I have the first ten creatures added to the system for testing. Still need to do a lot of artwork, but going to try and finish the demo before going back to work on the art. Next stage in the design will be to tackle the inventory system. Have studied a lot of designs and going for a mix, well have to see how it goes.

**Edit after a few hours I have the general layout set for the inventory system setup, now working on the code. Made a small dent, yet have to get ready for work. I will be working on this all week and hope to have it done by Sunday or Monday as then I can go back and start the design process of fight options.
Here is the layout of the inventory system so far.
http://www.lordirish.com/mmnorif/Inventory.html

***Edit I know have the standard list of items as far as weapons into the inventory system completed. Working my way through the primary weapon setup section now. Secondary should go a lot faster as I will already have the gosub written. I have designed it as I go I can easily add in other weapons, it also does a check to see if the inventory is empty. I decided to go with a long gosub call for displaying what quantity of each weapons you have, just cleans up the screen as you only view only active item(s). At first lvl you start with 40 open slots and for each lvl you go up will increase by 5. I have updated the mind nap of inventory system.

The earth golem drawing reminds me of another golem game lols I like it. I’m not sure if I can contribute much since I think my feedback will be a little biased since I like RPG and I won’t see much difference to someone who is not much of an RPG gamer. Probably.

@Aera
This game is geared more for RPG types lol. I have had a need to do something along this lines for a very long time, while I am trying to tone done some of the functions and what not for an average player. I had a friend try out the demo and they were, “What the heck does Die mean, and I don’t understand some of the words.” I still have a lot of tweaking to do for non RPG players. Little at a time.

Thanks for the comments on the Golem, getting better with my artwork. I will have to spend a lot of time going back over the artwork that is already in the game. This however, will be towards the end of the project.

I was sick for a few days so spent must of my time in bed. Now that I feel better have managed to complete the armor bulk inventory system. Of course this is just the basic stuff, the design allows me to add the more special stuff later. I still have to tackle the system for wearing the armor. Will try to complete this tomorrow. Sorry to those that are waiting to test the battle system, taking a lot longer then expected to handle all the sheer number of variables involved. Not going to give a time I will have this testable. The inventory is a Hugh side track to the project, but it is needed and would have to write this anyway at some point. Having some trouble with my internet so will not be able to update the flow chart right now.

Knocked out around 3k of the inventory system tonight, around 60% of the wearing armor section complete :). Alast only 13% of the whole inventory system is complete :stuck_out_tongue: It may be the end of January before I have the Battle system ready for the beta testers. Working all week so only may write an average of 2k a night. As I have my internet up and working again have updated the mind map.

*Edit
Managed to add just a little over 2k tonight, the whole of the battle system is now at 8180 wc. I started adding in the store system so I could test the work I have done so far. I am happy with the results, with the exception of one bug I cannot seem to track down. When the player sets the primary and secondary weapon it will remove these from the main inventory. When I set the primary or secondary weapon only the function works as it should. However, when I set both the primary and secondary together it fails to remove the secondary item picked from the main inventory. These are two separate sub calls and after spending an hour trying to resolve I have put it on my list to track down later. It does not break the game and both primary and secondary weapons are set. This bug just gives an advantage to the player.

I plan on setting values for each of the shops in what they carry in the game, it will be able to track what they have, so each shop will have its only flavor in what they carry. The next step will be to add in the armor into the mega store, the mega store is a temp store for testing the battle system.

I have been studying game designs, such as Witcher, Fallout, Zelda, and so on. My original intent for the game had been a sandbox, I am sad to say that unless I want to spend the next five plus years on this one project this is not going to happen. Instead I am focusing on making the game player driven. While I will have to limit the areas to explore the game will allow you to approach the challenges in any direction you choose. If taking on a boss at first level the choice will be yours. Of course surviving such an encounter is unlikely lol, still if you want to become cannon fodder I won’t stop you.
Have update the mind map to reflect current progress.

**Edit
Knocked out the rest of the store setup up to what I have in the inventory stores, completing another 2152wc. Tomorrow will pickup backup with the inventory. Calling it a night as it has been a long day at work so not feeling really creative tonight. Take care all.

Took two days out to veg, feeling refreshed and writing is going well. I have heard it said one must write everyday even if it’s for ten minutes. I think this is incorrect, I write on an average 5 to 6 days a week, but the mind needs distraction from time to time to refill the creative well.

I currently have listed all the potions by the classic DnD system and Harry Potter. From there I removed all that rely on magic, still a fairly strong list. Taking the classic view and twisting to a more modern none magic culture. An example:

Valium
Legal
Do you have a family member that is… lets be frank, "Crazy’. We have the solution, with one dose daily given or slipped to your loved one will be the answer to your prayers. The drug will cause a great calm to pass over the person, they will become calm, happy, and agreeable to your requests. Do not let them suffer, give them a blissful existence, now with a new grape flavor to mask what your giving them. Another great product brought you by the Johnson family.

Special note on alcohol. In certain case some individuals can withstand the initial doses. Alcohol giving in moderation will greatly increase the effect of the Valium. And for those few indusial that fight taking the drug we can assure you it is habit forming and will become much simpler in further dosing.

Warning:
All Drugs may cause a side affect(s), but many people have no, or minor side effects. The known side effect are listed below, these are all that have been reported to the Johnson Family. Should those on the drug should have a reaction seek out a Priest or someone with medical training immediately.

If the loved one is pregnant please refrain from using the drug until after nursing is finished as this can be very harmful to the baby. While it is common knowledge that their is a high probability babies born of a crazy will later in life themselves suffer, still we wish to give the baby every chance, be it small, to have a normal life.

Do not over use drug as it can be fatal.

This is not a complete list of all affects that may occur. If you have questions please contact a member of the Johnson Family, we care that is why we drug.

2 Likes