@djma46, no, the cheat code system will be entirely different. If you’ve played the game, you may have seen that at the storage, you can claim “tickets” (even though this feature isn’t done yet). In your room, in the next update, you will be able to enter “cheatcodes”. If the cheatcode is right, you get a ticket, which you can claim at the storage, in exchange for items or maybe even other hidden content.
Hey Alex do you realize that the soundtrack is unlikely to work on iDevices, I don’t know if that is going to be a problem for you?
@CJW Actually the soundtrack does work but it just takes a long time to load.
oh? Is it not a Flash Player?
I was just looking at sound embedding the other day. @CJW it’s not Flash, to my knowledge. HTML 5 supports native audio. Which, to my surprise, is not the mp3 format. Theoretically speaking of iGadgets, Safari should be able to handle it if it’s HTML 5 compliant.
Yes html5 contains “audio” elements, I wasn’t aware the support had become so good though, well that’s nice to know. =)
It was pretty poor last time I checked.
It isn’t using any flash elements; it uses HTML5’s < audio> support. Here’s how I did it:
< audio controls="controls">
< source src="morrowind.mp3" type="audio/mpeg" />
< source src="morrowind.ogg" type="audio/ogg" />
< embed height="50" width="100" src="morrowind.mp3" />
< /audio>
The soundtrack is put in the mygame folder in both .mp3 and .ogg, because if one won’t work, the other will (depends from browser to browser and device to device, I think). If the < audio> tags won’t work, it “falls” back to the < source> tags. Also, it’s good to know it works on iOS
NEWS:
- Deadwood Forest is 100% done;
- Combat is 60% done;
- Spells are 90% done;
- Cheat-code system 85% done;
- Interactive inventory 90% done;
- These that aren’t 100% will be completed tomorrow, and then I’ll get on working on other stuff;
- By the way: there are 3 items removed: torch, picklock and combat potion (as they won’t have any use in the game);
Is there a progression of story in this game or you just go around the village?
The game isn’t done yet; there will be a progression in the story, based on some villages, but I plan to do the villages in order (as they are on the global map), and not just do the quest villages; so far, only talking to the ruler advances in storyline. This game won’t be based on storyline, but on immersivity; although I plan on doing at least a proper storyline for an RPG
UPDATE:
- Spells added for each type of magic; each magic type having a certain advantage over the other with spells;
- Hunting added; travel to the Deadwood Forest for hunting;
- Fishing added; go to the docks in Laves for fishing;
- Exploring Deadwood Forest added; there are 10 possible outcomes from exploring;
- More quests added! Speak to the ruler in Yalta for one of them;
- New Button: Consumables. Here, you can drink potions whenever you want (except the time you’re fighting) to regenerate your mana&health; it will also be used for food&liquids in the future. Thanks to @CJW for the “Consumables” system!
- Some stats removed: Fishing, Hunting&Honor, as they couldn’t be used anywhere.
- Some items removed: Torch, Picklock & Combat Potion, as they had no use.
- New storage: Shelf. You can use that to store your spells.
- New Cheatcode system! Go to your room and use the cheatcode system, and you’ll be able to insert some text. If that text corresponds to a cheatcode, you will get a ticket. You can use that ticket at the storage to recieve your “goods”, according to which ticket you’re claiming; also, the tickets are grouped on “packs”; a ticket for claiming the builder pack will give you building tools&materials, a ticket for claiming the gambler pack will give you some gambling tables (dice/blackjack/roulette). There are 11 cheatcodes in total.
- You can’t sell plants for 100.000 gold coins each now, as there are alternative ways of recieving money.
- There are now two ways of saving the game, of which only 1 works as of now; you can save as you did before, with the long password, or, you can save with your email, so that you can load your game from wherever you want, and even other people can load your game; The problem is, the saving feature with the email only works on choiceofgames.com for as far as I know, so it’s not going to work now; you can try it, but it’ll give you an text box, saying that it couldn’t upload your savegame.
This update doesn’t include many of the features that I said will be added in the next update. I decided to release this update in parts. Later today, I will release COMBAT. Not only combat, but some other minor fixes&additions.
Also…you will encounter errors. Some parts of the game hadn’t been tested by the beta tester yet, so I only fixed about 4-5 errors (Deadwood Forest&Fishing aren’t tested!). As soon as you get any errors, tell me what the error was, so I can fix it, please
This update and the following ones may corrupt your savegames! I removed some of the stats, and that “password” you have is based on the concept of codifying stats, so the password may not work anymore!
Any suggestions/opinions are entirely welcome as well!
Mind adding a link to the game on each update? People like that, as we are to lazy to go back to the first page.
https://dl.dropbox.com/u/95587456/web/index.html - New Update Link (the same as on the front page).
New error fixed with the inventory; it’s now working.
SMALL UPDATE:
- Some other errors fixed; the quest button is working, the shelf is now working.
- While I was looking at the storyline, I was like…WTF did I just write. And then, I changed the Red Moon object history so that it pretty much makes more sense. Turning the moon into the sun, seriously? It’s now more…normalised; talk to the ruler in Laves and ask him about the history of the Red Moon to see the change.
The combat is still being worked on; I wasn’t really keen on working on the game further, so I just gave up on working on it for a few days.
UPCOMING UPDATE:
- The combat system is DONE; I finished the fight with the goblins outside the cave, and I just need to duplicate the system everywhere where’s a combat, changing only the stats. The combat system will be uploaded tomorrow, I hope.
- An “Equipping” system is being worked on, so that you can “Equip” armor and not just be able to carry one at a time. There’s a problem with it so far, because when you change the stats in the stat screen, the stats revert to their previous values after you click “Back to the game”. That’s the thing I need to figure out for this to be workable.
- You can now change from stat screen to stat screen.
As soon as I’m done with the combat (tomorrow, as I said; I hope, at least), I’ll start working on JOUSTING. Any other feedback is appreciated.
UPDATE:
- The combat system is UPLOADED; You can go to the forest, there are 7 combat situations. The combat increased the “DeadwoodForest.txt” file’s size from 91kb to 192kb as a random fact.
- A few more issues/errors fixed. I tried the combat system and it works, so you can enter it, although I didn’t fully test it; so I’ll brace myself for errors.
And again, any opinions are welcome. What does the combat system lack, or what does it need removed? I’m open to all suggestions/opinions/feedback.
NEW “UPDATE”:
- I’ll make the Tiredness/Hunger/Thirst system only available if you want it to be available. You will be able to select this option before you click “Start Game” (if you want to use this or not). It’s basically an “enhanced” optional hard mode. Is everyone fine with this?
I am working through the game and clicked to enter a cheat code. Not having one, I had no way to escape that option.
I like the game options idea. Since this will be a lengthy game, the options are a great addition.
Technically, not writing anything (or just writing random words) should take you out of the cheatcode screen, telling you that you inserted a wrong cheatcode.
*else
Invalid cheatcode!
*goto LMyRoomHome
I’ll write something there as a guidance if you have no cheatcode to get out of that screen.
EDIT: Done.