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Calculator Community => Other Calc-Related Projects and Ideas => Casio PRIZM => Topic started by: sjasogun1 on March 01, 2011, 04:05:12 am

Title: Casio RPG: The age of Slime (beta 0.2)
Post by: sjasogun1 on March 01, 2011, 04:05:12 am
I am working on an RPG game for the Casio fx-9860GII. The game will be, like DJ_O's Illusiat games, completely sprited with ASCII (all the characters the fx-9860GII can make).

I'll probably upload an Alpha version for you to try in a week or two. I only need to get some monsters and the damage showing system(completed) running, and then it's good to go. Take note though, the programs still take a lot of space since I haven't optimalized them yet.

Beta download here (current version 0.1)! (I'm not sure whether you need both the g1s and g1r files, but I uploaded them both to be sure. Just run the RESET program first and then don't touch it again (it resets all of your data). Then always run the RPG program. Move around on the map with the <- and -> arrow keys, use SHIFT to open the menu on the map screen or to leave the inventory screen or the shop and use EXE to select an option. Have fun and report any problems!

http://www.mediafire.com/?a7uc18duf0w2xbb
http://www.mediafire.com/?ol26bx2b9792f3y

Screenshots in spoiler tag!

Spoiler For Screenshots:
The map sceen
(http://i51.tinypic.com/smy63p.png)
Battle!!!
(http://i52.tinypic.com/302unis.png)
Battle menu
(http://i55.tinypic.com/b6yfcm.png)
Slime took 4 damage!
(http://i52.tinypic.com/3583qfr.png)

Current progress:

Battle system: 100%
Monsters: 20%
Maps: 20%
Save system: 100%
Shops: 10%
Monster drops: 0% Cancelled
Title: Re: Casio RPG
Post by: TIfanx1999 on March 01, 2011, 04:10:31 am
Sounds cool! Screenshots would be nice as I don't own a Casio calc. :)
Title: Re: Casio RPG
Post by: DJ Omnimaga on March 02, 2011, 04:27:35 am
Nice to see a Casio RPG in the works. I'M curious how the layout will be. Some ASCII games can look good actually. I can't wait for screenshots. :D
Title: Re: Casio RPG
Post by: sjasogun1 on March 02, 2011, 04:56:52 am
Screenshots coming this afternoon, after I get back from school. Alot of teachers are absent so I have more time than expected to work on the RPG. I've already completed 8/10 monsters that will be in the Alpha version. I only need to create some more monsters, a small boss and I need to make the map system, which is currently way too big, smaller. The first Alpha version will probably be uploaded before the weekend.
Title: Re: Casio RPG
Post by: DJ Omnimaga on March 02, 2011, 05:01:15 am
Cool to hear. :D By the way if you can open source code for 8xp files with SourceCoder, TokenIDE or the like, feel free to use monster ideas in I13L. I forgot what each variable do, but there are ASCII monsters and names there. It's from Illusiat 13.
Title: Re: Casio RPG
Post by: sjasogun1 on March 02, 2011, 07:16:20 am
No, that's not nessecary; I won't be using small sprites (1 character/3x1) but 5x3 or 3x3 sprites for the monsters. An example I can type here would look somewhat like this:

#===#
|| ∏ ||
E      (http://i52.tinypic.com/2lver8o.png)

On the calc the reversed E is as large as the regular E, but you get the idea. This is supposed to look like a crab, by the way.

EDIT: Screenshots have been uploaded!!!
Title: Re: Casio RPG
Post by: DJ Omnimaga on March 03, 2011, 04:20:30 am
Ah I see, seems good. :)

Also I like the enemy sprites. They fit quite well. One thing I wonder though is what are the digits on the world map?
Title: Re: Casio RPG
Post by: sjasogun1 on March 03, 2011, 08:14:14 am
The digits are area's that are still locked; They can be entered (and the number changes to a regular black dot) when your level is the number displayed. This is just for this area, though. When you've finished this area and enter new ones (which I haven't made yet) the player ought to be wise enough not to enter the final area straight away.
Title: Re: Casio RPG
Post by: DJ Omnimaga on March 03, 2011, 03:54:21 pm
Ah ok so they require a minimum level to be accessed?
Title: Re: Casio RPG
Post by: Ashbad on March 03, 2011, 05:21:27 pm
hey this looks good!  nice ASCII art.  Keep up the great work :D
Title: Re: Casio RPG
Post by: sjasogun1 on March 04, 2011, 03:23:41 pm
The first version of the game has been uploaded! Description and download links can be found in the first post. Please leave your comments on the game so far!

Also, DJ_O, yes, they require a minimum level.
Title: Re: Casio RPG
Post by: TIfanx1999 on March 06, 2011, 09:55:44 am
It's good to see screenies, they look nice! Also, hooray for demos! ^^
Title: Re: Casio RPG
Post by: DJ Omnimaga on March 07, 2011, 08:27:09 pm
Nice to see a download! I'm gonna load this (or try) on my 9860G now. :D
Title: Re: Casio RPG
Post by: DJ Omnimaga on March 08, 2011, 03:20:38 am
Update:

I finally played it and I like the battle graphics and animations. However, I would suggest maybe to reduce difficulty for the first battles, because in 2 occasions I survived 2 battles, running out of healing items and not having enough gold to buy more, and died.

Also, are there any dungeon maps to wander around or is it mostly fighting over and over? It would be nice to have some stuff to explore. :D

On a side note the game works on the Prizm too, aside obviously from the Locate glitch with non-ASCII tokens (which Casio will most likely fix soon).
Title: Re: Casio RPG
Post by: TIfanx1999 on March 09, 2011, 08:57:32 am
Ah this is good to know that 9860 BASIC programs work on the Prizm as well. I was wondering this since I hadn't seen any mention of it yet. I may yet get to try this(eventually). :D
Title: Re: Casio RPG
Post by: sjasogun1 on March 09, 2011, 09:51:22 am
@DJ_O: Yes there will be stuff like dungeons, a storyline and maybe side quests later on. And thanks for the feedback, I'll nerf the formula's for the first few monsters. Did you get to the boss yet?

Also, I've thought of a title of my RPG: The age of Slime
Title: Re: Casio RPG: The age of Slime
Post by: XVicarious on March 09, 2011, 05:01:24 pm
This looks really really good! I wish I could play it but I don't have a Casio calc. Maybe I'll get one if I ever have some extra money. Just so I can try this :P
Title: Re: Casio RPG: The age of Slime
Post by: m1ac4 on March 10, 2011, 07:45:29 am
I spent some time playing with this on my Prizm and it looks very good indeed.
It looks like you don't need the Default.g1s file on the Prizm (unknown file type and all, at least on a Prizm anyways).
I started experimenting with color commands with the attack functions as an example.  It doesn't look good for now due to the locate glitch but I would imagine that adding color to the Prizm version of the game should be relatively easy.
Title: Re: Casio RPG: The age of Slime
Post by: DJ Omnimaga on March 11, 2011, 12:42:07 am
@DJ_O: Yes there will be stuff like dungeons, a storyline and maybe side quests later on. And thanks for the feedback, I'll nerf the formula's for the first few monsters. Did you get to the boss yet?

Also, I've thought of a title of my RPG: The age of Slime
Cool to hear, and nope I didn't get to the boss. I die against the 2nd or 3rd slime. D:
I spent some time playing with this on my Prizm and it looks very good indeed.
It looks like you don't need the Default.g1s file on the Prizm (unknown file type and all, at least on a Prizm anyways).
I started experimenting with color commands with the attack functions as an example.  It doesn't look good for now due to the locate glitch but I would imagine that adding color to the Prizm version of the game should be relatively easy.
Actually for the Prizm the trick is to not use any character located in the CHAR menu, same for Theta and a few others, then you should be fine. And color commands are really gonna be useful in such games, for example when the enemy is attacking you could make it blink to another color. :D
Title: Re: Casio RPG: The age of Slime
Post by: m1ac4 on March 11, 2011, 07:45:31 am
There might be a few tricks that you can use to get around the Locate glitch with special chars, I'm going to do some experimenting with one today.
Pity that we're limited to 8 colors in Basic for now./me dreams of when the Locate glitch is fixed so people can make amazing basic RPGs with color too.
Title: Re: Casio RPG: The age of Slime
Post by: DJ Omnimaga on March 11, 2011, 09:55:16 pm
Yeah true. That said, in some cases it might be possible to do quite good looking ASCII stuff with only 8 colors, though. ANd yeah I hope the glitch gets fixed or that someone creates an ASM utility to use sprites in BASIC.
Title: Re: Casio RPG: The age of Slime
Post by: Hot_Dog on March 11, 2011, 10:16:05 pm
Wow, those screenies are slick!  I can't wait for this one
Title: Re: Casio RPG: The age of Slime
Post by: sjasogun1 on March 12, 2011, 09:47:40 am
Cheat in spoiler:
Spoiler For CHEAT:
Press 5 before pressing EXE to open up the menu in battle to win instantly

@DJ_O: Dying at the 2nd or 3rd slime shouldn't be that bad; I believe it takes a quarter of your EXP and 5% of your gold... And besides, you start out with some potions (three apples and three oranges)

@Hot_Dog and jkag: Thanks guys! I'm not working on it right now (having vacation), but I'll start working on it again once school starts in two days since I usually work during lessons that don't happen (sorry I don't know the word for when you have a free hour instead of a lesson where you had a lesson before)
Title: Re: Casio RPG: The age of Slime
Post by: DJ Omnimaga on March 13, 2011, 04:06:02 am
Ok, I thought it took out all my exp. Does enemies get stronger as I level up by the way?

Also why don't you work on the game during vacations? To be fair, IMHO when someone don't work on a calc game just because he's out of school for a while means he is not really interested that much about calculator programming and could care less about it. No offense. I personally coded more during summer vacations than at school. :/
Title: Re: Casio RPG: The age of Slime
Post by: sjasogun1 on March 14, 2011, 02:55:53 am
Enemies do level up as you get stronger, there are new area's with stronger monsters at level 3 and level 6, and at level 10 you can battle the boss. You can use the arrow keys (left and right, that is, not up and down) to go there on the map once you've reached the appropriate level.

Yeah, I understand what you're saying, I should've worked on it. Oh well, it can't be helped.
Title: Re: Casio RPG: The age of Slime
Post by: DJ Omnimaga on March 14, 2011, 03:14:00 am
Ah ok, I thought in every location they got stronger. I guess it's fine either way, I just worried that if in the 1st area they were always the same lv as me that I would have big troubles beating them for ages, making grinding a pain. X.x
Title: Re: Casio RPG: The age of Slime
Post by: m1ac4 on March 14, 2011, 10:03:02 am
Made it to the boss and beat it sometime over the weekend.  I anticipate having to replace my batteries sometime this week.  ;D
This is a great start, I hope you can keep working on it!
[offtopic] @DJ_O: Most excellent timing on your last post here :w00t: [/offtopic]
Title: Re: Casio RPG: The age of Slime
Post by: sjasogun1 on March 14, 2011, 10:16:36 am
Oh, so you beat the boss? IT'S HARD EH? You basically need to bring enough potions to last until it runs out of MP for it's Heal and Spark spells.

Also, a quick preview of what's coming in version 0.2 (current is 0.1)

-A storyline introduction
-Instructions
-1/3rd damage reduction for monsters
-An improved MP curve

Sorry, no new area's coming yet, I first want this one to work perfectly.
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: DJ Omnimaga on March 23, 2011, 01:39:29 pm
Nice. Make sure the story isn't too long, though. Text can fill up memory pretty fast so you might hit a wall later in production.

Hopefully the enemy balancing should also make the game a bit easier.
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: sjasogun1 on March 23, 2011, 03:14:32 pm
A little surprise: There is a new area coming, the desert area!

That's not the reason it took me so long on this update though, I tried to create an equipment system but it just ate away my memory so quickly I decided against it. I just got to undoing all of the changes I had made to implement the equips a few days ago; adding the new area has taken one-and-a-half-hour so far. I should be able to finish it this week.

Also, I've added two new spells: Summon Knives and Tri-Attack. I removed the unused spell Venom from the list, as I'll implement the status and elemental weakness system in version 0.3 (Venom's main purpose is to poison the enemy, the damage is only equal to that of Spark, 150%)
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: DJ Omnimaga on March 23, 2011, 03:26:27 pm
Sorry to hear that equipments didn't work out too well. Glad to see a new update. Btw when do we start getting MP?
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: sjasogun1 on March 24, 2011, 05:14:49 am
You should be getting MP straight away, according to the formula MP=0.09*(level)^2+level-1. You just don't have that much MP yet in the starting levels. Here's a graph to make it more visual:
(http://i52.tinypic.com/2d13ckk.gif)

At level 10 You'll have 18 MP, 34 at level 15 and 55 at level 20. This is about fair since the spell you'll learn at level 20 takes 40 MP.

I only need to program the area boss and something like an area selection screen and then it's good to go! I'll also limit the amount of times you can fight the bosses, someone in my class who is also testing the game for me got to level 60 by just fighting the first boss over and over again.... That'll have to be nerfed.
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: DJ Omnimaga on March 26, 2011, 03:04:14 am
Ah ok because at first I thought I couldn't use any magic. O.O

The curve you show here seems pretty fine though.

Also glad to hear. By the way feel free to upload the game in the downloads section once finished. That would be the first Casio upload too :D (Make sure to not upload in the defunct RPG section, tho, lol)
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: m1ac4 on March 28, 2011, 07:44:28 am
That's definitely a better MP system than before.  By the way, what could you possibly do if you were to get to Lv. 100 have approximately 1000 MP?  At the moment that seems like a lot so I assume that you will create some incredible magic attack for that right?
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: DJ Omnimaga on March 28, 2011, 03:53:24 pm
There could probably be some super magic spells that took like 249 MP but did insane damage or temporary increased your stats.
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: m1ac4 on March 29, 2011, 07:36:04 am
Or both :)
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: sjasogun1 on March 29, 2011, 01:05:20 pm
The final few spells must be obtained in a special way. The storyline will end at around level 60 or 70, but there are some supplemental bosses after that that provide the final few special spells. That won't be too hard to add since I already have a variable counting the amount of bosses you defeated to make sure you can only fight each boss once and to check when you can enter a new area. For the spells I'd use K>=8 instead of List 1[5]>=84 for example (List 1[5] contains the player's level and K contains the amount of bosses you defeated)
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: DJ Omnimaga on April 16, 2011, 03:00:58 am
Ah ok. It would be nice if doing something in the game caused the final boss to become even harder, requiring these side quests to be done. An example is Star Ocean: The Second Story/Evolution, Illusiat 4 and the Reign of Legends 1 final bosses.

I hope you're still working on the game and finish it. I haven't checked updates much lately but I am still looking forward for the final version. :)
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: sjasogun1 on April 26, 2011, 04:16:32 am
I haven't updated this thing in ages, but I haven't quit it yet! A new version with a new area and a brand new boss is already finished! I just didn't have the time to upload it... I'll try to get it up ASAP.
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: TIfanx1999 on April 26, 2011, 04:53:55 am
Cool. Since it works on the Prizm I'll give it a try when you release a new demo. :)
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: sjasogun1 on April 27, 2011, 09:19:13 am
Alpha version 0.2 realeased!
Download links in first post!

New features:
-New area
-New boss
-Two new spells
-Some rebalancing
-Storyline introduction
-Instructions
-Area selection

Note: People who already have the previous version don't have to run RESET again. RESET sets the ListData, but no changes have been made to ListData in this version so it's not nessecary.
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: aeTIos on April 27, 2011, 09:21:43 am
Cool!
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: DJ Omnimaga on April 27, 2011, 10:29:33 pm
I'M glad this is still alive. I'Ll have to try this out on my 9860G when I have time. :D

@AOC: Note that the Locate glitch might strike, though, if he uses stuff in the CHAR menu, so it might glitch a little on your prizm.
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: m1ac4 on April 28, 2011, 07:25:29 am
Since sjasogun1 is using a fx-9860GII to write the game, everything should be black and white.  As a result, the Locate Glitch shouldn't apply unless a Prizm owner manually added color to the game.
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: DJ Omnimaga on April 28, 2011, 09:16:29 am
I tested and even with no color command I still got the glitch. This is not a color-related bug, but rather with non-ASCII tokens. I tried myself on my Prizm using OS 01.01.0200 and 01.02.0200.
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: m1ac4 on April 28, 2011, 09:51:03 am
I tested and even with no color command I still got the glitch. This is not a color-related bug, but rather with non-ASCII tokens. I tried myself on my Prizm using OS 01.01.0200 and 01.02.0200.
Hmm, I only noticed it one time with one character.  Perhaps I didn't notice something...
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: sjasogun1 on April 29, 2011, 02:15:17 am
If you get the locate glitch you could manually change the non-ASCII tokens. The downside is that there are very many of them (in the maps, the sprites, the shop menu's, etc.) But what does the glitch do exactly? Does it fail to display the character? Does it give an error? Does it exit the program? And with which tokens does the glitch appear?
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: DJ Omnimaga on April 29, 2011, 03:01:53 am
Yeah that's what I thought about doing. Basically the chars won't display at the right location, if at all:

Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: sjasogun1 on April 30, 2011, 07:27:04 am
Yes, then you would need to replace them with A-Z and 0-9 characters. Does the Prizm have characters of it's own that do work or is the glitch happening with every non-ASCII character, from the GII or not?
Title: Re: Casio RPG: The age of Slime (beta 0.1)
Post by: TIfanx1999 on April 30, 2011, 09:01:32 am
I wasn't aware that the glitch worked that way, thanks Dj. If it starts displaying oddly at least I'll know it isn't the program. Hopefully, Casio will fix this soon. :)
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: sjasogun1 on May 30, 2011, 04:09:06 am
It's been a long time now and I'm very sorry for not informing you earlier but I'm putting the project on a halt for the moment. The end of the term is coming and it's bringing a lot of tests and projects I have to finish. Even after it's over the only thing coming in the next update will be rebalancing, more potions and generally optimizing the code by using List functions for the potion menu and the shop. To do this I'll have to do a lot of playthroughs myself since my two classmates who used to be my testers are really busy as well. Don't expect too much of the next update (when I finally get to finish it which will probably take a long time).
The only practical thing coming is that I'll add some code to the RESET program to include an option to keep your save data.
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: DJ Omnimaga on June 07, 2011, 02:59:25 am
AH ok sorry to hear. I hope you don't quit afterward. :(
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: sjasogun1 on June 08, 2011, 07:16:28 am
AH ok sorry to hear. I hope you don't quit afterward. :(

Youd don't have to worry about that; I'm already fine-tuning the monsters and the bosses. I also removed the Heal, Summon Knives and Tri-Attack spells and replaced them with the more powerful versions of the first three spells, Lightning, Explosion and Icicle. I've also severly reduced the amount of MP required to cast a spell. Actually, the entire process is turning out to be much easier than I'd expected at first! If I'm lucky I'll be able to upload the new version before summer vacation starts (but it could take much longer since I didn't start on optimizing the code yet so I don't know how long that's going to take).

So don't give up on this project yet! I'm still developing!
(Also, DJ, congratulations on +1000 post ratings!)
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: sjasogun1 on September 01, 2011, 08:08:12 am
Hi everybody, I'm back again!

I could take the entire post explaining why I was absent and apologizing for that but instead I'll share some new developments with you I'm sure you'll like. It'll suffice to say I was preoccupied with a holiday job, thinking over something new to implement and attempting to program those ideas.

After some failed attempts I became interested in the subject of Randomly Generated Mazes. At first I just started it as a seperate project, just for the fun and challenge of coding it but when I had a first, buggy and extremely slow version running I thought I could implement it into my big project!

The idea is that my program generates a random maze of 19x5 because to generate one correctly it needs to check the locations next to the 'current' cell (more about that later) which will result in an error if the current cell is at the edge of the screen. Also, a wall around the maze looks slicker and it drastically cuts down the generation time (by around 25%!).

Now for what the function of the maze in the program will be; it will kinda act like a dungeon. While walking around in it you can randomly encounter monsters and discover treasure. The first part won’t be difficult since the fighting program is completely separate from the main ‘map’ program. The second part will be incorporated like this; when the maze is generated 1/8 empty places will be replaced by breakable walls. These look the same as regular ones and mainly serve to make navigating through the maze harder. But it will also replace 1/40 empty spaces with a different kind of breakable wall; one that will yield treasure upon breaking it.

The maze generates like this; it will first generate a matrix of 7x21. The first number represents the amount of rows=the height, so to keep the visual look of the matrix similar to the look of the final product Y goes before X. The maze will then fill up completely with the value 1. 1 stands for a wall. The program will then assign location (2,2) in the matrix to the starting point and begin by setting it to 0, which is an empty space. Then it will randomly check whether a neighbor is not a 0 already and is not on the edge of the screen. It will then proceed to check whether or not the neighbors of that cell are 0 as well. If they are all still 1 as well it will set the cell to 0 and set the X and Y coordinates of that cell as the new standard X and Y values.

At this point it will repeat until it can’t go on in any direction. At this point it will retrieve data from two lists that have been storing the coordinates of each visited cell. It will mark the one before the one it is in as the current cell and start at the beginning of the whole process. An important note is that if it starts backtracking like this it will start overwriting parts of the two lists, starting one after the cell the new side-route originates from. This is to ensure it will also check the side route for possibilities to branch off again, and to make sure it’ll check the cell the branch started for the possibility of having yet another branch.

This entire system will ensure that there are no walls left the maze can still bend into without looping on itself. The downside is that it takes around 40~80 seconds to generate a complete maze. One of my idea’s is to terminate the program when the maze has 60 empty spaces which will cut off the lag at the end when it’s backtracking all the way back to the beginning but will also leave some unused wall segments.

And that’s about it! Let me know what you think of it, I’ll either post a demo of the maze generator over the course of the next week or upload the new version of the game with the random dungeons implemented!
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: m1ac4 on September 01, 2011, 09:51:56 am
First of all, welcome back!  (I was quite busy during the summer myself so I understand.)

This sounds like a really good idea and I look forward to trying it.  Calculator Basic is such a difficult language to deal with (for complicated things anyways), but it still has a lot of potential for things that one might not expect it to do.  Keep going at it.
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: DJ Omnimaga on September 02, 2011, 04:10:35 pm
Welcome back you two. I am glad you didn't quit calcs or something. Also I'm glad this is still alive. I'm not as active anymore so I don,t check updates regularly but I still can't wait to see this finished.
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: sjasogun1 on September 06, 2011, 03:25:41 am
Okay, I want to implement the dungeons now (I've got them working but I've got some slight adjustments to make to make it run smoother, such as eliminating the need of checking the square it just came from to reduce loading time by 25%) but I don't know how I should implement them. I've got various ideas:

1. Replace the multiple area's in each map with just a single dungeon. As you get in further worlds the dungeons will get bigger. As you progress through the dungeon the monsters will get stronger and at the end there will be the area's boss. Each time you reach the exit of a floor you can choose to progress or return to the map.
2. Make each area a seperate dungeon of either one or multiple floors. When you complete the final floor you can exit, so you can't quit halfway through as in the first one.
3. Make just the boss area a dungeon. Same rules apply as in 2 with the difference that you will have to beat the boss after you finish the final floor.
4. Implement dungeons in every map past the first one (right now that'd just be Ariant Desert) as an extra thing. You get rewards for beating it and there will be a special boss at the end different from the area boss.
5. Same as 4, but with reverse mode added; once you have completed the floor with the strongest monsters from the area the dungeon is in they appear again but one level higher, then the second strongest one level higher than that one, the third strongest one level higher than that one etc. So in the end you will fight the weakest monsters from that area at very high levels.
6. Don't add them at all
7. Any other idea you might have.

What do you guys think?
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: m1ac4 on September 06, 2011, 07:31:36 am
Even if you reduce the time it takes to generate one of these dungeons it will still take a (relatively) long time to generate them.  I would suggest that you do use these dungeons in your game, but don't place yourself in a position where you have to generate a lot of them as that will take a lot of time.  Idea #3 seems like a good idea for this situation. 
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: flyingfisch on September 13, 2011, 11:58:32 am
Wow, I only just stumbled on this. You should get a userbar so we can see how far you are on this at a glance

Cool RPG, keep it up!
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: sjasogun1 on October 06, 2011, 08:08:11 am
More input on how the dungeons should look like would be appericiated! I'm currently doing a bit of fiddling around with the Casio SDK (aka C programming for the fx-9860GII). With more input and idea's I can do more work on the RPG!
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: m1ac4 on October 06, 2011, 10:00:54 am
If you start working on this in C for the 9860 it won't be compatible with the Prizm and I won't be able to try it out.  However, that wouldn't stop me from offering ideas/suggestions.  There is a lot more potential for RPGs in C anyways.
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: sjasogun1 on October 10, 2011, 07:22:28 am
Oops, I didn't mean I'd be making this game in C, I'm merely experimenting with it for future projects since BASIC is far too restricted. This game will still be in BASIC.
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: m1ac4 on October 10, 2011, 07:27:50 am
Ok, good to know.   :D
I hope good things will come from your experimenting with C as well.
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: flyingfisch on November 02, 2011, 07:20:56 pm
Why dont you try luaFX?
Title: Re: Casio RPG: The age of Slime (beta 0.2)
Post by: DJ Omnimaga on December 27, 2011, 01:46:06 am
Isn't LuaFX still for the Casio AFX series, though? ???

Also I wonder if this is still being worked on?