Author Topic: "Escheron: Twilight over Ragnoth" — progress updates and discussion  (Read 113319 times)

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Offline Iambian

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #90 on: October 15, 2015, 06:03:19 pm »
geekboy thought it would be a cool idea to show some statistics regarding the the code in E:ToR.



The menu system contains the most lines of source code and is also the largest file. No surprise there. What is sorta surprising is that the support routines in _common.z80 for most of the menus comes up in 2nd place. The cutscene system comes in third and is still growing.

It must be said that none of the .inc files and none of the binary data are considered in this count, along with all the other non-text assets such as sprites, tilemaps, tilesets, and utilities (some of which I did not write).

Speaking of utilities, might as well show our statistics with regards to Python:

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Offline Geekboy1011

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #91 on: October 15, 2015, 09:40:33 pm »
So lets have a minor(major) content update. Iambian has been working on the underdeep, an optional dungeon in E:ToR that is required to get some of the better equipment and loot in the game.

It is a psuedo-randomly generated dungeon each floor is randomly generated based off of a deterministic algorithm to ensure that all of our map requirements are met.

We were uncertain if the maps were being generated randomly enough. To verify this I wrote a small python script to extract some of the randomly generated maps. I exported 20 maps for you all to see :P




More of them are in this album.
http://imgur.com/a/7Tgwj

The player is randomly placed on these floors. They have a moderate encounter rate, All of which will be with the strongest enemy formations in the game. The dungeon has 8 floors with a dungeon boss as the end. Each map will have an emergency exit and stairs to the next level. Dispersed randomly will also be treasure chests and pots.


For those of you interested in the python script. It is view-able here.

It reads out the raw tileset data and tilemap data from a wabbitemu instance then using the com object wabbitemu exposes. Then use Pillow mangle it into a PNG for your pleasure :p
« Last Edit: October 15, 2015, 09:47:07 pm by Geekboy1011 »

Offline Sorunome

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I absolutely love the concept! Will it be that all the random maps are stored on-calc or that the calc actually generates them?

THE GAME
Also, check out my website
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Offline Geekboy1011

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #93 on: October 16, 2015, 07:49:59 am »
They are pseudo randomly generated. There are 9 quadrants of which have 3 versions of each section. It then randomly assembles them on calculator following a set of rules to ensure that the dungeon is feasible.


So its half and half :P

Offline TIfanx1999

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #94 on: October 18, 2015, 11:21:56 am »
That pseudo random dungeon generation is sweet! :D

Offline Escheron

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #95 on: October 18, 2015, 12:46:00 pm »
The Underdeep is home to one of two superbosses that can be found in the game. The idea behind the dungeon was to give the player something to do post-game. Since the floors and loot are dynamically generated, it's a slightly different experience every time the player enters. Incidentally, it's also a good spot to grind since the dungeon houses the strongest enemies in the game, and stat-up potions are littered throughout most every floor.

There are numerous other side-areas besides the Underdeep, and many of those can be completed much earlier in the game. In fact, game balance will sometimes require the player to do some exploring and retrieve equipment upgrades from optional areas before they'll be strong enough to advance through story areas.

Offline Iambian

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #96 on: October 21, 2015, 06:20:13 pm »
Two days ago, we were supposed to release E:ToR as a closed alpha, but then Zera had to ask a question that went along the lines of "Can we switch party members yet?" That led to delays when I attempted to implement that feature since doing so revealed some other bugs that absolutely had to be dealt with. What was added and fixed:

* Added party management and leader management by way of talking to various NPCs

* Fixed empty character slot handling across the whole menu system.
* Added actual guest NPC loading and support
* With that support, locked out the ability to change magic/equips for guest NPCs.
* Added an event, fixed various spritemap locations, and ... something else?

So, where are we now?

Aside from other things that I may have forgotten about, and aside from the battle engine / major cutscenes, we should be done for the alpha release. Geekboy should have more info on the whole release thing.
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Offline Escheron

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #97 on: October 22, 2015, 10:11:16 am »
So, where are we now?

· All maps designed and implemented
· All warp points integrated so that we have a fully connected world (aside from the Feywood, which Geekboy1011 has been drafted assigned to finish when he gets a sufficient amount of free time)
· Designed and implemented a randomly-generated dungeon
· All menu elements implemented
· All equipment and magic inventories implemented
· All shop inventories implemented
· Actual shop / inn routines implemented
· All villager NPCs and their dialogs have been implemented, and they can be interacted with by the player
· Party swap feature implemented
· Several minor cutscenes and sidequests implemented
· Working save system that actually keeps track of flags such as treasures and sidequests
· Some major cutscene elements implemented (but are actively being redone by Geekboy1011 since there were recent changes to the script system)

Alpha is imminent.

Offline TIfanx1999

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Offline 123outerme

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #99 on: October 22, 2015, 08:55:43 pm »
This is looking really cool! I always love looking in this topic for new screenshots to be amazed by. Unfortunately, I don't personally own a monochrome calc but I will definitely reccommend this to friends.

Offline Geekboy1011

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #100 on: October 24, 2015, 07:43:55 am »

Offline Geekboy1011

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #101 on: October 28, 2015, 09:45:20 pm »


Lol bugs. Character I was talking do did not have all of the facings so it loaded a dead person >.>

Offline TIfanx1999

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #102 on: October 28, 2015, 10:24:31 pm »
That's pretty werid. Lol.

Offline Geekboy1011

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #103 on: November 09, 2015, 10:07:17 pm »
So got a little board. Everyone likes color so we decided to slap mono2color support onto E:ToR. Mateo did a wonderful job with his software. The port to the CSE took less then an hour!



I choose the funny colors. I think it looks cool :P

That aside it runs about 75% speed as of now. But is definitely still playable. Nothing like adding another piece of hardware you can play this game on :P

Offline 123outerme

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #104 on: November 09, 2015, 10:46:03 pm »
So got a little board. Everyone likes color so we decided to slap mono2color support onto E:ToR. Mateo did a wonderful job with his software. The port to the CSE took less then an hour!



I choose the funny colors. I think it looks cool :P

That aside it runs about 75% speed as of now. But is definitely still playable. Nothing like adding another piece of hardware you can play this game on :P
Hey, like, gimme that.
No seriously though, when are you going to release that? I'll definitely test alpha if I have access to a color version. It looks amazing!
« Last Edit: November 10, 2015, 06:48:24 am by 123outerme »