Author Topic: Escheron: Presage of Darkness  (Read 36214 times)

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Offline ztrumpet

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Re: Escheron: Presage of Darkness
« Reply #15 on: March 06, 2010, 10:25:55 am »
Nice screenies!  ;D

All battles are 1vs1, right? :)

Offline Zera

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Re: Escheron: Presage of Darkness
« Reply #16 on: March 06, 2010, 10:53:29 am »
Nice screenies!  ;D

All battles are 1vs1, right? :)

Sort of. You fight multiple targets, but only one at a time. Each action you take brings you to the combat screen, where there's a short animation and details about the attack you use; then it returns you to the map screen where each target moves around and plans their actions.

Offline DJ Omnimaga

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Re: Escheron: Presage of Darkness
« Reply #17 on: March 06, 2010, 01:03:20 pm »
by moving around do you mean like Zelda II: Adventure Of Link? You would have to only display about 2-3 at once and if it's 2 or higher, have enemies be able to go through walls. Maybe have them look like some spirits or ghosts outside battle, like evil forces pursuing you (or almost), else, if you have more than one enemy moving at once on the map where you walk around in a screen, good luck getting a framerate higher than 1.5 frames per seconds

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Re: Escheron: Presage of Darkness
« Reply #18 on: March 06, 2010, 01:08:41 pm »
Unless of course he uses axe or pure asm.
/e

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Re: Escheron: Presage of Darkness
« Reply #19 on: March 06, 2010, 01:14:28 pm »
yeah, but for the former Axe would have to add support for external BASIC variables reading, so the Axe program knows where your character is gonna be located on the map upon entering execution and for collision detection (unless sprites are done in a way that pxl-test( detection is possible)

Offline Zera

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Re: Escheron: Presage of Darkness
« Reply #20 on: March 06, 2010, 04:13:39 pm »
by moving around do you mean like Zelda II: Adventure Of Link? You would have to only display about 2-3 at once and if it's 2 or higher, have enemies be able to go through walls. Maybe have them look like some spirits or ghosts outside battle, like evil forces pursuing you (or almost), else, if you have more than one enemy moving at once on the map where you walk around in a screen, good luck getting a framerate higher than 1.5 frames per seconds

It's more like Shining Force, or Fire Emblem; or Final Fantasy Tactics. You, and several enemy units, appear on a battle map. You each take turns moving around the map. Entirely turn-based movement. When you are near an enemy, you can choose to attack them upon your turn. This transfers you to an action scene (in the mock-ups) where you view a short animation of your attack, and whatever text corresponds to the resulting effect. (how much damage was inflicted, whether or not you gained a level, etc.) After your attack is completed, you're transfered back to the battle map. It's not a one-on-one constant battle -- you only transition to the action screen when you register an attack command against an enemy unit. Example.

I finished defining some rules for the status progression system. The main difference from other RPGs is that experience is not a large pool that constantly accumulates. You will be given a small requirement for reaching the next level, which resets upon leveling-up, or slightly increases the required value for the next level.

I'm still working on a statistic to define turn initiative and movement range; and critical rate.

The character's primary statistics are HP, MP, ATT, DEF and base evasion. The accuracy of physical attacks merely check the evasion of the target being attacked. Each target has its own base chance of evading an attack. The player character may slightly improve his evasion by equipping shields.

ATT and DEF represent damage and damage reduction, respectively. Each represents a formula where the damage is slightly dynamic:

DEF/4..total DEF (round up) - generate a random number between these values to determine damage reduction from a single enemy attack

ATT/2..total ATT (round up) - generate a random number between these values - subtract damage reduction to determine damage output against a single enemy

If 0, credit 1 point. If critical, multiply by 1.5. If targetting weakness, ignore target DEF.

Enemies give small amounts of exp., ranging from 1-10 points. Bosses automatically increase the player level by 1. Each level gives a small HP and MP bonus, and very rarely, a natural improvement in ATT and DEF or combative skills.

 ------------------------------------------------------------------------------
| LV | HP | MP | Evade | Other                                            | EX.|
|----+----+----+-------+--------------------------------------------------+----|
| 01 | 12 | 08 |  n/a  |  ...                                             | 20 |
| 02 | 14 | 09 |  n/a  | ATT +1                                           | 30 |
| 03 | 16 | 10 |  n/a  |  ...                                             | 30 |
| 04 | 18 | 11 | 01/48 |                                                  | 30 |
| 05 | 20 | 13 | 01/48 | ATT +1; DEF +1; 01/60 chance to counterattack    | 40 |
| 06 | 22 | 14 | 01/48 |  ...                                             | 40 |
| 07 | 24 | 15 | 01/48 |                                                  | 40 |
| 08 | 26 | 16 | 01/48 | ocassionally resist poison (1/2)                 | 40 |
| 09 | 28 | 17 | 01/48 |  ...                                             | 50 |
| 10 | 30 | 19 | 01/48 | DEF +1; 01/40 chance to attack twice             | 50 |
| 11 | 32 | 20 | 01/48 |  ...                                             | 50 |
| 12 | 34 | 21 | 01/40 |  ...                                             | 50 |
| 13 | 36 | 22 | 01/40 |  ...                                             | 50 |
| 14 | 38 | 23 | 01/40 |                                                  | 60 |
| 15 | 40 | 25 | 01/40 | ATT +1; 01/40 chance to counterattack            | 60 |
| 16 | 42 | 26 | 01/40 | ocassionally resist paralysis (1/2)              | 60 |
| 17 | 44 | 27 | 01/40 |  ...                                             | 60 |
| 18 | 48 | 28 | 01/40 |  ...                                             | 60 |
| 19 | 50 | 29 | 01/40 |  ...                                             | 60 |
| 20 | 52 | 32 | 01/32 | ATT +1; DEF +1; 01/20 chance to attack twice     | 70 |
| 21 | 56 | 34 | 01/32 |  ...                                             | 70 |
| 22 | 60 | 36 | 01/32 |  ...                                             | 70 |
| 23 | 64 | 38 | 01/32 |  ...                                             | 70 |
| 24 | 68 | 40 | 01/32 |  ...                                             | 70 |
| 25 | 72 | 43 | 01/32 | DEF +1; 01/20 chance to counterattack            | 70 |
| 26 | 76 | 45 | 01/32 |  ...                                             | 70 |
| 27 | 80 | 47 | 01/32 |  ...                                             | 80 |
| 28 | 84 | 49 | 01/24 |  ...                                             | 80 |
| 29 | 88 | 51 | 01/24 |  ...                                             | 80 |
| 30 | 92 | 54 | 01/24 | ATT +1; DEF +1                                   | 80 |
| 30+| +1 | +1 | 01/24 |  ...                                             | 99 |
 ------------------------------------------------------------------------------
 
 The player may progress as high as level 30. After that, a dagger appears next to the level, and exp. required is set to 99. Further levels are not indicated, and only increase HP and MP by 1. (essentially, the player may level-up indefinitely)
 
 Although not displayed beyond 99, HP and MP can be raised as high as 255.
 
 If counterattack or double-attack feats are gained, these are reported as "combat skills improved."

Offline DJ Omnimaga

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Re: Escheron: Presage of Darkness
« Reply #21 on: March 06, 2010, 05:06:36 pm »
I wanted my char to have 9999999999 HP D:

j/k

Nice and interesting. I like the increases and abilities learned at some levels

Offline ztrumpet

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Re: Escheron: Presage of Darkness
« Reply #22 on: March 06, 2010, 05:41:45 pm »
Nice! 
What level will you finish the game at?

Offline Zera

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Re: Escheron: Presage of Darkness
« Reply #23 on: March 06, 2010, 05:56:29 pm »
Nice! 
What level will you finish the game at?

Not determined yet. It's still in its infant stages.

I pieced together a short animation demonstrating battle animation:


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Re: Escheron: Presage of Darkness
« Reply #24 on: March 06, 2010, 06:39:19 pm »
darn awesome!

I think when he opens his mouth, it should only take half a second before fire appears, though

Offline Zera

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Re: Escheron: Presage of Darkness
« Reply #25 on: March 06, 2010, 08:17:46 pm »
darn awesome!

I think when he opens his mouth, it should only take half a second before fire appears, though

This isn't technically accurate of what might appear in the game, by the way. I had to piece this together in Animation Shop. It was kind of tedious to measure all the timing, since I was throwing things together frame-by-frame. :P

(I'm hoping the animations can be more robust in the actual game, though.)

I've been working on some ideas for player spells, and I wanted to create something more fun; and less restrictive than what I used in Shadow over Ragnoth. Here are some of the spells I've decided on so far: (names are subject to change)

Augury - Reveals the current / max HP of the target enemy, as well as its weakness. (if applicable) Use of this spell does not conclude the player's turn.

Neutralise Poison - Removes poisons from the player. This spell does not conclude the player's turn.

Sanctuary - Lifts the player from the field of battle, returning them to the safe harbour of a nearby village.

Lesser Restoration - Restores 12..24 HP to the player.

Blight - Smites an undead creature, instantly destroying it without any chance of failure.

Inferno - Renders a volcanic fount beneath the target enemy, inflicting {cvlv/2} damage. (fire damage)

Chain Lightning - Strikes a target enemy with a bolt of lightning that inflicts {clvl/3} damage, has a 50% chance of striking twice. (lightning damage)

Valour - Bolsters the courage of the player, increasing ATT by 4..8 points. (up to 4 rounds)

Firebrand - Enchants the player's weapon with the essence of fire, allowing it to unleash an inferno each time an attack is dealt. (up to 4 rounds)

Silver Fleece - Enshrouds the player in a silver mesh, increasing DEF by 2..6 points. (up to 4 rounds)

Alacrity - The player's initiative becomes critical, and their movement range is increased by 1 sq. (up to 4 rounds)

Palisade's Fire - Unleashes an inferno that burns a target enemy, then leaves a continuing blaze in the map area. Any creature that crosses this area (including the player) is damaged by the blaze. (up to 12 rounds)

Greater Restoration - Restores the player to full HP.

Meteor Shower - Summons a swarm of meteors to crush and incinerate a target enemy. (fire damage) Each swarm generates 3..6 meteorites, which inflict {clvl/4} damage.

Renascence - Breathes life back into the player, (with 1 HP) should they fall in combat; however, all remaining MP is drained.

Whisper Wind - Restores 6..12 HP to the player at the end of each round. (up to 12 rounds)

Dragon's Bane - Negates damage from dragon's breath attacks. (up to 4 rounds)

Cloak of Shadows - Renders the player invisible to enemy sight. (up to 4 rounds)

Griffon's Flight - Allows the player to move over any terrain that would normally obstruct their path, but renders them weak against lightning attacks.

Apportation - Allows the player to jump, instantaneously, to any location on the map; but the player sacrifices their next turn.

Offline DJ Omnimaga

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Re: Escheron: Presage of Darkness
« Reply #26 on: March 06, 2010, 08:22:51 pm »
the animations needs to not be extremly fast either, though. The calculator LCD blurs a lot so if too fast, they might be hard to see.

I like these spells btw, i love how they don't just do damage or restore HP and also do other stuff.

Question about the two last spells, though: do they work outside battles? Because if it's the case, maybe they might be abused so much that someone could reach parts of the games that were not supposed to at that time and it might cause lot of exploits x.x

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Re: Escheron: Presage of Darkness
« Reply #27 on: March 06, 2010, 08:35:27 pm »
Question about the two last spells, though: do they work outside battles? Because if it's the case, maybe they might be abused so much that someone could reach parts of the games that were not supposed to at that time and it might cause lot of exploits x.x

Oh, no. I should have elaborated on that. These only function on battle maps. There are two modes of exploration:

Town / dungeon / wilderness maps - Where you explore, talk with NPCs, try to navigate labyrinths, etc. This mode is free of combat, and you may freely roam wherever you want to.

Battle maps - A restricted area where you, and a number of enemies, take turns moving around and unleashing attacks. All movement here is turn-based. You can't move until your turn comes up, and your range of movement is limited.

When you explore wilderness and dungeons, there will be random encounters. These transition you into battle maps, where you must vanquish enemies. (or flee the battle map and return to exploration mode)

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Re: Escheron: Presage of Darkness
« Reply #28 on: March 06, 2010, 08:37:06 pm »
ooh ok you can move inside battles, I assume the movement would be quite limited, though, right? (seeing how large are the sprites)

Offline Zera

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Re: Escheron: Presage of Darkness
« Reply #29 on: March 06, 2010, 09:11:39 pm »
ooh ok you can move inside battles, I assume the movement would be quite limited, though, right? (seeing how large are the sprites)

Those aren't your map sprites. Those only appear in action sequences. (when you actually attack) Map sprites are 16x16 sprites. Your movement range depends mostly on your character level, and what you have equipped. Your base movement range (around 3-5 tiles, on average) will be hindered by wearing heavy armor, or boosted by wearing equipment that's especially lightweight, or magically-enchanted to increase agility.

Map sprites and maps are the same size as they are in Shadow over Ragnoth: 16x16 tiles. The mock-ups in this thread only show special action sequences that take place when you use an ability, or attack an enemy.