Author Topic: Illusiat 13: The Final Chapter  (Read 39072 times)

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Offline trevmeister66

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Re: Illusiat 13: The Lost Chapter
« Reply #30 on: April 17, 2009, 11:02:04 am »
Woot for progress!! Glad to see this coming along so well. Nice screenies btw
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Offline Speler

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Re: Illusiat 13: The Lost Chapter
« Reply #31 on: April 17, 2009, 11:19:31 am »
Sweet, I'm really looking forward to playing this.

Offline TIfanx1999

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Re: Illusiat 13: The Lost Chapter
« Reply #32 on: April 17, 2009, 05:22:03 pm »
This is gonna be great. I love that you can actually explore the towns in this one. The inventory system seems to have shaped up quite nicley as well. Keep up the good work!

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #33 on: April 17, 2009, 05:40:15 pm »
Thanks, I am unsure what amount of items there will be in the game (so far there are 21), but there will definitviely be 6 magic items and 13 rings. Anything past ID 20 (which is an empty slot) are key items. I made sure they're past the empty slot ID to make things easier for coding the menus. Now my next thing to do is to add the maps for the Geisis Desert. The good thing is that since a lot of the game early maps are simple and similar this will cut on game filesize. The maps that will most likely take the highest amount of memory are dungeon maps. The 5 elemental dungeons near the end of part 1 of the game will almost be identical, but they will be quite huge, then will come yet another large dungeon, so this will add a lot into archive memory. Fortunately, though, the large amount of RAM I got remaining will allow me to put about 13000 bytes of map data per sub-programs and 13000 bytes of event data/code inside the event programs. Currently there are about 6000 bytes of map and 8500 for events. I would say game is 10% complete, given that a lot of the remaining stuff to do is adding maps and events. Having two calcs with the game on it speeds up developpement a lot because the hardest part of event coding is linking maps together (doors, dungeon entrances and exits and warp gates), because I have to mesmerize by heart where is the exit on the other map when I code the link. With two calcs I always keep the map code open so I don,t need to exit the event code everytime to go back to check, which takes a while because the event code is close to 9000 bytes so it takes ages to scroll down

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #34 on: April 22, 2009, 01:59:41 am »
Ok this desert took a lot longer than expected to add. Fortunately a lot of maps were similar so they didn't took long to create, but it still took an entire afternoon and evening as the desert is over 160 screens. The Earth Command Center, which I completed afterward (Maps+enemies/balancing+events), is located in the middle somewhere. I'll come to the northern mine later. For now I'm coding Geisis Village (2nd village in the game).

By the way, since the inventory is limited in size, this posed a problem figuring out what happens when you obtain key items from people/events. I didn't want to add an additional menu for you to select a slot for the item. What I did is that when you are to get an item, your inventory is scanned from 1 to 100 and it puts the item in the first avaliable slot. If you are out of space, the NPC will simply tells you your inventory is full and to trash/sell stuff then come to see him again to get the item. In the cases where you get an item from a boss fight, the item will simply be dropped on the floor after the fight and you need to grab it. After boss fights, your HP will be restored to maximum, except fights where the story won't allow to win them, then your HP will often restart to 1 so you must heal yourself.

At this point in the game, the game will be less linear for a while. Sure, you'll have a story to follow, but there will be side quests that will open right away early in the game and the 5 elemental dungeons you are forced to beat soon can be done in any order. The only problem is that you will most likely not be able to beat the monsters in certain areas right away so you might still go through a certain order if your lvs are low. However, if you manage to level up the shit out of your character, you may even have some luck going through some optional dungeons... but again, at LV 20-25 good luck, especially since you still got to raise your stats by upgrading them at a shop or by finding better rings and leveling up your magic

About magic, I finally decided to add a new screen in the status section of the game menu, because I found it annoying to not be able to view my magic level if I didn,t have a copy of that magic spell (magic is consumable like in the Reign Of Legends series or Final Fantasy 8 so yeah :P). Before, you could only see the level in the item description in your inventory. Now after the first status screen appeared, it will scroll up and you'll see a listing of your experience for all 6 magic and their level (from 1 to 9, magic animation slightly or greatly changing every level)

Game is 48827 bytes huge so far with 21 sub-programs.
« Last Edit: April 22, 2009, 03:47:47 am by DJ Omnimaga »

Offline trevmeister66

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Re: Illusiat 13: The Lost Chapter
« Reply #35 on: April 22, 2009, 11:43:21 am »
Sweet, looks like it's progressing well. Wish I could say the same for my project -.- but im getting there. Can't wait to see more progress :)
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Offline kalan_vod

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Re: Illusiat 13: The Lost Chapter
« Reply #36 on: April 23, 2009, 01:47:24 pm »
Most of the is data right? Sounds like this will be a fun, long game!

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #37 on: April 23, 2009, 02:06:23 pm »
Yeah a lot of the files are map data actually. Altough the ration is more like 50% map data and 50% Other stuff atm, since strings are signifiantly smaller than matrices data

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Re: Illusiat 13: The Lost Chapter
« Reply #38 on: April 24, 2009, 09:07:07 pm »
There may be a delay in game progress for now, as I may try to attempt to starting a Casio FX-9860G version now to see if it's feasible.

Offline simplethinker

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Re: Illusiat 13: The Lost Chapter
« Reply #39 on: April 24, 2009, 09:19:33 pm »
There may be a delay in game progress for now, as I may try to attempt to starting a Casio FX-9860G version now to see if it's feasible.
Cool ;D.  Just don't stay over there too long, you've still got a half-finished game on the good TI side of calculators :D
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Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #40 on: April 24, 2009, 09:38:37 pm »
well...

TI calculators are much better in overall than Casio calculators, but for the communities, it's another story (by far)

Since Casio now got a calc model that is up par with the TI-83+, I began to consider community quality over calculator quality

If I change my mind tonight and continue working on the game right away, this may not affect the fact Illusiat 13 may be my last game ever for the TI brand
« Last Edit: April 24, 2009, 09:42:27 pm by DJ Omnimaga »

allynfolksjr

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Re: Illusiat 13: The Lost Chapter
« Reply #41 on: April 25, 2009, 01:08:26 am »
Boo hoo.

Offline skuller972

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Re: Illusiat 13: The Lost Chapter
« Reply #42 on: April 25, 2009, 09:09:30 am »
I am sorry to hear that... I've never even seen a casio calculator... even after your TI programming is over, you will still be an inspiration to many programmers, from your past TI games and your future Casio games, we will never forget the legendary DJ Omnimaga...
Then again, maybe not...
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Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #43 on: April 28, 2009, 05:54:36 am »
Due to some stuff, this game will finally just be done for the TI-83+ series, not Casio FX-9860G

at least unless I am willing to do heavy modification to the game port if there's one, especially map sizes

Offline kalan_vod

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Re: Illusiat 13: The Lost Chapter
« Reply #44 on: April 28, 2009, 01:56:12 pm »
Glad to see this continue with the TIs, Long Live TI!