Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Drak on April 04, 2009, 11:32:51 pm

Title: the pq thread (agen.)
Post by: Drak on April 04, 2009, 11:32:51 pm
so like, making progress, reworking the inventory system, that should be up and running soon again, and been working out the stat growth formula. things will grow kind of like in runescape (but moar fun imo). for those of you unfamiliar, runescapes development system builds your character around how you play, but with a grind factor. what im going for is sort of like this example:

Hitpoints
take 21 damage, and you have 30 max health.
max HP = max hp + 21/5MaxHP

so in this case, you gain a percentage towards your new maximum. to prevent "growth cheating" (ie, have a character with like, 10 health get hit for 9000 or so) is to make hitpoints value require that you SURVIVE the attack to get the experience growth.

doing damage (phys or spell) will increase strength or intelligence.

taking damage increases hitpoints, as well as defense and resillience (spell defense) based on a formula.

using special attacks increases maximum tech points, and using special "skills" (lol not spells) increases maximum "skill" points.



===

this will mean that the characters will form more so around what you play them like, which is awesome because players will eventually develop a dedicated healer.

as for the party system, you have all five characters in your team (if you get them all assembled together of course) and only three are allowed on the front line. you can switch them around mid fight, and healers can heal and buff those on the back line (not on screen) if desired. some special enemy attacks can hit the back row. if the front row is destroyed than the back row will switch to the front. (kind of like pokemanz though, you dont have to bring out all of them, you can choose to throw them out one at a time for meatshield action.)

its... complicated. oh and yeah, poison and renew will still be in play even when the unit is on the back field, so you can pull in someone, dispell the negatives off, throw renew on them and send them to the back for street fighter healing action.


the idea is, youll have to use all five guys (everyones got different skills) and youll have to be sneaky about it sometimes for particular scenarios.


its... gonna be way the hell better in planning this time around. glad I kept my notes, i see what caused it to wtfdie the first time, how i create files and create moar files on the same space and like, clusterfuck the xlib so hard that it wanted to freak out on me?

by the way, iambian, celtic III is freaking awesome. i reccomend it to ANYONE who is good with basic, this app. is a little tough to pick up (print off a copy of the documentation, trust me its worth it) but great when you start getting results.
Title: Re: the pq thread (agen.)
Post by: noahbaby94 on April 04, 2009, 11:37:24 pm
Sounds cool strange but cool. I imagine dj will re-open the rpg section it's been very empty.
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on April 05, 2009, 12:03:45 am
I just thought about this right now,. I need to put this back there, hoping it stays alive (making backups on the computer every few days if you got a second 83+/84+ and every 30 minutes on that second calc or if you don't own 2 calcs, backing up every few hours on the computer during coding is the key)
Title: Re: the pq thread (agen.)
Post by: Drak on April 05, 2009, 09:19:09 pm
thinking about it, healing will have to be actual amount of points recovered, not overhealing, otherwise you could spam your big heals on a weak guy to get quick levels.

each character will have a separate inventory of 11 spaces, and there are already a wide selection of items available. item types are

one time use
reusable
"burnout" % items, (use, and has a % chance of vanishing from the inventory)
junk items (does nothing, sell for cash)
special items (use unknown.)
key items

playing around with ideas for other stuff in my head.
Title: Re: the pq thread (agen.)
Post by: simplethinker on April 05, 2009, 09:41:11 pm
Glad to see this project is alive again (or will be alive again ;D)

Quote
for those of you unfamiliar, runescapes development system builds your character around how you play, but with a grind factor.
I believe "a grind factor" is a bit of an understatement :o
Title: Re: the pq thread (agen.)
Post by: Drak on April 05, 2009, 10:42:44 pm
Glad to see this project is alive again (or will be alive again ;D)

Quote
for those of you unfamiliar, runescapes development system builds your character around how you play, but with a grind factor.
I believe "a grind factor" is a bit of an understatement :o


more like a divine rule yeah :p
Title: Re: the pq thread (agen.)
Post by: TIfanx1999 on April 11, 2009, 12:13:06 pm
I'm glad to see that this has been rebooted.
Title: Adventures of Mary - The Candy Land Chronicles
Post by: Drak on April 20, 2009, 12:17:41 pm
Finished all the paperwork, doing on-calc graphics development now.

Character sprites? Finished.
Icons?
-player abilities finished
-item icons in progress.

coming along swimmingly. a shit ton of stuff to do now.
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on April 20, 2009, 04:01:52 pm
Cool, do you still have some tiles/sprites from the old PQ2 on the PC to re-use them?
Title: Re: the pq thread (agen.)
Post by: Drak on April 21, 2009, 01:20:15 am
negative. drawing everything again :( gonna back up tomorrow morning
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on April 21, 2009, 09:32:40 am
aaah ok, I hope this one gets finished though ^^
Title: Re: the pq thread (agen.)
Post by: Drak on April 21, 2009, 12:25:57 pm
aaah ok, I hope this one gets finished though ^^

it will. it's coming along nicely. there's just a shit ton of graphics to be drawn to catch up to where I'm at paperwork wise. I'll be doing a combat engine first, with everything working just to be sure, then I'll start on a  world and event engine. When I'm done with the combat engine I'll have to make a demonstration of how it works. it's kind of like your typical jRPG engine, but then again it's not. The big note is that you DO NOT GET EXPERIENCE FROM WINNING A FIGHT, but rather by fighting it. Doing actual things in a fight will improve your characters, not just sitting back and letting others fight for you. You *can* use just three, or even just one character if you wanted to, but it'd be very hard. I'm hoping that players would use all five available characters evenly. Each character has a specific thing they excel better at than others, but every character has the ability to become whatever you so desire them to be. (Healer, debuffer, support, spell damage, physical damage)
Title: Re: the pq thread (agen.)
Post by: kalan_vod on April 21, 2009, 01:58:47 pm
You have been teasing us too much, show SS now! Jking, sounds like it is rolling along quite nicely.
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on April 21, 2009, 05:08:38 pm
cool, so I assume the level up system will be a bit similar to Final Fantasy II but when escaping battles it will be like FFVIII or later in the way that you still get some experience anyway, right?

That might be a good idea (altough don't make it randomly not even give any reward even after an insanely hard fight like in FFII NES, though, else it's way too hard to level up your stats) because in ROL2 I remember at the end there were always like 2 characters in the game left at LV 20 or something (they were not too bad, but everyone else were more useful and one of them just had scanning enemy HP/LV/exp/gold as special ability)
Title: Re: the pq thread (agen.)
Post by: Drak on April 22, 2009, 12:34:33 pm
cool, so I assume the level up system will be a bit similar to Final Fantasy II but when escaping battles it will be like FFVIII or later in the way that you still get some experience anyway, right?

That might be a good idea (altough don't make it randomly not even give any reward even after an insanely hard fight like in FFII NES, though, else it's way too hard to level up your stats) because in ROL2 I remember at the end there were always like 2 characters in the game left at LV 20 or something (they were not too bad, but everyone else were more useful and one of them just had scanning enemy HP/LV/exp/gold as special ability)

kind of like final fantasy II, but experience is gained as you're using it, like runescape in a way. so you will always get experience towards skills no matter what. bosses will usually not have any drops, but may have something you can "steal" from them, BUT bosses will usually have a "loot room" right after them. (usually contains a box o' bux, some trivial items, mabey a piece of equipment, a new "Dummie's guide to [this ability]", etc. You can skip the room if you want, but... why? It's free loot. (unless you're doing a no-gain run which in that case it will hardly help you at all.)

I'll have screenshots (and a download to try it out on your calc yourself) of the combat handling engine when it is ready.
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on April 22, 2009, 12:52:56 pm
that's good then, I hated how randomized leveling up was in FFII x.x. Because of that all my characters reached like 6000 HP at the game beginning but got stuck doing 500 damage until the final boss where i had a better weapon. The game wasn,t very balanced on that point, not to mention some stats took ridiculous amount of time to level up
Title: Re: the pq thread (agen.)
Post by: TIfanx1999 on April 22, 2009, 09:33:21 pm
The level up system sounds really nice, and I love the fact that you can custimozie the charcters to suit your needs. Very sexy!
Title: Re: the pq thread (agen.)
Post by: Drak on May 16, 2009, 08:40:55 pm
celtic III is providing way more ability to do cool shit than xlib alone was. love the backwards compatibility. work is coming along slow, but well, getting the graphics to load faster. honestly its starting to look more like a jRPG than anything else. Lots of goodies left to code. Party switching in-fight works now, instead of allowing you to clone your characters because i was an idiot.
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on May 16, 2009, 09:05:09 pm
Cool to see this is still alive! I hope you finish this and btw continue doing frequent backups in case. We never know. WIll there be screenies or videos soon?
Title: Re: the pq thread (agen.)
Post by: Drak on May 17, 2009, 01:47:04 am
Cool to see this is still alive! I hope you finish this and btw continue doing frequent backups in case. We never know. WIll there be screenies or videos soon?

i dont know. i am doing backups.
Title: Re: the pq thread (agen.)
Post by: Drak on May 24, 2009, 02:55:52 am
i think ill do some screenshots when i get a little more done on it... still images, not anything showing how it actually works in action, though.
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on May 24, 2009, 07:20:33 am
still cool, can't wait :)
Title: Re: the pq thread (agen.)
Post by: Drak on May 24, 2009, 11:24:53 pm
well i tried to find wabbitemu but no dice. all the links were broken.

by the way, kev, can you delete all the other threads in the Potter Quest 2 subsection besides this one? (even the contest, i have to revise the thing anyway >>)


graphics engines working well so far... so is the player inputs. may or may not be an attachment hur hur.

what it is:

backgrounds are working. yay.
monsters are loading. yay.
players are there - yay. three shown states of character, but five actually exist, normal (health above 30%) weak (below 30%) dead (obvious.) getting ready to cast a spell. (shown if health is above 30%, and the unit is using a "spell" like ability) and getting ready to attack (anything that isn't a spell being used.)

what you DONT get to see yet, is the menus working in action until i can get a way to film it again ( have a vacation in a week >>) and actual combat taking place (Because of angry me is stupid and didnt get how the fuck i accidentally a whole coke bottle.)

by the way,

halo is a grate guy eh fights ailens and doesnt afraid of nothing.

(there are more than just people to fight. dogs, cats, snakes, trees, a windmill, cartons of soymilk, some guy in a burger king suit, the stars themselves, cereal box characters, skariygoasts, etc.)

edit - second picture is to demonstrate vertically taller monsters can occur, shooting up into the backdrops themselves. this will allow monsters that are up to the full calculator's vertical screen size (63pixel?) to occur.
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on May 25, 2009, 10:43:16 am
well I dont delete threads to keep all history intact to be fair, but I will lock all of them to make sure people wont get confused which one is the right one.

But on the game, this looks fucking nice right now, graphically wise I mean. I like how each characters displays over each others with a maskin effect. Is it fast? Only suggestion though would be that if the max HP in the game is 2 digits, have it display a bit closer to the characters.

Nice work so far
Title: Re: the pq thread (agen.)
Post by: Drak on May 25, 2009, 11:26:02 am
well I dont delete threads to keep all history intact to be fair, but I will lock all of them to make sure people wont get confused which one is the right one.

But on the game, this looks fucking nice right now, graphically wise I mean. I like how each characters displays over each others with a maskin effect. Is it fast? Only suggestion though would be that if the max HP in the game is 2 digits, have it display a bit closer to the characters.

Nice work so far

its 3, with the potential of 4 if you just play that freakin long.


EDIT:

WHAT THE BOOST MIE REPPUTASHIN LEFFIL NAO. ITS ZEROHE.

edit agen:

Yes, it is pretty fast.
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on May 25, 2009, 11:53:55 am
like the new pic added. The monster looks funny :D
Title: Re: the pq thread (agen.)
Post by: skuller972 on May 25, 2009, 12:00:23 pm
its a tree, yo! get it right, get it tight! lol
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on May 25, 2009, 12:14:33 pm
mhmm I notice no tree besides the background, unless you mean that thing behind the monster at the top IS a tree, then I didn't know :P, but again, if this tree is the monster or part of it, then it's still a monster anyway :P
Title: Re: the pq thread (agen.)
Post by: skuller972 on May 25, 2009, 12:16:02 pm
yeah lol i cant wait to play it.
Title: Re: the pq thread (agen.)
Post by: Drak on June 01, 2009, 07:39:50 pm
more for eeems than anything else, this is a sample of the complexity of the code. sure, it wont run even if you have celtic III installed cause the picfiles will be missing, but hey, make your own pictures and stuff them in there according to celticIII's sprite commands, and you can ninja the engine yourself. but if not, dont bother, this isn't anything playable - just showing eeems what the code looks like (since windows is being a piece of shit and wont let me send files, then when i go to click update it fucks itself and crashes messenger.)



as a side note, I think now's a good enough time to practice making an unpackager for all the hax-file to computer action. ha ha ha disregard that i suck cocks ANYWAY not going to do that shit until i have a working demo otherwise ill have to do it twice and im a toal lazy ass.

by the way, "Harold Melvin and the Blue Notes" is a good group. been listenin to their music while coding for a while now. Kind of depressing, yet inspirational.
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on June 01, 2009, 11:43:02 pm
mhmm i wish it had pics I could play immediately

I will try to look at the code when I get some time, though. Hopefully will there be a version with the actual pics coming out soon (or videos)?
Title: Re: the pq thread (agen.)
Post by: Drak on June 07, 2009, 10:37:59 pm
more for eeems than anything else, this is a sample of the complexity of the code. sure, it wont run even if you have celtic III installed cause the picfiles will be missing, but hey, make your own pictures and stuff them in there according to celticIII's sprite commands, and you can ninja the engine yourself. but if not, dont bother, this isn't anything playable - just showing eeems what the code looks like (since windows is being a piece of shit and wont let me send files, then when i go to click update it fucks itself and crashes messenger.)



as a side note, I think now's a good enough time to practice making an unpackager for all the hax-file to computer action. ha ha ha disregard that i suck cocks ANYWAY not going to do that shit until i have a working demo otherwise ill have to do it twice and im a toal lazy ass.

by the way, "Harold Melvin and the Blue Notes" is a good group. been listenin to their music while coding for a while now. Kind of depressing, yet inspirational.

hey guess who didn't meet his own deadline?
Title: Re: the pq thread (agen.)
Post by: noahbaby94 on June 07, 2009, 10:40:14 pm
You?
Title: Re: the pq thread (agen.)
Post by: DJ Omnimaga on June 08, 2009, 10:14:08 am
As long as you finish the game I am fine though ^^