Sunday, 6 October 2013
Trap Proposition
In an effort to make trap transformations more common, I have come up with the following plan.
The idea is to make them as common as other transformations. Right now, I find it's rare to get changed once let alone enough times for a full change.
Here is the plan:
-> Frog, Chicken, and Doll are all Poisons
-> Being reduced to 0 Stamina/Life from a trap applies a random poison if one is not already applied
-> Being reduced to 0 Stamina/Life while a poison is already active reduces the number of turns between each change, much like drinking multiple poisons currently does
-> There is a small minimum turns, like there is already
-> Chicken and Doll may receive potions that cause the poison as well
Let me know what you think in the comments!
Friday, 4 October 2013
Update Posted!
Check out the new update on the Downloads page!
Lots of new features, changes, and tweaks.
I can't even remember them all, so a few may be missing from the patch notes.
I'm going to explain the changes again.
New Lock Picking:
I am very happy with the way this one worked out.
The general idea is to move the pick into the holes in the plates, and then drag them to the nxt hole, resulting in a clear line of plates so you can cut the rope at the end, before the two mechanisms on the side click into place.
I find this one far better then the last minigame, for a few reasons.
Firstly, it looks far better. Instead of a ugly rope and giant green triangle, there is fluff and flavor to the appearance, making it look and feel like lock picking. The turning gears and spinning chains I am happy with.
Secondly, and more importantly, it's proactive rather than reactive. This means that the fast you are, the fast it ends. This was a problem simply because waiting for the ropes to fall in the old game was tedious and unenjoyable, and was (I hope) the reason most people would have rather not had the minigame.
The new one is also quicker, because again you're not waiting for ropes.
The Trap minigame is often the first thing people see, and it's old, cheap, appearance may have turned a good few people off. I hope that will not be an issue from here on.
Critical Strikes:
The idea here was to make Perception an appealing stat, and I thought the best way to do it was to add an old RPG staple. I'm watching this closely because it makes perception FAR stronger, and possibly too strong.
It does make combat a little less predictable.
Mushroom Spores:
You won't know what I mean until you've checked it out, but Spore Sluts will inflict you with a status effect now. They have a chance to every time they inflict any number of damage to you.
This is just a start. I'd like to have interesting status effects spread out to a variety of enemies. With the current enemy count I feel that 1 is enough. When there's more, I'll add more. Hopefully it will be as obvious as what the Sporesluts do.
(Also, before you accuse me of favoritism with the Spore Sluts... you're absolutely right. They're my favorite creature still. Since I wrote them myself and they are creative.)
Numbers and Random:
The idea to add the numbers that popup to tell you how much damage was done was actually an offshoot of critical strikes. The random varience in numbers was likewise possible because of the changes I made that allow critical strikes.
I'm hoping these make it a little less 'cut and dry', where you can know you do 5 damage, see an enemy with 10 health, and hit him twice every time.
It does add a random luck element to otherwise skill-based combat, but I don't consider this a problem as it is minor.
Lots of new features, changes, and tweaks.
I can't even remember them all, so a few may be missing from the patch notes.
I'm going to explain the changes again.
New Lock Picking:
I am very happy with the way this one worked out.
The general idea is to move the pick into the holes in the plates, and then drag them to the nxt hole, resulting in a clear line of plates so you can cut the rope at the end, before the two mechanisms on the side click into place.
I find this one far better then the last minigame, for a few reasons.
Firstly, it looks far better. Instead of a ugly rope and giant green triangle, there is fluff and flavor to the appearance, making it look and feel like lock picking. The turning gears and spinning chains I am happy with.
Secondly, and more importantly, it's proactive rather than reactive. This means that the fast you are, the fast it ends. This was a problem simply because waiting for the ropes to fall in the old game was tedious and unenjoyable, and was (I hope) the reason most people would have rather not had the minigame.
The new one is also quicker, because again you're not waiting for ropes.
The Trap minigame is often the first thing people see, and it's old, cheap, appearance may have turned a good few people off. I hope that will not be an issue from here on.
Critical Strikes:
The idea here was to make Perception an appealing stat, and I thought the best way to do it was to add an old RPG staple. I'm watching this closely because it makes perception FAR stronger, and possibly too strong.
It does make combat a little less predictable.
Mushroom Spores:
You won't know what I mean until you've checked it out, but Spore Sluts will inflict you with a status effect now. They have a chance to every time they inflict any number of damage to you.
This is just a start. I'd like to have interesting status effects spread out to a variety of enemies. With the current enemy count I feel that 1 is enough. When there's more, I'll add more. Hopefully it will be as obvious as what the Sporesluts do.
(Also, before you accuse me of favoritism with the Spore Sluts... you're absolutely right. They're my favorite creature still. Since I wrote them myself and they are creative.)
Numbers and Random:
The idea to add the numbers that popup to tell you how much damage was done was actually an offshoot of critical strikes. The random varience in numbers was likewise possible because of the changes I made that allow critical strikes.
I'm hoping these make it a little less 'cut and dry', where you can know you do 5 damage, see an enemy with 10 health, and hit him twice every time.
It does add a random luck element to otherwise skill-based combat, but I don't consider this a problem as it is minor.
Sunday, 29 September 2013
Thursday, 26 September 2013
Gone dark.
I don't know what to add, I havn't gotten any submissions, and I havn't managed to do any writing myself.
Game is totally stalled right now, no updates in the works.
Ho hum.
Saturday, 14 September 2013
Should equipment be percentages?
I was just considering that, since the game is made to go on indefinably, it might make more sense to give items a percentage increase in stats instead of a flat number.
This would make strong items weaker early on, but all items stronger later on.
Let me know what you think in the comments.
PS: Disabling needing to log in to comment worked quite well it seems.
This would make strong items weaker early on, but all items stronger later on.
Let me know what you think in the comments.
PS: Disabling needing to log in to comment worked quite well it seems.
Wednesday, 11 September 2013
New Version Uploaded
Just uploaded a new version with a few significant new features.
The biggest, I'd say, is the new combat system: Rogue!
Will be added to the Information page shortly, but it's not hard to understand.
Press space to toss a pair of dice. If you roll more, you hit them, less they hit you.
The higher the discrepancy the more damage is done.
While this battle system seems slow at first, the numbers are far higher.
This mode is great for players that have poor reflexes and cannot beat the current systems, as well for players that have too good reflexes and can never lose with the current systems (like me!)
Another new system for this versions: Mystery Potions!
All potions now appear as a colour, instead of a proper name. (Eg, White Potion, Blue Potion ect.)
When you drink a coloured potion, you will receive the effect of that potion and from then on all of that colour will appear as it's name, and all the ones in your inventory will change names.
For example: If you have 4 Blue Potions, and Use one, you might discover it's a Teleport potion! You will Teleport as a result of drinking one, and you will notice the 3 remaining Blue Potions have changed into Teleport Potions in your inventory! From that point on you will not find Blue Potions and instead find Teleport Potions.
However, what colour corresponds to what potion will change every time you play!
Note that drinking per-identified potions from Milryth's shop will not identify them.
There is also the new Poison system.
Instead of each bad item changing the player once (like old Fly Biscuits) this new system instead applys a Poison. The Poison will change the player every few steps (it's random) until they are fully transformed, leave the floor, or drink an Antidote Potion. Multiple applications of the poison will reduce the number of steps you can take before transforming.
However, the same potion that risks poisoning you can also be quite helpful, as it has two possible positive buffs that you may get instead! It's up to you to evaluate the risk.
The new Buff/Debuff icons I am quite fond of. They were a quick idea I had when I couldn't think of a way to display certain buffs that were previously hidden. You may mouse over them for a bit more info in some cases. Currently they are somewhat limited, as there are only 4 buffs/debuffs in the game that count for them. Stat changes do not display them because of how stat changes work.
I could add icons showing that a certain stat is raised and by how much, but not have icons for each source of the increased stats.
Also, I have disabled needing to log into to comment, so maybe that will make me feel less like I am typing to nobody.
The biggest, I'd say, is the new combat system: Rogue!
Will be added to the Information page shortly, but it's not hard to understand.
Press space to toss a pair of dice. If you roll more, you hit them, less they hit you.
The higher the discrepancy the more damage is done.
While this battle system seems slow at first, the numbers are far higher.
This mode is great for players that have poor reflexes and cannot beat the current systems, as well for players that have too good reflexes and can never lose with the current systems (like me!)
Another new system for this versions: Mystery Potions!
All potions now appear as a colour, instead of a proper name. (Eg, White Potion, Blue Potion ect.)
When you drink a coloured potion, you will receive the effect of that potion and from then on all of that colour will appear as it's name, and all the ones in your inventory will change names.
For example: If you have 4 Blue Potions, and Use one, you might discover it's a Teleport potion! You will Teleport as a result of drinking one, and you will notice the 3 remaining Blue Potions have changed into Teleport Potions in your inventory! From that point on you will not find Blue Potions and instead find Teleport Potions.
However, what colour corresponds to what potion will change every time you play!
Note that drinking per-identified potions from Milryth's shop will not identify them.
There is also the new Poison system.
Instead of each bad item changing the player once (like old Fly Biscuits) this new system instead applys a Poison. The Poison will change the player every few steps (it's random) until they are fully transformed, leave the floor, or drink an Antidote Potion. Multiple applications of the poison will reduce the number of steps you can take before transforming.
However, the same potion that risks poisoning you can also be quite helpful, as it has two possible positive buffs that you may get instead! It's up to you to evaluate the risk.
The new Buff/Debuff icons I am quite fond of. They were a quick idea I had when I couldn't think of a way to display certain buffs that were previously hidden. You may mouse over them for a bit more info in some cases. Currently they are somewhat limited, as there are only 4 buffs/debuffs in the game that count for them. Stat changes do not display them because of how stat changes work.
I could add icons showing that a certain stat is raised and by how much, but not have icons for each source of the increased stats.
Also, I have disabled needing to log into to comment, so maybe that will make me feel less like I am typing to nobody.
Wednesday, 4 September 2013
Not Dead
I am still occasionally working on Halls of Degeneration.
Adding a few new mechanics, like random potions and poisons.
I'd still like to add that inanimate transformation escape mechanic, but no one submitted anything.
Adding a few new mechanics, like random potions and poisons.
I'd still like to add that inanimate transformation escape mechanic, but no one submitted anything.
Subscribe to:
Posts (Atom)