Disclaimer: Guess when this was written, and what state I was in. Requires a pinch of salt to be truly informational, I believe.
Yeah, the game has them now. Not implemented yet, but I have the sprites. v_v so much left to do.But I have gotten pretty far. Stats and the display thereof:And message boxes:Now, you can't tell by looking at the screenshots, but: > Message box and stat box 'slide out' and back again. :D > Messages get written out letter-by-letter (not too slowly though). > Messages can have multiple messages in one message, got it?The game now has a quick introduction to itself, explaining the controls and what you're doing in a dungeon all alone.Currently you can descend infinitely through the dungeon.The equipped weapon and armor in the stats box are just dummy placeholders. I'm designing a Weapon and Armor class to use. Also have the basis of my Item class completed. Need to make a nice looking interface for the inventory and spell-list, and then I can start working on my next problem: Battles.The battle system will be very simple, NOT ATB 2.0 based, because that gets difficult to balance. I'm using a simple turn-based system where the player gets to go first and subsequently get raped by however many Pink Ninja's happen to be in the current random encounter *coolface*I'm using some very ancient formulae for damage, just adding STR to WEPSTR to get the ATK value, and subtracting the enemy's DEF value to find the total damage value. Archaic, but I have little time left…Enemies will be auto-balanced depending on the player's strength, to be just challenging enough with variations. Also, I've figured out the main antagonist of the game… feared by all across the land, troublemaker in general, Bearded Bitch. Sue me. It's Rob's fault for rigging the random generator. [/grumble]Other enemies of note are the aforementioned Pink Ninja's, Man-in-a-dress™ and Monk? (? intentional. Looks like it wears a dress).I'll probably add some of the usual RPG fare, like slimes, bats, wolves and goblins (If I can get around to it).As soon as I have the item system set up, I'm going to start generating random chests in rooms.Ah well, at least I'm making progress. I'll just keep plodding on I guess. Also need to work on the music… argh…UPDATE:Between writing this blog and now, I finally figured out how to use XACT properly. I've been unable to undertake the massive task that is rewriting Shay Green's NSF emulation code in C#, but I'll get around to it in a few months. So far, I have some battle music; a cover I did yesterday of the Lufia 2 battle theme (Actually, Lufia 4's Cave battle theme, but never mind that).Time to get to work on that battle system…
The messages look neat.
Can your character wear dresses looted from enemies? "F. CLOTHES" don't sound very transvestite.And what does OTT stand for in SFTDOTT?When I began the project, I had forgotten the name, hence "Search for the Dungeon of the Transvestites".
Yeah, you'll be able to pick up loot from enemies, and end up wearing a P.DRESS instead, or M.SKIRT. Heh.Looks very awesome! Is there going to be a gui for the Inventory? Or just (Equip item? text)
I'm making a full GUI for the inventory, which is going to be similar in appearance to the Neverwinter Nights 2 inventory (Or Minecraft, for that matter). Selecting an item will give it's base stats and description. Selecting a weapon or armor will equip it, and selecting a "usable' item will attempt to use it.
you character looks kinda strange… but better than what i could do. if that's a single sprite than i would recommend more character design. if it's a combination of sprites through changeable armor pieces that that's cool!
looks identical to games i've worked on, only you have better sprites xDI have the code for overlay armor pieces, but I'm still trying to finish my battle system. On that note, I now have an inventory and 28 different items (Including weapons and armor), with icons (That I'm quite pleased with).
do the items work? >_>
Now they do.