Terminys Demo 2: River's Prologue Part 1

Posted by Castypher on Nov. 8, 2010, 4:11 p.m.

Well, I promised this about a week ago, and after some unexpected bugs, the time has come to post it.

First and foremost, the download link:

http://www.shaltix.com/Terminys_RiverPrologue.zip

Once again, I had to host it at my own site, because 64Digits' file manager has trouble with ZIPs at the moment. And Cyrus, if you give me any more mouth about my site that exists solely for keeping my personal data safe, I'll swat you. And then get back to you on it later.

And for God's sake, before you blame me for random errors, extract the thing. On most computers, it'll work fine without extracting, but you won't be able to save your game. You need those saves if you plan on dying in-game (the game loads a quicksave, containing your position, but all other data is kept).

CONTROLS

Thanks for reminding me that I forgot about this important part. Here's a rundown of controls.

Arrow Keys - Movement

Z - Melee attack in combat, menu select on the map

X - Hold to run

A - Hold to recharge your Ether, used when you cast too many spells

S - Cast your selected spell

Q/E - Cycle through your spells (you can cycle through them on the map screen by going to the pause menu and navigating to the skills tab)

I don't think I forgot any.

RIVER'S SPELLS

Ether Spear - A short-ranged but powerful attack

Ether Dart - A fast, weak, but spammable attack

Stoneraze - Summons rocks from the ground. A spell with a long cast time that attacks enemies a moderate distance in front of her. Hits enemies that have burrowed underground.

Energy Strike - Generates energy beams to strike units a moderate distance in front of her. Moderate cast time, moderate power. Hits enemies that have taken to the skies (aim for the shadow).

You'll navigate a small level, fight some enemies, and a boss. The enemies can be annoying, but River doesn't gain experience in her prologue, so there is no need to fight them besides to get used to the combat. The boss used to be a lot harder, but I've toned it down so you can play without too much trouble.

There are also several cutscenes. You can watch them if you want, but I've added a skipping feature for those who want to get to the actual game. If you are interested in what happens later, for some reason, I encourage you to watch the cutscene after the boss fight, and it'll reveal a good part of the plot.

If you watch all the cutscenes, however, please feel free to provide feedback on the story or the cutscene itself. I'd appreciate those people who were patient enough to watch everything.

So, if you're still questioning what the hell this is, here are some screens.

And here's some backstory that might help you understand the character:

This may contain some spoilers, if you care.

This is River's prologue, which occurs about three days after Aidan's prologue, which was in the very first demo (the one with the flower and poison mist, etc). River is a sylph, a half-breed between the powerful Ethereals and humans. Sylphia typically keep to themselves, but are more in tune with ethereal power.

Some sylphia feed on the Ether of other creatures, including humans. It's not an uncommon act to leech a human's life force, but it is addicting, and for some, necessary.

When the two rival forces, Ether and Nether, clash, devastating effects follow. Since this follows the battle between people who held Ether and Nether, there are some effects that River is sent to investigate.

The next part of her prologue, which will probably not be released by itself, will bring the main plot into view, and River will join Aidan following the prologue.

So onto the dirty details.

This is more than a combat demo. It's also a dialog/cutscene/consistency test. If you haven't heard, Game Maker has some major consistency issues between computers. Working on a Mac with Windows isn't the same as working on a PC with Windows. Even between XP, Vista, and 7, there are major visual differences. Here's a quick list of them, so while I encourage you to report what you see, I don't want complaints.

[hide=Things I'm not at Fault For]

- Fonts don't load properly, and are often replaced by default fonts, even when the font is already installed on the computer

- Particularly in the name tab section of the dialog box, some computers will distort the tab, making it look a pixel wider than it should be (doesn't sound big, but you'll notice)

- Screen transition times are drastically different between computers. I've gotten this complaint a lot, and even fast computers will sometimes have slow transitions, and slow computers will have fast transitions.

And here are the known issues so far:

- When dying and returning to the room, the view must be reset (it works fine, but you see the previous view's position for about half a second).

- When dying and returning to the room, enemies are not reset (no grinding for now, unless you want to take the time to restart the game).

So, thanks to those of you who are willing to take the time to play this. Half of it is to test consistency, and the other half is for feedback on the game itself. If you have anything to suggest, feel free. I might bump this a bit, because at the moment, I'm relying on you guys to help me out, so I can complete the engine and finish the game.

And say hi to the Save Ravens for me.

God, I love spoiler tags. Though, they don't like line breaks after.

Comments

Castypher 13 years, 11 months ago

Holy shit man. That just made my day. Now let me reply to every detail.

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Portraits/color matching name would be nice
I'm working on character portraits. I almost included them in the demo, but I didn't because I didn't have one for everyone. I guess I should just stick with the important characters though. Everyone else will remain faceless. Name colors is a good idea that I didn't think of.

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Z should complete typewriting on key press.
Can't be too hard, I imagine. Just have to dig through this dialog engine a bit.

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Helmet girl awesome.
I thought it was actually a bit quirky. But the sylphs are supposed to be different from humans so I went all out on the fish-helmet.

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Why not just use keys Z X C ?? I'm having a great deal of trouble figuring out what does what and how to do. Maybe make her move faster in battle.
I forgot to post controls. I'm such a dick. You probably missed spells, eh? You might have a much easier time once you figure out how spells work.

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due to inability to dodge the spirits.
For the first attacking enemy, they're pretty tough. But the reason I left them there is because they introduce a big concept that I'm keeping throughout the game. That's observation and memorization. Their attack pattern is pretty simple. They move towards you, throw something, and run. You can either use your own projectile or just berserk on them. I usually use a combination.

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Noticed the view bug there pretty much.
That's a new issue actually. It's not 100% important at the moment since for me, it falls under "polish," but I have spent a lot of time with it.

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Still haven't figured out what A does… does it empower S?
Again, my bad for not posting controls, and it's presented in the original demo. "A" charges your Ether Points when you deplete them by casting. You've got a cooldown so you can't spam charge, but I might remove that and allow you to charge as long as you hold the key and stay still.

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Flying is kinda not working for me either. First I pressed x and she didn't fly (or I didn't notice it due to the graphics being similar) Have you considered instead of having us hold the key down to fly just press the button once and it toogles? Would be nice…
Basically, the X key is the run key. That goes for everyone, and her animation is simply a floating one. In this demo, she can't fly (due to the windstorm), but it might be something I'll look at adding in the future. The toggle idea is a good one. If anyone else agrees, speak up.

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Projectiles looks like them which is slighly annoying.. They move maybe a tad predictable.
A resprite would be a good idea. Thanks for pointing that out. The idea was that their movement is supposed to be predictable. They're annoying, but once you learn their patterns (being the dumb enemies they are), you can kill them no problem. Like I said, they demonstrate a need to observe.

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Is it supposed to say "storm of misfortune"?
That would be the font inconsistency bit I referred to. I hate it so.

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The fight is taking very long and get's slightly repetetive..
The boss works in phases. This one has four, triggered by his health pool.

Again, observation and memorization. Once you see openings to attack, it becomes very easy to whittle his health down and finish the phase. Sometimes, berserking actually works, especially on the second phase.

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I'm puzzled about the oil slicks though.)
Another observation attack. He waits for a bit, goes for you, leaving the puddles in the way, and if you stand in it, you take damage. Here's the problem though. You didn't know how to switch spells, so you didn't know that only one spell can hurt him. Same goes for his final phase.

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The lamb posts makes up for an ok boss fight entrance, though boss fights should, without exception, have some consistent entrances of evil I think.
He's not necessarily evil, just doing what all sylphs do and River doesn't like it. The lampposts tell you that you're near your destination (the human village), so the boss is the only thing standing in your way.

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What's with the flower anyway?
If you're talking about the previous demo, the flower was a boss fight that everyone said was difficult due to damage.

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No need for pause when ur gameover.
I didn't even run across that. That's exactly what I like people to catch.

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Hud is too large / too high alpha / somewhat in the way.
The HUD is a huge work in progress. I've got to spend some time with it. I might hide it at some point. I might make it so you can see your own health and get alerts when your EP is low. I need some help in this area though.

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I need a hint ingame.
Again, me posting controls probably would've made sense. I'll post a video of the fight for those who want to see as well. It won't have sound though, because my computer doesn't have stereo mix/wave out.

Regarding the character:

Her outfit was experimental, but I accidentally stuck with it. The entire graphical style is based on Earthbound/MOTHER 3, so it's entirely intentional.

I thoroughly enjoyed your review, and I hope to hear more of your input. I'm always open to gameplay suggestions, though this demo being placed very early game isn't supposed to be super exciting. But if you have ideas of how to make it more exciting, by all means, share.

I appreciate the time you took. Thanks.

Castypher 13 years, 11 months ago

Here's the tutorial video. Low quality, no sound, but shows you an idea of how to play the boss.

Also, something I forgot. The flower is the boss's temporary portrait since I haven't had time to sprite one.

EDIT: Just found a bug upon beating the boss. You'll see two characters. One can move, one can't. It'll be easy to fix, just a part in the engine related to character persistence and cutscenes. I'll leave it there for now.

Castypher 13 years, 11 months ago

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Well the speak is a tad on the weird side when you defeat him
Define weird. If you mean out of character, it kind of is. I think I wrote this when I was dead tired, so I have some editing to do.

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Are there going to be like inventory and spellbook?
There is a working inventory already. It didn't have a place in this demo though, because there's no need for River to collect items, just walk around and fight things.

Describe the spellbook though. You can select spells outside of combat, like I said before, but if you're talking about anything else, you'll have to describe it a bit.

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But I see I'm lvl 100
Yeah, I don't know why the hell, but I just saw that. It doesn't matter a ton, since she's not supposed to be able to level, but in the actual game, it increases your health and EP generation, along with other things like your power. You also learn new spells as you level. Things like an absorption shield and healing, and she gets much more devastating attacks.

I've only got a vague idea where I'm taking the game. I've got the basic story down but as far as features, keep the suggestions coming. Chances are I could use them all.

One thing I AM contemplating though, is whether to only allow one character to be playable, or allow you to switch between characters whenever, so the tactics you learn with each character aren't lost. It's a gamble, so I need more input on it.

Castypher 13 years, 11 months ago

I can work on a spellbook. It'll take me some time to figure out how it'll look, but with a design, it should be pretty easy.

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it would really help if you're willing to put that extra work into it.
I put a lot of work into the game already. When I posted this here, I already expected to have a lot of work ahead of me. What I need to figure out though, and I'll get specific help for this, is if the gameplay will flow well with the story. In other words, does the story support playing multiple characters? I'll take some time to think about it.

Joypad support would probably be easy, but I don't have one to test it out on, so I'll have to wait on that.

Other than that, controls are awkward, I agree. I already developed a feel for them so it's becoming less noticeable. If someone would take the time to map out a whole control scheme, I could do it in a flash. I'm not as big of a gamer as some, and what I know doesn't apply to others.

C might become the cast key. S is a bit hard to reach. A doesn't need to be used a whole lot, same with Q and E. I'll get this figured out. Might even map items to the number keys for ease of use.

You've got me thinking about this kind of stuff early. It's good to worry about these core parts at this phase. Again, I appreciate your time.

To everyone else, I still want input, as it would help influence me a lot better with more opinions. So stop being shy, goddammit. <_<

Cesque 13 years, 11 months ago

Here we go!

Things which absolutely annoyed me

1. The second time I played (I accidentally quit the first time), I skipped the cutscenes, and the storm "sound effect" played over… and over… and over… again… Until I gave up and turned the computer sound off.

Pretty sure it was a bug. In either case, I suggest you change the sound to something slightly less annoying (the wind sounds buzzy and noisy, on my earphones at least)

2. The black background behind your stats in the combat menu. Not only was it unnecessarily big (though I suppose the extra part was to accomodate an extra NPC), it kept obstructing the view of the boss.

You should reduce the size of that black spot of annoyance to a required minimum (only increase it if there are actually extra NPCs or whatever else appears next to the stats), and maybe even make it transparent, or figure out some other way of making what's behind more visible.

(the boss healthbar was less annoying, maybe use something more similar for the character stats, with some more visible stuff in the background instead of the black rectangle area)

Things which annoyed me less but should still get fixed somehow

1. The enemy hitbox was a wild guessing game. At first I thought I was supposed to hit the orb, then that I'm supposed to hit the shadow, and as it turned out, it's not exactly either (though closer to the second part).

Either make it more clear where the hitbox is, or highlight the enemy when the player attacks/casts a spell, or at the beginning of the battle/when the boss changes form. I can imagine some rectangular "scan" effect homing on the enemy at the beginning of combat (or maybe when a player presses something, like an extra key for highlighting enemies as a combat aid).

Alternatively, increase the hitbox of player's projectiles. At first I found it almost impossible to hit the boss when shooting vertically, and when it comes to melee attacks (Ether Spear), it's just impossible.

(also, add some more visible explosion effect for Ether Dart in addition to displaying the amount of damage it deals)

3. The controls aren't particularly bad, just confusing. Why not have attack and spell next to one another (say, Z and X), C for run, A and S for choosing spells, and D for recharge?

The part that annoyed me was that I kept recharging instead of casting. :P

4. The spell loading times are too long. Not by much, and their power makes up for it, but it makes it very hard to aim them right and spamming Ether Dart turns out to be more effective anyway.

Most importantly, it wasn't possible for me to hit the boss in his Bad Karma form with Stoneraze without him getting to me and damaging me anyway.

Things which were only a mild nuisance

1. Did I already mention that the trees could use some shadows? :P

2. The transition times were slightly too long, particularly when skipping cutscenes (wanna skip a cutscene? a-ha! I shall punish you by forcing you to watch the screen fade in and out! muahaha!), but also when moving between areas.

3. The house looked slightly too colourful compared to the rest of the game. Making the floor less saturated would also help increase the contrast with the characters.

4. Same as with SpectreNectar, the boss's name didn't fully display for me in his "-orm of Misfortune" form and the other end went outside of the bar.

Is that a GM problem? I thought once you load the fonts, it doesn't really vary from one computer to another. If it does, just use a more popular font I guess :P

5. Come on, limit the amount of full stops in an ellipsis to three. You're wasting precious nanoseconds (heh, I just don't like anything other than just one or just three periods, so that counts as a nuisance).

Things I loved

1. The special effects. The game looks like a SNES jRPG, but the darkness-bleeding orbs, transparent rotating rings of light, pillars of light beaming out of eldritch circles, or even characters teleporting out go beyond anything that SNES had, and still fit in pretty good.

2. The cutscenes. They were pretty varied and had some action and effects going on (rather than just talk, talk, talk).

3. The game in general! Apart from the things I listed, all was enjoyable, the combat was pretty creative and the spells were varied and looked great.

I think it'll be harder to come up with useful and powerful melee attacks, though (if you're going to make melee characters or abilities more important, I suggest you go for the old trick of increasing their angle, since just attacking in a line when you can only move in four directions is going to be very ineffective).

Other Comments

Funnier and more action-packed than the last demo. I figured out how to beat the boss myself (took me five attempts, I think).

Also, River acts like a punk, even for a jRPG-style character ;) If that was meant to be the introductory chapter for that character, I think it did a pretty good job.

And how do you access the pause menu, anyway?

P.s. Maybe add some "idle" effect for the save ravens? Some short animation every now and then if you stay around for long enough. They rule.

Castypher 13 years, 11 months ago

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the storm "sound effect" played over… and over… and over… again…
I may or may not have forgotten to do some checks to make sure it turned off right. Easy fix.

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The black background behind your stats in the combat menu. Not only was it unnecessarily big (though I suppose the extra part was to accomodate an extra NPC), it kept obstructing the view of the boss.
Yeah, the size was something I didn't end up changing, but it's there to have another party member's status. With that and SpectreNectar's comment on its annoyance, I'm considering downsizing the player HUD and giving other indications of health and EP. Casting too.

Overall, the HUD is a piece of shit that needs work. I haven't spent time with it because it'll take me a few days to design it.

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The enemy hitbox was a wild guessing game
I just started messing with hitboxes actually. The boss so far is the only one with a height that matters, though the spirits do basically float. Design error on my part for not showing their shadows.

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highlight the enemy when the player attacks/casts a spell
You're going to have to explain that a bit, because it sounds like a useful idea.

Ether Spear's hitbox has been giving even me some issues, to the point where I really don't use it. It's sad, because it's a powerful attack, but also eats your EP like no other spell if you spam it. It's a tough thing to nail, because spells also basically have a height.

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add some more visible explosion effect for Ether Dart
Ether Dart as a whole was thrown in just as an easymode projectile attack. I haven't found a sound effect for it and visually, I was very lazy with it, heh.

As for controls, it's like the HUD, where I'm going to need to spend some time with design. Originally I wanted to keep the melee and run keys near each other because back then I supported Z spamming. With a few more tactical ideas (and the fact that River's spells are far more powerful than her melee), I think I'll end up using your scheme, and even allowing the player to map his own controls sometime in the future.

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The spell loading times are too long. Not by much, and their power makes up for it, but it makes it very hard to aim them right and spamming Ether Dart turns out to be more effective anyway.
Sadly, the spells don't have a great use until they're required. This falls under the "situational casting" area. Stoneraze originally was too difficult to cast against the spirits, as they'd interrupt you at the last second every time. I'll work with the casting mechanic when I can.

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Most importantly, it wasn't possible for me to hit the boss in his Bad Karma form with Stoneraze without him getting to me and damaging me anyway.
He probably needs to sit still a little longer, but I normally don't take damage in that phase. Then again, I also know my own controls. The idea is that you wait for him to start moving, move a tiny bit, turn around and start casting, then book it. That's not really a high damage phase unless you're berserking and standing in the pools.

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Did I already mention that the trees could use some shadows? :P
Yeah, I think you did. And I forgot. Designing the forest is pretty tough as it is, but it can't be too much work to do shadows. It'll support the depth-based combat that I'm trying to bring in.

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The transition times were slightly too long
See, this is the consistency problem I was talking about. On some computers I test with (even the slow ones), it's ridiculously fast to the point where you hardly notice it even fade, which is why I've been reluctant to reduce it any further. If anyone has a solution for this, I'd like to hear.

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The house looked slightly too colourful compared to the rest of the game. Making the floor less saturated would also help increase the contrast with the characters.
Noted. Still working with sylph architecture as it is.

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Same as with SpectreNectar, the boss's name didn't fully display for me in his "-orm of Misfortune" form and the other end went outside of the bar.
Did for me in the video too. It did that after I redid the fonts, but I think the spell name needs shortening anyway.

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I thought once you load the fonts, it doesn't really vary from one computer to another.
If that's the case in GM, it's something I didn't know. Most of the font inconsistency is when I'm trying to do actual work on the game instead of running the EXE. It's annoying as piss since I have to look for new fonts.

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Come on, limit the amount of full stops in an ellipsis to three
It might help if I allowed dialog skipping. The breaks are mostly in there to support the dialog. Maybe I'll add a feature to the dialog engine that has a shorter pause for things like that.

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The special effects.
I hope they fit well. I know they're set apart from the sprites a bit, but I wanted to go all out with spells and such.

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The cutscenes.
The first cutscene is probably the most boring. I thought about doing things like having people walk around or slam fists/heads on the table, but I don't have sprites for anyone but River and Karemi at the moment. And as you can see, the sprites they have already are pretty…heh…odd.

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since just attacking in a line when you can only move in four directions is going to be very ineffective).
One thing to note is that even for melee attacks, every spell/attack in the game is considered area-of-effect. The range and angle will simply change with each spell. I figured line-casting was fine as long as there was some other benefit. You either have power, speed, or utility.

I thought about eight directions, but that would require directional sprites, and that's something I'm just not capable of right now.

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I figured out how to beat the boss myself (took me five attempts, I think).
I think the fact that you knew controls helped, right? Not knowing you have more than one spell has to piss the hell out of you. Still, five attempts is a lot. I might have to tone the boss down further.

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Also, River acts like a punk, even for a jRPG-style character
Yeah, sometimes I wonder if I overdid it. I could list every detail about her character but that would take some time. She is supposed to be the comic relief for game, among other things, and emotion isn't really in her scope.

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And how do you access the pause menu, anyway?
Press enter on the map to have access to the menu (you can't do much besides selecting spells in this demo). On the battle screen it simply pauses the game.

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Maybe add some "idle" effect for the save ravens? Some short animation every now and then if you stay around for long enough. They rule.
I did want to make them a little more a part of the game than just your savers. That's why I added the dialog, and even Ravens have their own personalities. The first you meet, as you see, is a smartass.

Overall, that's a good idea, and I'd like to do more than them. And I'm glad people like them (even Obelisk did, interestingly enough).

FIN

Well, I wrote more than I thought. And if I completely missed some of your suggestions, I was in a bit of a hurry, so let me know if there was something you needed answered. I appreciate the time you took, both of you. Those are very lengthy lists.

Ferret 13 years, 11 months ago

I'd hate to tl;dr, but these comments are huge D:

Cesque 13 years, 11 months ago

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I just started messing with hitboxes actually. The boss so far is the only one with a height that matters, though the spirits do basically float. Design error on my part for not showing their shadows.

Didn't really have trouble hitting the spirits, weird (they stood still for longer, I think)…

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You're going to have to explain that a bit, because it sounds like a useful idea.

What I meant by "scan effect" was something along the lines of a screen-size rectangle decreasing in size and locking on the enemy hitbox, than flashing and disappearing, at the start of combat/boss form change (or something of that sort). Probably wouldn't look too good in this game's world, though :P

Maybe something like an abstract "crosshair" or sparks appearing whenever you're attacking/preparing to attack…

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He probably needs to sit still a little longer, but I normally don't take damage in that phase. Then again, I also know my own controls. The idea is that you wait for him to start moving, move a tiny bit, turn around and start casting, then book it. That's not really a high damage phase unless you're berserking and standing in the pools.

I think I started charging the spell before he actually stopped moving, as far away from him as possible, and he still hit me. :( My general suggestion for both this and the spells' uselessness would be to make them load a LITTLE faster.

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See, this is the consistency problem I was talking about. On some computers I test with (even the slow ones), it's ridiculously fast to the point where you hardly notice it even fade, which is why I've been reluctant to reduce it any further. If anyone has a solution for this, I'd like to hear.

HOW are you doing the fade? :| Because the way I see it, or at least the way I'd imagine someone would do it, the speed of the fade should only be limited by steps per second, in which case it would be consistent with the speed of the game itself…

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I think the fact that you knew controls helped, right? Not knowing you have more than one spell has to piss the hell out of you. Still, five attempts is a lot. I might have to tone the boss down further.

I think changing some things about spellcasting speed and aiming would be better than tweaking his HP and attacks ;)

Apart from the second form covering the level in projectiles, the boss was pretty fair, it just took some time (and deaths) to figure some stuff out.

Castypher 13 years, 11 months ago

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I'd hate to tl;dr, but these comments are huge D:
Well the comments are more or less for my information, obviously. You don't need to read them, so don't let them stop you from playing and giving your OWN comments. >=[

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What I meant by "scan effect" was something along the lines of a screen-size rectangle decreasing in size and locking on the enemy hitbox, than flashing and disappearing, at the start of combat/boss form change (or something of that sort). Probably wouldn't look too good in this game's world, though :P
First read screamed "lock-on" to me. Then I reread it. Thanks for the accidental idea.

But I can see where you're going with this. We can refer to the hitbox as a "weak point" or something. As far as how it looks in the game's world, this isn't a medieval game. I'd have to find some way to explain it, since the characters don't wear mech-suits, but I'll look into it.

Feel free to shout at me if I'm still missing the idea.

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I think I started charging the spell before he actually stopped moving, as far away from him as possible, and he still hit me.
If you stop before he starts moving, he'll hit you. He targets your position and goes for you. So if you wait a sec and move right after he moves, he won't touch you. You might get some close calls there though; the idle period was long as it was (the difficulty of the phase matches the cast time, I'd say. Hope for a nice crit).

I think I'll end up making those two cast times shorter so they'll be a bit more useful outside of where they're required.

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HOW are you doing the fade?
Like you said, steps per second. Cutscene fades are done in the step event (blackAlpha+=0.01; or something like that). Room transitions are usually using the built-in tr_fadeoutin transition.

Now that I think about it, I was never sure if there was an FPS/room speed cap that rises on some computers. If I can figure out how to cap it, I think that problem can be fixed and transitions normalized.

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the second form covering the level in projectiles
Did you try standing still? You'll notice that 90% of the projectiles fly right past you. Even when he moves, they usually curve just enough that you don't have to move. Just spam Ether Dart, really, since getting close is a berserking tactic.

Even though only two people have played and reviewed the game, I feel like this release was a great success. I got much more information than I initially planned.

Castypher 13 years, 11 months ago

You may not be, but "Actually jk" in one of your previous comments (note the word "actually," as if a mind was changed), tells me that you may feel the same way.

HMMMMMM.

Enlighten me one of these days.