Monday, April 21, 2014

Knight in shining armour

I finished the new NPC, as you can see in the picture. He's the guard that controls the bridge to the town. Once done, I realized he's pretty much like Sheldom, hahaha.



I've also done another features (as you can see in the video below):
- Some changes in the inventory: Now, the equipped items disappear from inventory, so now you have more space.
- I did a new weapon for the Guard: this kind of big axe. So, if he can have one, why not Beth too? So I created the animations and stats for this new weapon.
- I also fixed an old bug. When you are in the trader inventory, Beth's text for item description was buggy and sometimes it showed a different text for the item. Well, not anymore.


52 comments:

  1. I'ts nice to see your updates :-)

    The guard looks cool but his face and body currently don't look really manly and are far to similiar to the the elf guy (where a lack of manlyness was no problem as it was an elf ^^).
    If you make the eyes smaller and add some more arm muscles and maybe a beard it would look better.

    The long weapon is called "halberd" btw and beth should hold it on a lower place in the idle animation ^^

    Besides in the current game version the elf guy's pants simply disappear when beth pleasures him. Maybe for future versions it might be better if instead of disappearing you'll add a graphic with pants opened or hanging down.

    regards,
    Hedgehog
    (Some of the former comments like the inventory suggestion were also made by me btw)

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    1. It looks like more of a pole-axe, to be pedantic. Halberds have a thrusting spike and a hook/pick on the back.

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    2. I agree I should make him more manly...

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  2. These updates have been amazingly professional, lately. You're making most personal game project blogs look amateurish, by comparison!

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    1. I disagree... I can't compare myself with people like Gorepete, Kyrieru, Vosmug, DirtyC101... etc

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    2. I just meant your progress updates are more regular and informative than most one-or-two person indie game dev blogs. I'm not trying to put you amongst the gods before you've proven anything. :)

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  3. It is good to see the newer updates and that you have fixed the bug with the trader inventory. Looking great. She still seems to drag one of her legs when she walks though. It could be possible that I did not saw it right in the video, but the pole-axe (just like a halberd) has to be used with TWO hands to make effective.

    Oh. And yes. He does has somehow reminds me of Sheldon.

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    1. *nods* But if you look closely enough, Beth does grab the handle with her free arm on the downward arc. Personally, I'd prefer a Glaive or a Voulge, but it's not my game ^^

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    2. Squark is right. The difference between the animations of Axe and Halberd (pole-axe or whatever... xD) is that she helps the movement with the other hand in the downward arc.

      ^_^

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    3. It has more of the look of the Dane axe, because of the missing spike (head spike and butt spike) that can be used for thrusting attacks.

      One thing that I noticed:

      While you can see an ear (coming out of his closed helmet) in the close-up of the trader inventory you do not see one in the normal view. It also look different than on the picture of the knight without the helmet. The knight DO look cool.

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    4. That's because the last image in the video is from my Adobe Flash. After closing the game.

      :)

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    5. Okay. I did not know that. I DO like the idea of close-ups of those whom Betty trade with. Would it be possible to show some facial expressions on the trader(s)? If you know what I mean.

      Examples: Angry when Betty tries to steal items. Smiling if the trade is done. Shaking their head if Betty does not have enough money to buy something or is trying to sell something that cannot be sold (important plot item) or does not have any value.

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  4. I decided to check in because my cat was making "Nya Quack" noises, and I see this.
    Loving the Sheldon NPC ^_-

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  5. Information in the FAQ section isn't actual already long ago.
    Perhaps it is worth or correcting it that corresponded to the current situation (v. 0.386) or in general to delete the section?

    MosKit

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  6. Hey H Nyarly just wanted to say good work as usual. I recently had a strange dream that had many elements borrowed from SR (strangely enough an incarnation of Beth was present), but also some things not in there such a white knight armed to the teeth, demon monsters, and artifacts. It inspired me to send some ideas your way which could fit into late-game content. I know you gave a brief overview of how the endings would go; one of my suggestions would pertain to primarily the evil endings and what not.

    I think it would be more appropriate if I write it all down in an email. I hope you will have enough time to give it a read and offer input, it would give me great honor. I should get to it by the end of this week. Thank you and keep up the great progress.

    - PL

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    1. I've just received you email. I have to read it deeply.
      ;-)

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  7. I'm glad that you're coming back. Just want you to know, I'm still following your work. :D

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  8. Hmm nice updates, but I am here's some advice or critics on animation parts of the axe and poleaxe since I am an animator and a modeler myself. The swinging of the axe is fine, but the other hand is kind of weird because when a person swings an axe they don't have their left hand straight downwards. They usually have it bend bit. Also the swinging of the pole axe is fine, but won't it make sense to have her put both hands on the poleaxe at all times? Here's some advice to improve on your animation. Try imagine yourself with an poleaxe or any weapon and try swinging it. Record yourself if you like to use it as material.

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    1. I think that following your tips are a a bit over my animations skills, hehehe.
      After reading your comment, I've tried to improve the animation, making Beth taking the weapon with both hands all the time, but I found it more difficult than I expected. I had to turn the top part of her body, and making some more layers...

      Anyway, I've done the movement a bit longer (because the weapon is heavier than the axe), and I've expanded a bit more the range of the attack.

      I can say that for me is ok now.

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  9. When will the next playable update be available?

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  10. Playing the game when you get over next to the wizards cabin the cockroach creature that creates the little baby cockroaches is glitch when the baby cockroaches try to attack you they aren't on the same plain as you and just get stuck going back and fourth. Just an FYI if someone hasn't already pointed that out.

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    1. That I believe was intended, I remember reading something about that AI "learning" to prevent exp farming; the movement pattern may be a part of that. Just move around (mostly up and down) and kick at random, you'll get them all eventually.

      (If one continues to evade you, then move flat against the nearest horizontal solid object. That usually works too.)

      I agree with the learning AI though, otherwise that's around...what? 15 exp per batch of small cockroaches?

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    2. You are right, this "stuck" movement is the way the AI keeps the distance from the player. When you move, the small cockroaches tries to attack you again.

      The more you play, the more de AI learns the right distance to be safe from the player's kicks

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  11. I was tormented long by this question, and I thought that better than the author all the same nobody will answer.
    For what (for what situations) the knife and an axe are intended? Than they it is better than a usual kick (surpassing them on range)?

    MosKit; sorry for bad English, I tired...

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    1. MosKit. The only reason I could see the axe and the knife being better than the kick would be when you are facing something like the slime,lizard and the red wolf where they have higher health (mini boss). The reason you would use the axe and the knife then is because they should (I believe) deliver more damage to the creatures than the kick. Hope that answered your question and its fine that English isn't your best language.

      Dude

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    2. Dude, slime and lizard very far beat, it is better to keep them at distance. I.e., to kick.
      Wolves, in general, too it is easily simple kick to death, and the weapon can be sold for rather big money. That, actually, also forced me to ask a question. By the way, I hoped that it will be answered by H Nyarly; after all she created them.

      MosKit; sorry for bad English.

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    3. Previous anon explained perfectly. Knife and axe deals more damage. The final damage deal to an enemy is P+W-A. Where
      - P is your Attack Power divided by 10.
      - W is a random number depending of the attack. For Kick is a number between 0 and 5, knife is 2-8, Axe 2-12, and 2-16 for Poleaxe.
      - A is the enemy's armour.

      So, Knife has less medium damage than kick, but knife hits faster. The other weapons are slower than kick, but deal more medium damage. So the axes bypass more often the enemies' armour. I mean... suppose you have an Attack Power of 10, and you enemy has an armour value of 15. Your damage with kick is 10 + R(0,5) where R(x,y) means a random value between x and y.

      In that case, your kick can't deal any damage to this enemy, but the knive can do it.

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    4. For D&D players:
      - Kick: (1D6)-1
      - Knife: 2D4
      - Axe: 2D6
      - Pole: 2D8

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    5. Not a bad set up but you also got to factor in the range and speed of the weapons to find if they are worth it or not. Personally I never had any problems killing all enemies with a kick. For people who don't play dnd kick 0-5 knife 2-8, the ax 2-12, and pole 2-16. Based on what they are knife would be fastest but really short range so it might get you in bad positions. The ax would prob have slightly better range but be a little slower. The kick would probably have the next range advantage but lowest damage and pole has the highest damage and possibly range but is the slowest attack speed. So even if one has a better damage output unless you get the timing down for the weapon it will be ineffective against enemies.

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    6. I kill by kicks all enemies, including: slimes, wolves, SlimeBoss, Lizard (+ Fire Rune).
      Don't forget, the kick also beats on long distance, in comparison with an axe and a knife, and temporarily knock back opponents (not always for a long time, as in a case with Lizard).

      MosKit

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    7. Well, that's a matter of player's preference... you can increase your kick damage leveling up (and increasing you Attack Power).

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    8. It, by the way, example of good balance.
      Each weapon has a set of merits and demerits, making impossible an unambiguous choice of one of them for all occasions (in my case the kick simply fits into my methods of conducting fight: not to admit enemies close).
      Knife: rats, snakes (high speed, convenience at short distances)
      Axe: wolves, lizard (high damage)
      Kick: rats, slimes, baby cockroaches (high range of attack, knock back effect)
      Fire Rune: slimes, cockroach (attack from distance, high damage).

      Thus:
      Knife: too short distance of attack (slimes, Lizard)
      Axe: too slow (rats, snakes, baby cockroaches)
      Kick: too weak without long progress of the character (wolves, Lizard)
      Fire Rune: the shell sluggish, is limited an energy stock (rats, snakes, baby cockroaches). Some enemies doesn't influence almost (Lizard).
      -----
      By the way, whether probably in the future magic division on any groups (for example, to elements)? To monsters it will give different resilience to different ways of attack, doing usually lethal weapon weak, and usually inefficient strong, and the player will force it to think, what magic will bring more benefit.

      MosKit

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    9. I think currently the kick is the best melee weapon no matter how low the damage ist. An enemy hit by the kick is thrown back and stunned so even with very little damage you can repeat kicking around until the enemy is dead.

      you could solve this problem by making stronger enemies immune to the stun/throw-effect of the kick.

      Regards,
      Hedgehog

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    10. Such enemy already is. Lizard. Though it also is knock back by a kick, but almost at once rises; and range of attack at it is all the same higher, than at a kick therefore it is simple to approach it it is possible only having fired by means of Fire Rune (it almost doesn't put a loss, but also forces down from feet).
      Kick allows keep enemies on distance, but Lizard and SlimeBoss prefer range combat. For a victory over them it is necessary to connect them near fight that just and helps to make an axe.

      I am disturbed more by a knife. At the moment it is useful only against rats and snakes. But rats and snakes are so weak that at all don't demand any weapon so the knife almost inevitably is on sale right after acquisition. Yellow snakes it is more dangerous, but by this moment the player often is already kicked so strongly that can beat without weapon couple - another wolves.

      MosKit; sorry for bad English

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    11. I love making players to discover new strategies to defeat enemies, and making new enemies immune to those strategies. Lizard is an example: it recovers fast from attacks and has long range attack.

      Anyway, be prepared for future enemies, hahaha.

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  12. Are you going to use the Work in progress bar? So we can see exactly how long it is till the next update?

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    1. I'll use it when I am closer to another update

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    2. Well, now you have the progression bar back
      ;-)

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    3. I love you !

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  13. hiya I just download v0.386 is any after that 1 or I have to wait for the next update 1. btw I love this game the music is great the storyline is funny :)

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    1. You'll have ti wait. v0.386 is the last one, for the moment.

      And the music is not mine... I picked it from the RPG-maker RTP.

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    2. The music reminds me of Terranigma on the SNES, for some reason.

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  14. well its a nice choice of music I will check this page 1's a week when you have the next update thank you for taken the time to answer my question :)

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  15. the guard tells me i need a safeguard.
    Where can i find it and what it really is?

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    1. Id like to know this too, thought maybe we were supposed to seduce him but i cant get my seduction any higher... and all im wearing is the bra. BTW i can't find that tree monster that you put in... where might that be too?

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  16. I figured it out, at around level 8 (assuming most of your clothing is off aswell) your seduction will be at around 25. You can than seduce him and he lets you go. Nothing on the other side of the bridge as of yet though... Still don't know where to find the tree monsters.

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    1. It's hidden in the code. You'll have to cheat the saved games to display it.

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