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Miscellaneous

End of the line

Alright, this project has gotten extremely messy and barely operational. I decided to turn in what I've got now as I can't go any further. I've at least turned in SOMETHING for the contest, but I'm going to have to make plans for a different WeaponBirth- thus canceling any development past this Game Chill 2009 contest.

Try out the demo though, I did at least get the first attack for everyone working (probably).

This game will definitely be back though! The idea of what this would have turned into sounds too much fun for me to trash. However, it should be remade under an infinite time limit so I can actually take much more time to plan everything.

Even though I really hate the collision system, it's probably going to be the same engine again anyway.

Miscellaneous

We're going down!

I just knew that making a game in two weeks with the god awful Acknex collision system would be a disaster. I'm afraid I might waste the remaining time trying to get Hikari's scrolls to stop exploding in the middle of nowhere. I might even have to just leave that bug be and get everything else in. Well, I did kind of pull this game out of my ass as the contest demanded, it's probably just as fun to release a barely running demo.

Miscellaneous

Download and Test Engine - 2

http://www.mediafire.com/?m0jhnrmmutz

Alright, combat is sort of working in this version. Remember, only REN is working, the other characters are delightfully unfinished in their movelists and will use REN's sword (poorly as REN's the only physical fighter in the group).

In this testing engine, NPC copies of REN will randomly spawn and randomly swing their weapons around while NPC copies of NAOMI will just wander around. The NAOMI copies are friendly NPC tests and will get slaughtered by the REN clones since they are on the enemy side. Just defeat as many REN clones you can before you die (falling off the level now kills you).

A little white number drawn in Arial will count the number of REN clones you've totaled.

Controls:
Z - Attack
C - Jump
Arrows - Move

Miscellaneous

Battle Calculations

You think EmptyBrain made strange battle calculations? Take a look at my wall of formulas:


====== Weapon Values ======
Calculating damage for weapon ID 0 and move ID 0
Weapon Magnitude: 1.000000
Attacker's Skill: 0.000000
Resulting Weapon Force: 1.000000
Move Type: 0
Move Magnitude: 1.000000
Associated Move Skill: 1.000000
Resulting Move Force: 1.100000
Resulting Force: 2.100000
====== Defense Values ======
ENDURANCE: 2.000000
RESISTANCE: 0.000000
SPEED: 2.000000
Resulting Defense: 0.080000
====== Final Result ======
Raw Damage: 2.020000
Minimum Factor: 0.800000
Maximum Factor: 1.100000
Roll Factor: 0.041041
Delta: 0.300000
Final Factor: 0.812312
*** ACTUAL DAMAGE ***: 1


Balancing this thing is going to be a little difficult, but not too hard. I'm doing much more than tossing sprites in a 3D map, I do have to invent all the formulas of the fighting in this game universe. If I get the enemies to die, I'll finish up the first Z moves of everyone and probably release another test program.

All of that stuff for a whopping damage of 1! Yes, I'm definitely going to fix that as everyone's HP is scaled a bit higher than that and this would make everyone take a ton of hits to die.

Miscellaneous

Things are getting bad / Movelist

Hm... I'm running out of time and I'm working on the attacks. I might have to scale back to a version that can be completed on time- but don't worry as the characters and what they can do will not be compromised.

This project has grown from a silly little idea into something that's starting to look appealing to me. I might expand on this later no matter the outcome. Right now I'm modeling everyone's weapons. I am really trying not to model a boring 2-handed sword for Ren and make something at least interesting. Here is what each character fights with:

Ren - 2-Handed Great Sword, it's also a giant lightning rod
Z: take a swing X: tossed lightning A: lightning storm
hold Z: hammer power
Hikari - Scrolls, she also crumples several together over snowballs to make grenades, or folds some into paper airplanes to make homing attacks
Z: fire scroll X: aero scroll A: tornado bomber
hold Z to throw a scroll grenade or X to toss a paper airplane
Naomi - Bow, she carries clockwork machinery that she can attach to her bow and a belt of arrows to make gatlings
Z: shoot (hold to shoot further and do more damage) X: claws A: chained gatling fire
Sarah - Energy, kind of like a magic user in a way
Z: gravity bombs (press Z again to detonate them in mid-flight) X: icethrower A: i don't have name for it, but you spew a TouHou-style wave of bullets everywhere

Oh yeah, Sarah can fly a bit, Naomi moves fast, Hikari has a ton of HP and can set mines if her scrolls hit the wall and ren can take one more hit even after something brings his HP to 0.

Miscellaneous

Download and Test Engine - 1

http://www.mediafire.com/?mj2gzencmoz

Go ahead and download, and run the weaponbirth.exe inside to see if the program runs at all / etc. Post here if it doesn't run and take a screenshot / describe what happened.

Miscellaneous

Character selection / Stats

I've worked on the character selection part of the game and it works so far. Thinks have been progressing alright despite random problems here and there. Now that the basic stats and the selection is down, I think I'm able to start adding all the fighting in there.

The problem I have now though is how do I explain those symbols without confusing the player? The top three are weaponry, ether, and skill. They determine the amount of damage you do with different kinds of attacks. The critical and movement speed under it are fixed (they don't get bigger as you level up). Critical hits in this game instantly destroy anything that's a generic enemy, otherwise they cause 3 times damage. The movement speed lets you move around faster.

Miscellaneous

12 days left - HUD and attacking

Next

Right off the bat I need to get the status / HUD and choosing characters out of the way. There's only a few days of making this game so I really need to get the important things that will hang me up in the end out now.

Right now, I need to finish drawing everyone's basic moving / jumping / falling down frames and then add a little menu to let you choose from the 4 characters. I may make lots of artistic mistakes like stray pixels, weird animations, and rifts in the polygons on the maps- but that's alright for a speed development game. Gotta finish at least knowing what the playable characters are going to look like.

Background So Far

Two and two characters are from either group of soldiers that are clashing in this frozen wasteland. They're actually friends with one another and care nothing about the political problems the two cultures have with one another. You've got "Ren" and "Hikari" from the black and brown colored side together with "Naomi" and "Sarah" from the white and blue colored side. They actually meet in this wasteland because it's one of the easily reachable places in between the two countries to do fun things.

The whole point of the game is to escape the escalated conflict and not get caught in the middle of it. I plan on having lots of people everywhere battling each other, the idea isn't to start fights with every opposing character but to try not and get caught in the middle. If you're being careless enough you'll easily have 80+ soldiers all over you at once. Now, the characters aren't exactly soldiers themselves but they can defend themselves pretty well. But, no one takes on an army solo so I'm thinking of ways to make the game involve some basic strategy for avoiding getting caught in skirmishes. Even all four of them together at once would still be stupid to try and offensively challenge an incoming battalion.

Too bad Mary4D is on someone else's team, I've got a cat and a winged character to make.
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