STRAK'S PROFILE
Strak
1560
Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
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Thrall
The demo for Thrall has been updated!
What's new in v0.5?
- Button configuration recognition and accurate on-screen button prompts
- Added a new weapon accessory, "MULTI"
- Added option to sort loot based on either rarity or type
- Added Elite enemies with unique affixes
- Added a Blackjack minigame
- Added character specific unique Overdrive skills
- Updated major cutscene during prologue
- Altered "reset" functionality on floor change. Now only Overkill and Fury will reset
- Reinstated "unequip" functionality
- Turn counters added for skills on cooldown
- Adjusted how enemy weaknesses and resistances are determined
- Overhauled skill trees
- New skill tree layouts and names
- Overhauled loot table and inventory screen layout
- Added healing items to starting inventory
- Changed status healing item functionality
- Added Gold drops to loot pools
- Adjusted formula for hit ratio (less likely to miss)
- New unique and Legendary weapons (Gravity, Gold, Chastiefol, Conductor)
- Variable drop rate and EXP gain based on Difficulty settings
- Changed EXP formula based on overleveled allies
- More streamlined and consistent code for enemy management
And a ton of other minor quality of life improvements! No additional gameplay has been added to the demo, it still only extends to the end of the first dungeon, but I have done lots of work on developing later dungeons and story points. I simply don't want them in the demo. I'd rather the demo stay the same length, but have functionality and mechanics that accurately reflect what the full release will look like. Regardless, have fun with the demo!
If you encounter any bugs or situations that seem out of the ordinary, please let me know and I'll do my best to resolve them as quickly as possible. Happy playing!
What's new in v0.5?
- Button configuration recognition and accurate on-screen button prompts
- Added a new weapon accessory, "MULTI"
- Added option to sort loot based on either rarity or type
- Added Elite enemies with unique affixes
- Added a Blackjack minigame
- Added character specific unique Overdrive skills
- Updated major cutscene during prologue
- Altered "reset" functionality on floor change. Now only Overkill and Fury will reset
- Reinstated "unequip" functionality
- Turn counters added for skills on cooldown
- Adjusted how enemy weaknesses and resistances are determined
- Overhauled skill trees
- New skill tree layouts and names
- Overhauled loot table and inventory screen layout
- Added healing items to starting inventory
- Changed status healing item functionality
- Added Gold drops to loot pools
- Adjusted formula for hit ratio (less likely to miss)
- New unique and Legendary weapons (Gravity, Gold, Chastiefol, Conductor)
- Variable drop rate and EXP gain based on Difficulty settings
- Changed EXP formula based on overleveled allies
- More streamlined and consistent code for enemy management
And a ton of other minor quality of life improvements! No additional gameplay has been added to the demo, it still only extends to the end of the first dungeon, but I have done lots of work on developing later dungeons and story points. I simply don't want them in the demo. I'd rather the demo stay the same length, but have functionality and mechanics that accurately reflect what the full release will look like. Regardless, have fun with the demo!
If you encounter any bugs or situations that seem out of the ordinary, please let me know and I'll do my best to resolve them as quickly as possible. Happy playing!
A.I. Generation and RMN
Not sure what to do for this week's video. Any ideas?
Ended up doing a video about random dungeon generation and how that works in the context of this game. I'll keep in mind the skill development concept video though, that's a good idea, but may take a bit more planning.
EDIT: I also just re-read my initial post, and just realized that I'd already thought of doing that. I'd forgotten about that until now.
EDIT: I also just re-read my initial post, and just realized that I'd already thought of doing that. I'd forgotten about that until now.
A.I. Generation and RMN
author=SunflowerGames
Houses made 100 years ago have tons of building violations based on today's laws. But we don't force the owners of those houses to bring them up to code.
Actually, the building I live in got assessed two years ago and found the balconies were unsafe and not up to code. My building was forced to update them or risk foreclosure. That was a $1.5M assessment, and the owners of the units (myself included) are on the hook for it. I'm paying an extra $250 a month for the next 25 years or until I move and work the debt into the sale of the unit. Retroactively bringing things up to code is very much a thing even in real estate. Houses are the same way, if you try to sell a property that isn't up to code, it gets factored into the cost of the sale. I'm Canadian, mind you.
Not sure what to do for this week's video. Any ideas?
Not sure what to do for this week's video. Any ideas?
The last few were about some unique game mechanics or my development process, and before those I did a mapping series, but now I'm not sure. I'm thinking about diving into the mechanics of the random dungeon generation, but I kind of already talked about that in the mapping videos. Maybe something more related to the planning process?
i have no brian and i must think
[RMVX] Controller Support?
A.I. Generation and RMN
I will only post one comment on this thread, because I do not want to be dragged into this rabbit hole.
All I want to say is that, first of all, your own art style is actually not bad at all, Kat. I am not much of an artist, and it would take me quite a while to get to where you're at, skill wise. But tracing isn't learning, it's just copying. Ever copied on a test? How much of the material did you learn?
If you want to improve at literally any skill, it's a simple process. Start small. Practice. REFLECT. Scale up by 1%. Repeat.
Learning basics, such as how to draw eyes on a face, then repeating those basics until you've mastered them and developed your own style, THEN moving on to the next step is how you learn. And reflecting on what you did wrong and could have done better. But the key in that is repetition.
I talked about this in a video series about parallax mapping and how I developed my own style. I started with basics, then literally did hundreds of maps until I'd perfected my own style of mapping. I'll link you to the videos if you want.
And here's the great part: you can be lazy. You just have to be consistent. If you do 15 minutes a day to start and work your way up from there, it's not extraordinary hard work. But if you're consistent with that work habit, you'll eventually master whatever skill you put your mind to - granted that you are also reflecting on what you learn.
That's all I really have to say. As far as the AI thing goes, I'm on board with this decision. Let's keep the value of hard work and effort at the forefront of the games hosted on this site.
All I want to say is that, first of all, your own art style is actually not bad at all, Kat. I am not much of an artist, and it would take me quite a while to get to where you're at, skill wise. But tracing isn't learning, it's just copying. Ever copied on a test? How much of the material did you learn?
If you want to improve at literally any skill, it's a simple process. Start small. Practice. REFLECT. Scale up by 1%. Repeat.
Learning basics, such as how to draw eyes on a face, then repeating those basics until you've mastered them and developed your own style, THEN moving on to the next step is how you learn. And reflecting on what you did wrong and could have done better. But the key in that is repetition.
I talked about this in a video series about parallax mapping and how I developed my own style. I started with basics, then literally did hundreds of maps until I'd perfected my own style of mapping. I'll link you to the videos if you want.
And here's the great part: you can be lazy. You just have to be consistent. If you do 15 minutes a day to start and work your way up from there, it's not extraordinary hard work. But if you're consistent with that work habit, you'll eventually master whatever skill you put your mind to - granted that you are also reflecting on what you learn.
That's all I really have to say. As far as the AI thing goes, I'm on board with this decision. Let's keep the value of hard work and effort at the forefront of the games hosted on this site.
[RMVX] Controller Support?
Oh. My. God.
Thanks to an old script found in Zeriab's pastebin, I was able to create a script using it as a base that reads player controller configurations in RMVX, then allow the player to choose what controller they're using and display controller prompts on screen based on those settings.
RMVX has notoriously saved player control configurations for every game made with the engine, causing serious issues when trying to explain controls to anyone who messed with the default settings in a different game.
This is a problem I've been plagued with for 15 years. And I finally found/created a solution. This might literally be the thing I'm most proud of in 15 years of game development.
I may still need some help though. The only thing I need to figure out now is how PlayStation (and similar) controllers assign their buttons to the engine buttons in the F1 settings. Anyone have a PlayStation controller they could test this with? I found the Xbox controller prompts, but haven't found anything in regards to controllers with X O Square and Triangle buttons.
Thanks to an old script found in Zeriab's pastebin, I was able to create a script using it as a base that reads player controller configurations in RMVX, then allow the player to choose what controller they're using and display controller prompts on screen based on those settings.
RMVX has notoriously saved player control configurations for every game made with the engine, causing serious issues when trying to explain controls to anyone who messed with the default settings in a different game.
This is a problem I've been plagued with for 15 years. And I finally found/created a solution. This might literally be the thing I'm most proud of in 15 years of game development.
I may still need some help though. The only thing I need to figure out now is how PlayStation (and similar) controllers assign their buttons to the engine buttons in the F1 settings. Anyone have a PlayStation controller they could test this with? I found the Xbox controller prompts, but haven't found anything in regards to controllers with X O Square and Triangle buttons.













