Sekerah

Sekerah

Joined Member # 3013757
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If you are talking about the game I'm thinking of I was the Torchbearer in that game. That was a fun game, also one of the longest I've had so far. Also I have to say Fire mode is pretty strong. Recently I tried a game where I went all Fire and with the aid of some stat boosting items and a potions there were times when I could take on 2 enemy Demigods by myself.

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[quote] The idea is, if it's a good game, it should be reasonably fun even without fancy graphics. [/quote] I couldn't agree more. Graphics enhance a game but they won't make a crappy game good. In the past I've played and enjoyed text only MUDs and roguelikes so a game with "only" a cloth map wouldn't bother me one bit. Of course, that isn't to say that I won't appreciate the extra graphics that will be present.

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[quote who="landisaurus" reply="23" id="2028523"] So I guess neither of you played the original master of magic? (I got my copy about 16 years ago, which I assume most people did)[/quote] Nope never played it. However, I do occasionally play really old games that I missed playing when I was growing up or that came out when I was too young to have played them. Graphics don't matter much to me; if a game is fun I'll play it.

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I never preorder games, except for Stardock games that is. In fact I've been playing games for 15+ years and the first game I ever preordered was Twilight of the Arnor after I picked up Galatic Civilizations 2 (gold pack I think, the one with vanilla and the first expansion) on a whim and got hooked. I had never actually heard of Stardock before that but now I've purchased every one of their major releases since then(Sins, Demigod, etc.) Allowing paying customers to get

352 Replies 1,945,060 Views

[quote who="SCRadagast" reply="2" id="2026534"]Got it - thank you. But it's kind of strange the the email address works too.[/quote] Yeah, I agree. I was kind of freaked out at first when I thought I would have to play with my email address as my screen name.

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In a game earlier I had purchased 4 mana potions by mistake(meant to only get 3). The first 3 were in my F2 slot while the fourth one was in my F3 slot. When I needed to use a mana potion I used my F3 one first because I wanted to open up the slot for another item. However, one of the potions from the F2 slot was used. Everytime I used the potion from the F3 slot another potion from the F2 slot was used(while leaving the F3 potion there).

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From what I understand if you destroy the Citadel you are supposed to win regardless of what mode you are playing but in Slaughter mode this is impossible: http://www.flickr.com/photos/26996118@N06/3208162444/sizes/o/ From the above screen shot you can see how little damage I was doing to the Citadel. It seems that the regen on it was so high that not even that massive horde of units could damage it Winning by the main victory condition for that mode (De

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Thanks for the support. I haven't worked on it any for a few days though, as I have currently become re-addicted to Civilization IV(or more specifically an incredible full conversion fantasy mod for it - Fall from Heaven 2). I've been spending most of my free time with that although I do feel the urge to code starting to creep back up on me. Maybe within a few more days I'll have another update to post about.

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This post compiles 2 days worth of posts from the forum I also post this blog on. 8/14/08: I created most of the fighter's starting items: Leather Helmet, Bronze Sword, Leather Breastplate. In addition the fighter will probably start with some food, a few other misc items, and possibly a few random potions. Modified combat to take into account any weapons the player might be using. Additionally I implemented the elemental resistance

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Did a bit of work. Implemented a key to pick up all items on a tile(just press the pickup item button again). Got rid of a bug that allowed item duplication(I didn't even know about it until I was in the process of implementing the pick up all key). Implemented the method used to generate items. Basically creating new items in the code is simply a matter of copying and pasting a block of code and changing the necessary values. To generate the item in the game I just pass

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I've spent the last few hours implementing items showing up on the map, looking at items on that are on the dungeon floor, and picking up items. Items on the Map: http://www.flickr.com/photos/26996118@N06/2732295925/sizes/o/ Looking at Pile of Items: <a class="linkification-ext" title="Linkifi

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I finished implementing stat increases for leveling up. The only thing I have to do for that in the future is to fine tune the balance on it and copy and paste a couple lines of code and change a few values for the stat increases for other classes(right now the only class that exists in the game is the fighter class). Also I implemented some hp and mp regen each turn based on your stats. The current system is Constitution/30 and Int/20 for hp and mp respectively. Those exact numbe

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If you are wondering why I haven't updated in a while it is because I was in Japan for 2 weeks. I'm back now and I have resumed work on my game. Update: Did some work on implementing the monster generation. It works rather nicely now. I'll have to modify it slightly at some point in the future to generate different enemies depending on what dungeon level you are on but other than that it is pretty much finished. Pic: <a class="linkification-ext" tit

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Just to let everyone know - I haven't stopped working on the game. I just got back from a 2 week vacation to Japan so the game was on hiatus. Within the next week or so I plan to start working on the game again.

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Behind the Scenes Stuff Did some more work. Basically I fully implemented attacking when moving and the turn system. Previously only searching activated the turn system and only moving east activated combat(previously I was just testing so I didn't bother to implement it for everything). Now every action except the ones I don't want to take "time" use up turns. Also implemented effects from allowing one to starve or over eat. Right now "starving" status reduces agilit

5 Replies 12,692 Views

Started to implement functionality for ability use. The ability depicted in the image is a test ability that increases the player's strength by 5 for 10 turns at the cost of 10% of their max hp. If the player does not have enough hp to use the ability then a message is displayed informing the player. The basic framework for ability use it coded in, however, I still need to code in the individual effects of an ability when I want to create one. I have coded in the functionality for

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Monsters are now smart enough to navigate around each other, assuming of course that there is enough space to do so. Also implemented item equipping/removal and a menu that lets you view all currently equipped items. Equipping Screen: http://www.flickr.com/photos/26996118@N06/2608202334/size

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Okay so I started to implement the turn system and monster AI. Pic Link: http://www.flickr.com/photos/26996118@N06/2604746588/sizes/o/ Both are very crude right now. Currently every action ends your turn but eventually I am going to modify that so that players have a "speed" stat which dete

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Worked a bit more on items today. You can now eat items and it will change your "hunger" level. I haven't yet started on coding in the effects of over-eating, starving, poison food, etc. Also I did some behind the scenes stuff so that items are automatically reassigned keys after you use up an item so that you don't have gaps in your item list. Next step: I want to start working on implementing the turn system. -Once I get that done I can implement food rotting

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This article is now up to date with my posting on www.gamefaqs.com After this post the blog should be a lot cleaner with each post being a much more reasonable size. I'll post updates here as they come. Or you can see them at www.gamefaqs.com (on the game programming board or LUE if you happen to have access). Posts from 6/1 to 6/16 Worked on the

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