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Game Journal: "Cybil"

#1 User is offline   MicMotorhead 

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Posted 15 January 2019 - 08:21 PM

I've joined the forum way back in 2012, but posted very little ever. I've asked a couple questions about robotic a long time ago, and that's mostly it, I think.
Don't know if anyone is really active in here anymore? But I thought it might be interesting to do some occasional status updates on the game I'm making.

To begin with, I'm just doing a very, very short overview. Then I'll see what I really want to use this for in the longer run.

So I'm working on a game titled "Cybil". Technically, this game has been in development since 2012 or so, except that's only true if you count previous iterations that I've shelved due to quality issues. According to some old notes I have on paper, the iteration I'm currently working on dates back to May 21st 2017. It's seen quite a bit of change over time, though.
A text parser adventure game element was nixed entirely and I chose to focus on a simple top-down, single character, turn based RPG instead. The rules for combat are somewhat unusual, so it's hard to give a very good idea of how it works without explaining the rules, but let's just say that it throws out a great deal of what we usually associate with RPGs and tries to do more with the few elements that are left instead.

Current progress could be summed up like so:

* Combat system entirely up and running, balanced out and as far as I know, bug free.
* Lots of functioning enemies, weapons, skills, many kinds of inventory items, plus costumes for the player character are fully implemented and working.
* I need to figure out how to do boss battles and might want to add a few more enemy types, skills and items. Just whatever I might need as I build the game world.
* Which means the game world is incomplete. I'd say I'm at maybe 30% of the game "over" world being done and 10% of the dungeons being complete.
* I need a short intro and game ending. I've got the story written down though. It's very short and simple.
* I need to write the entire soundtrack. I might choose to use Reality Adlib Tracker in DosBox and make .OGG files from that.
* Some basic scripted events need to be handled too, but it's nothing advanced at all. No animations required. It's gonna be almost sort of a "choose your own adventure" book sort of thing. They'll primarily happen in dungeons.
* Various shopkeepers and NPC's are really the thing about the "over world" that's gonna take the most work to do.
* Might also do a few variants of the character set if I need it, for more varied graphics. But I'm not sure I'll need it. Still got a few unused characters left to go on!
* Oh, and I need a simple script to control when what music will play, but I've got a good idea how it will work and it's nothing complex. Which is fortunate, because I'm not exactly a pro at the coding part of MegaZeux.

Umm... yeah. So that's a progress report of sorts. Did a lot of good work a couple days ago. Hoping to do lots more over the coming weeks and months. I'm not daring to say anything about a completion date. That will jinx everything for sure!

Don't know if anyone is even reading these forums anymore, but there it is.
Cheers.
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#2 User is offline   Dr Lancer-X 

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Posted 15 January 2019 - 08:31 PM

Sounds like you're off to a good start!
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#3 User is offline   MicMotorhead 

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Posted 15 January 2019 - 09:08 PM

I hope so!

I think the hardest part is over by now, so I just have to stay motivated until I'm done. Sometimes I'm feeling excited about the project, sometimes not so much. I'm sure anyone making MZX games can relate! I've just come back to it after doing no work on it during all of December. I'm feeling pretty sure that, unless I die suddenly, the game will be finished somewhere during 2019.

This post has been edited by MicMotorhead: 15 January 2019 - 09:09 PM

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#4 User is offline   KKairos 

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Posted 16 January 2019 - 02:38 AM

Good luck and godspeed.
darganflayer.net kaikairos.dev itch.io
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#5 User is offline   djtiesto 

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Posted 18 January 2019 - 03:09 AM

Sounds cool, got any pics to share?
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#6 User is offline   MicMotorhead 

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Posted 18 January 2019 - 07:27 AM

Thanks :)

I've got one image from a current version of the game online, so I'm showing that one.
Posted Image

Huge size link: https://i.imgur.com/m3Zr61F.png

I will show more when I get some more work done and do a real update on the project. Hopefully soon.
Gotta get this thing done before the sun implodes.

Shamefully, the only game I've uploaded so far was a riddle guessing game that won an "award" on here for racial insensitivity or something.
I learned my lesson and intend to do better lol

This post has been edited by MicMotorhead: 18 January 2019 - 07:29 AM

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#7 User is online   Lachesis 

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Posted 18 January 2019 - 08:54 AM

This game looks great from the screenshot and the video linked on your profile. Does it have a map screen?
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

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#8 User is offline   MicMotorhead 

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Posted 18 January 2019 - 09:42 AM

Thanx!

And uh... no there's no map, but maybe that's a mistake? My rationale so far has been that the game world will not be all that big and that every screen looks unique.
So I think it's going to be easy enough to find one's way around. Plus there's many shortcuts and even road signs that tell you what compass directions to walk in to find towns and other important places.

I guess I better link that youtube video here: https://www.youtube....h?v=rwu7wFBl6kI

It's about 10 minutes of test footage. There are many screens not shown in the test and I kind of skip past various things, since I already know what to do.
I also basically let an enemy kill me when I decided to end the test. The video does show some kind of vertical slice of what the game is like, although some
of it would require an explanation. Especially about how exactly the combat system works.

I hadn't played an extended bit of gameplay for a while, so the test actually did cause me to realize a couple things that I fixed afterwards: 1) Now you can see how much health you have before you choose to drink a potion in the inventory menu. 2) now you can see how much money you have on the NPC interaction screen, instead of having to skip back out to the main gameplay screen all the time.

This post has been edited by MicMotorhead: 18 January 2019 - 09:44 AM

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#9 User is offline   Graham 

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Posted 20 January 2019 - 07:46 PM

Hi MicMotorhead, this project looks awesome! I actually just read a good description of it over on musicbanter.com where you go into a really great in depth description of MegaZeux. I was doing a google search for MegaZeux and came across your thread and read that and then this!

I really like the way your game looks and your are right, it does have a certain charm. I love the art style! Keep it up!

This post has been edited by Graham: 20 January 2019 - 07:49 PM

Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
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#10 User is offline   MicMotorhead 

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Posted 20 January 2019 - 09:58 PM

Oh yeah, I did write a bit about the game way back.
Maybe some old school PC gamers can relate, but I somehow really like how old games in EGA and CGA tended to have all black backgrounds, with sprites and environmental details displayed in other colors. I think it can look really neat, somehow.

Anyway, the game has changed quite a bit since then!

The most important bit of the design that I didn't nail down until late last year was how you would progress towards the final dungeon of the game.
I made and dumped a few different things before I settled on something really simple.
There are blue and read crystals. Dungeons have markings by the entrance that will show you what color of crystal is awarded for completion.

-Blue crystals are found in basic dungeons of the sort that will form the basis of the game.
-Red crystals are found in larger & tougher dungeons of which there will be just a few.
-Blue crystals grant access to red dungeons.
-Red crystals grant access to the end game dungeon when you've got enough (7, I think).

So the goal is simple: Get blue crystals>get red crystals>beat final dungeon and boss>you win! Probably also some kind of ending text / illustrations.

I also think red dungeons might have a boss at the end, but boss battles is a thing I haven't figured out how to handle yet. They're gonna be
a lot like normal battles, but perhaps with some custom, fancy abilites. I don't quite know yet.

So that's a bit about progression and structure.
--------------------------------------------------------------
Work done today:
20/1/2019 v102: Began building Birch Grove 2. Some stuff with events that pop up flavor text.
20/1/2019 v103: Finished building Birch Grove 2, removed combat robots from non-combat boards (for smaller file size),
and moved an enemy on Birch Grove 1, plus connected Birch Grove entrance to Birch Grove 1.
20/1/2019 v104: Two blue crystal markers on Birch Grove entrance, 2 blue crystals awarded for
completing Birch Grove area. Birch Grove 2 graphics change in front of exit to make room for
two blue crystals.

This post has been edited by MicMotorhead: 20 January 2019 - 10:02 PM

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#11 User is offline   MicMotorhead 

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Posted 20 January 2019 - 10:12 PM

A few new screens from v.104:

Posted Image
The first floor of the first dungeon I made quite a while back.

Posted Image
The area from which the above dungeon ("The Old Prison") can be accessed.
Note the blue crystal marking by the entrance.

Posted Image
An area that doesn't do much (yet).

Posted Image
A clearly very unfinished harbor town I've started making.

This post has been edited by MicMotorhead: 20 January 2019 - 10:12 PM

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#12 User is offline   Graham 

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Posted 22 January 2019 - 01:08 AM

View PostMicMotorhead, on 20 January 2019 - 01:58 PM, said:

Maybe some old school PC gamers can relate, but I somehow really like how old games in EGA and CGA tended to have all black backgrounds, with sprites and environmental details displayed in other colors. I think it can look really neat, somehow.


Oh for sure. That style aesthetic hits me right in the nostalgia feelers! I like your ideas and I think keeping it simple is a good one. It will give it a very classic feel I’d imagine.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#13 User is offline   MicMotorhead 

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Posted 29 January 2019 - 11:56 AM

Did some more updates. I think I've been underestimating just how long time it will take to craft the game world / levels. It's very fun and interesting to do, so it's no problem, but the finish date for this project is definitely mid summer at the earliest, I'd suspect.

Right now I'm trying to squeeze as much as possible out of one character set, so I was wondering if I can hide the borders in the text scroll? All of those borders and cursors in the far left and right sides of scrolls, plus the "up & down arrow" symbol at the bottom scroll instuctions... can I hide them or make them black? That would be a good bunch of extra characters right there.

This post has been edited by MicMotorhead: 29 January 2019 - 11:57 AM

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#14 User is online   Lachesis 

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Posted 30 January 2019 - 12:26 AM

The scroll border colors are taken from the text color ("scrollbase color cXX") for the light borders, the corner/shortcut help color ("scrollcorner color cXX") for the top-right and bottom-left corners, and a hardcoded color 0 on whatever the background of the text color ("scrollbase color cXX") is for the dark borders. The arrows on the left and right sides use their own unique color ("scrollpointer color cXX").

You can hide parts of the border and the arrows with something like:

scrollbase color c07
scrollcorner color c00
scrollpointer color c00


I think you would get around ~3 free chars from hiding the corners (the line corners plus the arrow char in the help), but nothing from hiding the dark borders (because the light borders use the same chars and use the text color). You'll get one char from hiding the pointer arrows unless you also hide the option arrow ("scrollarrow color cXX"). If the user is going to be selecting options, though, I don't really recommend that.

If these commands seem pretty arbitrary to you, that's because they are. They date back to the oldest versions of MegaZeux (1.xx) and haven't really been changed since.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
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#15 User is offline   MicMotorhead 

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Posted 30 January 2019 - 07:34 AM

View PostLachesis, on 30 January 2019 - 01:26 AM, said:

The scroll border colors are taken from the text color ("scrollbase color cXX") for the light borders, the corner/shortcut help color ("scrollcorner color cXX") for the top-right and bottom-left corners, and a hardcoded color 0 on whatever the background of the text color ("scrollbase color cXX") is for the dark borders. The arrows on the left and right sides use their own unique color ("scrollpointer color cXX").

You can hide parts of the border and the arrows with something like:

scrollbase color c07
scrollcorner color c00
scrollpointer color c00


I think you would get around ~3 free chars from hiding the corners (the line corners plus the arrow char in the help), but nothing from hiding the dark borders (because the light borders use the same chars and use the text color). You'll get one char from hiding the pointer arrows unless you also hide the option arrow ("scrollarrow color cXX"). If the user is going to be selecting options, though, I don't really recommend that.

If these commands seem pretty arbitrary to you, that's because they are. They date back to the oldest versions of MegaZeux (1.xx) and haven't really been changed since.


Thanks, I'll play around with that when I get home from work. Every char counts!
I'm not sure, but it seems like the built in help file doesn't contain all commands and built in labels? But maybe some stuff has been added in newer MZX versions. I'm still using 2.83b or something like that. I peek at other people's code now and then and that's taught me a lot.
It's embarrassing, but I didn't realize you could do subroutines until last year, and they're super useful! *facepalm*. Re-wrote part of my game to make use of it and got rid of excessive, redundant blobs of code. I think subroutines are in the manual though. I just didn't know how useful they were until I saw them in someone else's project (I'm not a programmer).

This post has been edited by MicMotorhead: 30 January 2019 - 07:35 AM

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#16 User is online   Lachesis 

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Posted 31 January 2019 - 11:15 PM

The commands and built-in labels lists should be complete (even in 2.83), but other things that were missing back then have been added since (2.83 is a little over 9 years old now). There's an online copy of the latest help file (for MegaZeux 2.91i) that might be useful. I think Terryn is also working on an alternate command reference sorted by function instead of alphabetically, but I don't know when that will be finished.

On a related note, if you switch to a new version of MegaZeux, keep a backup of the 2.83 version of your world before resaving it in the new version (and after resaving it in the new version, test everything to make sure new features didn't break your game).
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#17 User is offline   MicMotorhead 

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Posted 01 February 2019 - 12:09 PM

View PostLachesis, on 01 February 2019 - 12:15 AM, said:

The commands and built-in labels lists should be complete (even in 2.83), but other things that were missing back then have been added since (2.83 is a little over 9 years old now). There's an online copy of the latest help file (for MegaZeux 2.91i) that might be useful. I think Terryn is also working on an alternate command reference sorted by function instead of alphabetically, but I don't know when that will be finished.


Then I'm just bad at finding things. It really is a good help file, but it sometimes confuses me (I'm not a programmer, so it figures).
I sometimes don't realize how to do a thing before I see it implemented in someone else's game.
Especially when it comes to figuring out correct syntax. I looked at other people's games before I could figure out how to type certain math operations properly, for example. I've got a lot of documentation I've made for myself to remember how to do this or that.

View PostLachesis, on 01 February 2019 - 12:15 AM, said:

On a related note, if you switch to a new version of MegaZeux, keep a backup of the 2.83 version of your world before resaving it in the new version (and after resaving it in the new version, test everything to make sure new features didn't break your game).


Thankfully, I'm paranoid and save new file versions often. I've got hundreds of .mzx backup iterations of all my stuff.
And I never upgraded the game from 2.83b exactly because I was unsure if it would run exactly like I wanted it to. Hopefully, I can expect all wait commands and the general speed of the game to remain the same if I go to 2.91i?

This post has been edited by MicMotorhead: 01 February 2019 - 12:26 PM

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#18 User is online   Lachesis 

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Posted 01 February 2019 - 06:10 PM

Most cycle ending commands and the general framerate of MegaZeux should be the same. There was a quirk in 2.83 worlds, however, where the commands SHOOT / SPITFIRE / SHOOTSEEKER / SHOOTMISSILE would end the cycle. If you rely on that it might be better to stick with 2.83 for editing (newer versions will still play the game correctly).
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#19 User is offline   MicMotorhead 

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Posted 04 February 2019 - 08:09 AM

Luckily, my current game no longer uses projectiles of any sort (used to have shooting traps in dungeons), so I might try and see what happens if I move. I have newer versions of MZX installed, but for some reason, I only use them to play other people's games. There are some new features I'd like to make use of though. I'd like to be able to change the board order especially. Drives me nuts how messy my project is at the current size!

No matter if I move the current project or not, any future games will be made in more recent iterations of the editor. It would be silly to keep working in 2.83. But, you know, complacency...

This post has been edited by MicMotorhead: 04 February 2019 - 08:11 AM

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#20 User is offline   MicMotorhead 

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Posted 07 March 2019 - 11:09 PM

Lots of work done since last post.

I wanted a random hit sound to play when an attack hits, so I tried to write something like

set "randomsoundnumber" to random 1 to 4
play "&attack&randomsoundnumber.wav&6c"


It seems that the syntax for WAV playback clashes with how string combinations usually work, or maybe I just can't figure out how to type it.
Ended up making a several lines long solution that does the same thing. Just wondering if it's even possible to do it the simple way, by appending the randomly
selected number to the file name that will be loaded and played back.

Other than that, it's going well. I've got a decent chunk of gameplay that's growing in size and there's some more enemy types, skills and items added too.
Plus some tricky puzzles (possibly too tricky).

Still haven't done much work on the music and I'm currently re-doing the sound effects.

33% done? Maybe.
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#21 User is online   Lachesis 

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Posted 08 March 2019 - 01:41 AM

Yeah, unfortunately you can't expand strings into the play command right now due to ampersands already being used for sound effect filenames.

Also, since you mentioned Reality Adlib Tracker in your first post, I thought I'd mention MZX is getting native support for the RAD formats soon.

edit: you can effectively achieve the same thing with the sam command though. You can look up "frequency" numbers for that command in the help file. The MZX "frequency" of C6 is 53, so you'd use:

sam 53 "attack&randomsoundnumber&.wav"


To play with the natural frequency of the sound effect you can use 0.

This post has been edited by Lachesis: 08 March 2019 - 01:56 AM

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#22 User is offline   MicMotorhead 

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Posted 08 March 2019 - 08:54 AM

View PostLachesis, on 08 March 2019 - 02:41 AM, said:

Yeah, unfortunately you can't expand strings into the play command right now due to ampersands already being used for sound effect filenames.

Also, since you mentioned Reality Adlib Tracker in your first post, I thought I'd mention MZX is getting native support for the RAD formats soon.

edit: you can effectively achieve the same thing with the sam command though. You can look up "frequency" numbers for that command in the help file. The MZX "frequency" of C6 is 53, so you'd use:

sam 53 "attack&randomsoundnumber&.wav"


To play with the natural frequency of the sound effect you can use 0.


I wasn't aware that the SAM command could play WAV files. I'm tempted to re-write sound commands in my whole game to use that command instead. At the very least, it's nice to know that there is a very easy workaround that I can use for this specific case, so I'm gonna try that out when I have the time.

About support for RAD files... OMG that is cool! Can't be many people in the world hoping for that, but I'm certainly one of them. I love that program and would love to have my RAD files loop smoothly in my games like in the original program. Also some nicely tiny file sizes and fewer steps to get my music written in Reality Adlib Tracker playing in an MZX game. Cool :)

This post has been edited by MicMotorhead: 08 March 2019 - 08:55 AM

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#23 User is offline   MicMotorhead 

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Posted 23 May 2019 - 07:24 AM

After a couple months of doing nothing on the game, I finally got my ass back in gear.

Over the last three days:

* Constructed some new dungeon maps. This is the most important type of work now, since it's what I need most work done on to get the game finished. Not much of a game if there isn't anything to play, right?

* A new enemy type was added. The dreaded Blood Skeleton!

* Some smaller adjustments here and there.

* Some scripted stuff on a particular board that keeps track of when the player is allowed access to the late-game areas. It's a pretty free game world, but a few of the most difficult areas will require that the player clears some important dungeons in the earlier parts of the game.


Further plans:

* Lots of dungeon maps need to be built. It's the meat of the game.

* Any new item, skill or enemy ideas I get are allowed, as long as it doesn't get out of hand. I already have enough for a full game.

* Still need to make an entire soundtrack. I've been making a some new music in my absence from this game project, but none of it is intended for, or suitable for, this game. I'm not too worried about this though. I'll wait until I have most of the game world. Then I can write something that fits the atmosphere of different areas.

* A few cut scenes or illustrations with text. I have the story outlined in a text file elsewhere, but it's not in the game in any form yet. It's going to be very minimal. Just kinda provide you with a goal. A bit at the beginning, an ending scene, and maybe something in the middle of the game. Nothing major. I just need to decide how to implement it.


Release date: When the cows come home.

I'll put up some screen shots when I've got a lot of new stuff to show.

This post has been edited by MicMotorhead: 23 May 2019 - 07:28 AM

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#24 User is offline   MicMotorhead 

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Posted 24 May 2019 - 11:59 PM

Play testing version 139x!

I'm a bit surprised how long it took playing such a small part of the game (18 minutes), so I think the final game might end up being quite long.
At least a small handful hours most likely - especially if the player takes his/her time exploring and reading flavor text & information.

There's a handful more dungeons in the game than the one cleared in this video. This is the easiest one, pretty much - and the first one I completed. There's supposed to be quite a few more before the game can be considered done. It's the main thing I'm spending my development time building by now - after all sorts of other things are finally more or less in place.

https://www.youtube....h?v=t8i5kXQFUPw
^ attempted Youtube embed. And failed.

There's no music yet, so it feels a bit too quiet. There are sound effects, but (mostly) for battle.

This post has been edited by MicMotorhead: 25 May 2019 - 12:03 AM

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#25 User is offline   Galladin 

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Posted 29 May 2019 - 11:39 AM

This looks great! :) Keep up the good work, I hope the cows are coming home soon. :(
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#26 User is offline   MicMotorhead 

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Posted 03 June 2019 - 07:05 AM

Thanks :)

It's gonna take a good, long while before the cows are all home in the stables, though. I'm working on the game frequently now (almost daily over the last two weeks), but there's also a lot left to be done. I work on the game in a very detail oriented manner, so it's a slow process. But I'd rather take my time and make something I can be happy with than rush it. I've managed to stay interested in this project for nearly two years by now, so I don't doubt that I'll finish it.

The game world has grown by a good chunk over the last couple weeks and I've done countless tweaks and fixes. It's really starting to cohere into something that feels like a "real" game :(
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#27 User is offline   Galladin 

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Posted 05 June 2019 - 07:41 AM

View PostMicMotorhead, on 03 June 2019 - 10:05 AM, said:

Thanks :)

It's gonna take a good, long while before the cows are all home in the stables, though. I'm working on the game frequently now (almost daily over the last two weeks), but there's also a lot left to be done. I work on the game in a very detail oriented manner, so it's a slow process. But I'd rather take my time and make something I can be happy with than rush it. I've managed to stay interested in this project for nearly two years by now, so I don't doubt that I'll finish it.

The game world has grown by a good chunk over the last couple weeks and I've done countless tweaks and fixes. It's really starting to cohere into something that feels like a "real" game :(


Sounds like it’s coming along nicely then, gotta love that phase when the hard work starts paying off and the game actually takes shape. :frostyangel: I know the feeling of being (sometimes overly) detail-oriented, things take time and I at least tend to go back and fix things and improve things over and over but...it is what it is! :frostyangel:
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#28 User is offline   MicMotorhead 

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Posted 05 June 2019 - 09:43 PM

View PostGalladin, on 05 June 2019 - 08:41 AM, said:

Sounds like it’s coming along nicely then, gotta love that phase when the hard work starts paying off and the game actually takes shape. :) I know the feeling of being (sometimes overly) detail-oriented, things take time and I at least tend to go back and fix things and improve things over and over but...it is what it is! :(


Yeah, after having spent over a year mostly doing "behind the scenes" stuff and making enemies, skills, weapons, objects, etc., it's very nice to be at a point where every day of development tends to result in more visible, playable areas being added.
And yeah, I'm a perfectionist in a silly way. I swear, I've been moving some of those bushes and trees several times :frostyangel:
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#29 User is offline   Galladin 

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Posted 06 June 2019 - 07:31 AM

View PostMicMotorhead, on 06 June 2019 - 12:43 AM, said:

Yeah, after having spent over a year mostly doing "behind the scenes" stuff and making enemies, skills, weapons, objects, etc., it's very nice to be at a point where every day of development tends to result in more visible, playable areas being added.
And yeah, I'm a perfectionist in a silly way. I swear, I've been moving some of those bushes and trees several times :frostyangel:


Haha, fully understand - I mean, sometimes the trees just grow completely wrong :(

Dunno why but the screenshots and your style kinda remind me of a mix of Legend of Rhovanion, Demon Earth and some of Bramble’s games. And that’s a very good thing :)
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#30 User is offline   MicMotorhead 

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Posted 06 June 2019 - 10:58 PM

View PostGalladin, on 06 June 2019 - 08:31 AM, said:

Haha, fully understand - I mean, sometimes the trees just grow completely wrong :(

Dunno why but the screenshots and your style kinda remind me of a mix of Legend of Rhovanion, Demon Earth and some of Bramble’s games. And that’s a very good thing :)


I've probably played several of those at some point. But I think the way my games look are more a result of my love for old EGA graphics DOS games and ZZT. In a way, my current game is what I always wish I could have made back when I only knew of ZZT. I've got 3 big, 70% finished ZZT worlds from years back that - aside from the combat and other features - are not unlike the game I'm making now in MegaZeux. I've actually been working on those a bit too when I've felt like it. It would be fun to finally finish them up entirely.
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