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Re: [Wip]Rigale V0.14 (Steam and DropBox)

Posted: Thu Nov 05, 2015 9:53 pm
by cromcrom
Thanks a lot for taking time to test, and the detailed feedback. Some nice stuff I can work on improving:
*When I launched, there was lots of console spam about missing gate nodes
I didn't think they would show. On TODO list.

Per tile checks seemed problematic at first;
Movement checks are mostly scouting and athletics related. The most often ones when you move are scouting checks, that are done when you cross some terrain features, to check if you can get stuck in it, or more exhausted. I could reduce the amount of feedback indeed and just show when the player is stuck, and why. I added all the feedback so that the player can have a glimpse of what is going on under the hood. Your skills should improve, btw :-)
Success flagged a timer/boolean that allowed successful movement for the next ten seconds (or more), before another check can be triggered?
Sounds like a great idea.
I get no impact effects from melee attacks on Zarchtons. Damage shows, but they don't react, and there is no sound effect for the hit.
This identified issue happens when you fight a monster that is stacked with an object. The blow hits the object, not the monster, as the blows don't damage tiles. You can solve this issue by using tile damaging spells, of fighting the monster when it is not on an object tile. Kind of like the trees and brushes "get in the way"...
Attempting to pickpocket a Zarchton (during combat) ~failed, but resulted in killing the Zarchton instantly (destroy).
Just to be sure, did it spawn anything (a cadaver...) when the zarchton was destroyed? "Hopefully" not. When you kill a creature, zarchton comprised (they are the saskatwans, a neutral, easy to befriend tribe that could help you, btw, try to not kill them too much :-) ), some cadaver is spawned that you can click on, and check skill to gather loot. However, when you interact with zarchtons (launch the dialogue), whether you fail or not, the zarchton will "vanish into the woods", that is, disappear, so that you cannot interact immediatly with it again. Quite crude way to get rid of the creature (and prevent multiple interaction), I admit. I will probably change this to make it less rash in the future. However, I fighting zarchton shuold not allow you to pickpocket him ^^. As there is no "inCombat" check I am aware of, i will check, like some other feature, if the zarchton has reduced HP, or is "hostile", to check if talking with it is allowed.
Again, thanks for feedback, very usefull :-)

Re: [Wip]Rigale V0.14 (Steam and DropBox)

Posted: Thu Nov 05, 2015 11:50 pm
by TinyZu
Tried again, same ice cream as last time. I think what it comes down to is that my rig is just too crappy for this mod. Woe is me ( •ᴗ•)

Re: [Wip]Rigale V0.14 (Steam and DropBox)

Posted: Fri Nov 06, 2015 12:57 am
by cromcrom
Its possible :-(
I checked the resting stuff, Hopefully fixed in next release. I also removed the Walls that would spawn these messages (I have to take care of those snails heads somedays).

Re: [Wip]Rigale V0.14 (Steam and DropBox) "Manual" in OP

Posted: Fri Nov 06, 2015 11:20 am
by Isaac
cromcrom wrote:This identified issue happens when you fight a monster that is stacked with an object. The blow hits the object, not the monster, as the blows don't damage tiles. You can solve this issue by using tile damaging spells, of fighting the monster when it is not on an object tile (fighting the monster when it stands on herbs do work, tho). Kind of like the trees and brushes "get in the way"...
Hmmm... I think that most if not all players will intend, (and assume they are) attacking the monster, and not the stacked object. It may be possible to fix this.

This script seems to work without issue in the editor starter map. You are welcome to try it out on your maps to see how well (or not) it performs.
SpoilerShow

Code: Select all

-- script  "ut"
checkIsActive = true
function attackRedirect(party, champion, action, slot) 
	if checkIsActive and action:getClass() == "MeleeAttackComponent" then
		local dX,dY = getForward(party.go.facing)
		local monsterPresent = false
		local obstaclePresent = false
		local obstacle 
			for each in party.go.map:entitiesAt(party.go.x+dX, party.go.y+dY) do 
				if each.obstacle and not each.monster then
					obstaclePresent = true
					obstacle = each
				end
				if each.monster then
					monsterPresent = true
				end
			end
		if monsterPresent and obstaclePresent then	
			obstacle.obstacle:disable()
			local plate = spawn('floor_trigger', party.level, party.go.x+dX, party.go.y+dY, party.go.facing, party.elevation)
			plate.floortrigger:addConnector("onDeactivate", self.go.id, "areaCheck")
			plate.floortrigger:setTriggeredByItem(false)
			plate.floortrigger:setTriggeredByParty(false)	
		end
	end	
end

function areaCheck(caller)
	for object in caller.go.map:entitiesAt(caller.go.x, caller.go.y) do 
			if object.obstacle then
				object.obstacle:enable()
			end
	end		
	caller.go:destroyDelayed()
end

function setCheckIsActive(self,bool)
	if type(bool) == "boolean" then	
		checkIsActive = bool
	end
end


Party Hook. Use or add onAttack into your own; and update the name of the script.

Code: Select all

defineObject{
	name = "party",
	components = {
		{
			class = "Party",
			onAttack = function(party, champion, action, slot) 
					ut.script.attackRedirect(party, champion, action, slot) 
				end,
		},
		{
			class = "Light",
			name = "torch",
			range = 12,
		},
	},
	editorIcon = 32,
	placement = "floor",
}
The script includes a setter function to enable or disable its functionality. You can turn it off in areas where it's not needed.

https://www.dropbox.com/s/5816yo1ygcsyj ... 1.avi?dl=0

Re: [Wip]Rigale V0.14 (Steam and DropBox) "Manual" in OP

Posted: Fri Nov 06, 2015 12:04 pm
by cromcrom
Thanks a lot, I already fixed this "issue", it will be released in V0.15. I just turned these objects into not obstacles.
My "design problem" is that now, people won't be able to attack and destroy these things, they can only access and interact with them through clickable component.
But this code is great, I will very probably use it, giving credits of course, thanks a lot for providing it :-)

Re: [Wip]Rigale V0.15 (Steam and DropBox) "Manual" in OP

Posted: Sat Nov 07, 2015 10:20 pm
by cromcrom
v0.15 uploaded
steam: http://steamcommunity.com/sharedfiles/f ... =466038461
Dropbox: https://www.dropbox.com/s/norvdowve5bql ... 5.dat?dl=0
Change log:
Wrote a manual for the game features (see OP)
Rebuilt my lasting interaction scripts, to make them hopefully more stable, and at least easier to use for me.
Meditate skill now improves sleep recovery.
Changed obstacles so you can hit creatures that are in them.
Cosmetic changes for Fort Hope.
There should not be any warning messages at start now.
Highly randomized riddle system added. look for the stations...
Staying iddle will increase exhaustion recovery with time.
Added an Introduction to the game, where you will be able to choose your background, and a few items, to start exploring.
Tried to crush the rest bug. It is a very hard one to isolate, hopefully it will function.

Re: [Wip]Rigale V0.14 (Steam and DropBox) "Manual" in OP

Posted: Sun Nov 08, 2015 1:23 pm
by cromcrom
Tod do
dynamic trap system. On short notice, the party will have very little time to do a step in the right direction. If wrong, the party will take damages. If right, the party will then be able to interact with the trap: disarm it (easier), try to recover components(harder). The player will be able to set up traps that will explode on monsters.
Farming: the party will sometimes recover seeds. It will then be able to plant them, to try to recover more plants.
Weapon gaining experience (just an idea for now)



Coming in V.016
Archeology. finally. Use a shovel inside ruins, or around ancient looking stuff (like riddle pillars, for example). rewards the player with relics and knowledge scrolls.
Item deterioration: Most usable items (like woodcutting axes, repair tools, archeology digging tools, and so on) will now get deteriorated on use.
Even more randomization at item crafting. Now, items will get randomized special bonus, added to their already randomized base stats.
like str+x, willpower+x and so on. Will start for "good" (+1 bonus for an attribute, mostly) items. Legendary items will get a big bonus (see pics below :-) ). This is a feature I still plan to increase, with random spells, and more random features. Item specific crafting is something I would like to improve in the future.
Trap system. Sometimes, you might walk into a trap. According to a check, you will have a very few seconds (1 in case of check failure, very hard to avoid; 3sec in case of greater success, should be a piece of cake), to avoid the trap, that is, step in the indicated direction. Due to randomness, you might not be able to avoid it, bad luck. being slowed down might also have you fall into the trap... If you avoid the trap, you will then be able to disarm it, and recover some very expensive trap components.

Thats all for V0.16.
I will probably now put the project on hold. Behind some pleasures I took into modding, and using the incredible modding possibilities of the game, and trying to create my dream RPG, with my dreamed features, the community response is totally underwhelming to this kind of mod and features. The LOG2 community is a dungeon crawler puzzle solver community, which is perfectly fine. This mod is aimed for hardcore RPGist looking for deep world interaction systems. I also really understand the fact that people expect a polished, finished mod, which rigale will never be. And I do need some rest, just looking at the codes makes me sick nowadays ^^.

So until then, I might try to solve a few bugs, but that's it.

Cheers, enjoy your puzzles people :-)

Re: [Wip]Rigale V0.15 (Steam and DropBox) "Manual" in OP

Posted: Sun Nov 08, 2015 9:09 pm
by cromcrom
Some randomly created legendary daggers:
Image
Image
Image
Image

Re: [Wip]Rigale V0.15 (Steam and DropBox) "Manual" in OP

Posted: Fri Nov 13, 2015 11:52 am
by cromcrom
V0.16 released

Drop box https://www.dropbox.com/s/4aigmm72s9bgs ... 6.dat?dl=0
steam: http://steamcommunity.com/sharedfiles/f ... earchtext=

Archeology. finally. Use a shovel inside ruins, or around ancient looking stuff (like riddle pillars, for example). rewards the player with relics and knowledge scrolls.
Item deterioration: Most usable items (like woodcutting axes, repair tools, archeology digging tools, and so on) will now get deteriorated on use.
Even more randomization at item crafting. Now, items will get randomized special bonus, added to their already randomized base stats.
like str+x, willpower+x and so on. Will start for "good" (+1 bonus for an attribute, mostly) items. Legendary items will get a big bonus (see pics below :-) ). This is a feature I still plan to increase, with random spells, and more random features. Item specific crafting is something I would like to improve in the future.
Trap system. Sometimes, you might walk into a trap. According to a check, you will have a very few seconds (1 in case of check failure, very hard to avoid; 3sec in case of greater success, should be a piece of cake), to avoid the trap, that is, step in the indicated direction. Due to randomness, you might not be able to avoid it, bad luck. being slowed down might also have you fall into the trap... If you avoid the trap, you will then be able to disarm it, and recover some very expensive trap components.

Thats all for V0.16.
I will probably now put the project on hold. Behind some pleasures I took into modding, and using the incredible modding possibilities of the game, and trying to create my dream RPG, with my dreamed features, the community response is totally underwhelming to this kind of mod and features. The LOG2 community is a dungeon crawler puzzle solver community, which is perfectly fine. This mod is aimed for hardcore RPGist looking for deep world interaction systems. I also really understand the fact that people expect a polished, finished mod, which rigale will never be. And I do need some rest, just looking at the codes makes me sick nowadays ^^.

Re: [Wip]Rigale V0.16 (Steam and DropBox) "Manual" in OP

Posted: Sat Nov 14, 2015 11:14 pm
by FeMaiden
I liked your idea...I admit I was a bit harsh in my criticism on the steam forum but that was only because I did not understand at first what it was supposed to be.
I understand now how much work this kind of thing is.
This project looks huge, it's like you created a whole other game here.