Just to let folks know what I've been working on...
I've been designing some functions to draw level art for future zones (The Cave and The Town mostly). Where-as Level 1 is composed of larger pieces of odd-sized art, future levels will be more tile based, with smaller more versatile pieces of art.
That's all to say I've been working on the Cave Zone and The Town. After you defeat the eyeball boss you'll find yourself in this underground shelter, which will serve as a town with shops and kind of a central hub for the rest of the zones in the game. Zones are going to be divided into 3-subzones, each about twice the size of Level 1. The first of these zones you'll usually explore is going to be The Cave Zone, which will play similar to a lot of the areas in Super Metroid. Lots of hidden rooms, large caverns to explore, simple monsters that follow patterns. I've been working on something of these monsters as well.
Anyways, the next update is a ways off. But it will be a big one, hopefully with whole new areas to explore.
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Monday, September 12, 2011
Friday, September 9, 2011
Working on Items...
I'm knee deep in items right now, raiding the thesaurus for Diablo style prefix's and suffix's
Here's all the weapon prefix's thus far:
Here's all the weapon prefix's thus far:
public function genWeaponPrefix(roll:Number, level:Number):String
{
if (roll > 0.90)
{
stats.levelReq += 1;
stats.skillBaseDamage = 1;
stats.skillRateOfFire = 1;
stats.red += 1;
stats.green += 1;
stats.blue += 1;
stats.value += 300;
return "Blaster's ";
}
else if (roll > 0.8)
{
stats.levelReq += 1;
stats.skillBaseDamage = 1;
stats.red += 0.5;
stats.green += 0.5;
stats.blue += 0.5;
stats.value += 400;
return "Marksman's ";
}
//RATE OF FIRE
else if (roll > 0.78 && level >= 20)
{
stats.levelReq += 5;
stats.skillRateOfFire = 5;
stats.red += 0.6;
stats.green += 0.6;
stats.blue += 0.6;
stats.value += 1000;
return "Hair-trigger ";
}
else if (roll > 0.76 && level >= 15)
{
stats.levelReq += 4;
stats.skillRateOfFire = 4;
stats.red += 0.7;
stats.green += 0.7;
stats.blue += 0.7;
stats.value += 10000;
return "Breakneck ";
}
else if (roll > 0.74 && level >= 10)
{
stats.levelReq += 3;
stats.skillRateOfFire = 3;
stats.red += 0.7;
stats.green += 0.7;
stats.blue += 0.7;
stats.value += 5000;
return "Automatic ";
}
else if (roll > 0.72 && level >= 5)
{
stats.levelReq += 2;
stats.skillRateOfFire = 2;
stats.red += 0.6;
stats.green += 0.6;
stats.blue += 0.6;
stats.value += 1000;
return "Nimble ";
}
else if (roll > 0.7)
{
stats.levelReq += 1;
stats.skillRateOfFire = 1;
stats.red += 0.5;
stats.green += 0.5;
stats.blue += 0.5;
stats.value += 400;
return "Quick ";
}
//DAMAGE
else if (roll > 0.68 && level >= 15)
{
stats.levelReq += 4;
stats.attack.minDamage += 5;
stats.attack.maxDamage += 15;
stats.red += 1;
stats.green -= 0.4;
stats.blue -= 0.4;
stats.value += 5000;
return "Vorpal ";
}
else if (roll > 0.65 && level >= 12)
{
stats.levelReq += 3;
stats.attack.minDamage += 2;
stats.attack.maxDamage += 12;
stats.red += 0.8;
stats.green -= 0.2;
stats.blue -= 0.2;
stats.value += 1000;
return "Leathal ";
}
else if (roll > 0.62 && level >= 9)
{
stats.levelReq += 3;
stats.attack.minDamage += 4;
stats.attack.maxDamage += 9;
stats.red += 0.7;
stats.value += 1000;
return "Deadly ";
}
else if (roll > 0.58 && level >= 6)
{
stats.levelReq += 2;
stats.attack.minDamage += 1;
stats.attack.maxDamage += 8;
stats.red += 0.5;
stats.value += 250;
return "Savage ";
}
else if (roll > 0.54 && level >= 4)
{
stats.levelReq += 2;
stats.attack.minDamage += 2;
stats.attack.maxDamage += 5;
stats.red += 0.5;
stats.value += 250;
return "Brutal ";
}
else if (roll > 0.5)
{
stats.levelReq += 1;
stats.attack.minDamage += 1;
stats.attack.maxDamage += 3;
stats.red += 0.3;
stats.value += 100;
return "Strong ";
}
//COLD
else if (roll > 0.49 && level >= 20)
{
stats.levelReq += 5;
stats.attack.minCold += 10;
stats.attack.maxCold += 20;
stats.red -= 0.5;
stats.green -= 0.5;
stats.blue += 1;
stats.value += 10000;
return "Hyperborean ";
}
else if (roll > 0.47 && level >= 16)
{
stats.levelReq += 4;
stats.attack.minCold += 4;
stats.attack.maxCold += 13;
stats.red -= 0.2;
stats.green -= 0.2;
stats.blue += 0.8;
stats.value += 5000;
return "Glacial ";
}
else if (roll > 0.46 && level >= 12)
{
stats.levelReq += 3;
stats.attack.minCold += 2;
stats.attack.maxCold += 12;
stats.blue += 0.7;
stats.value += 1000;
return "Arctic ";
}
else if (roll > 0.45 && level >= 9)
{
stats.levelReq += 3;
stats.attack.minCold += 3;
stats.attack.maxCold += 8;
stats.blue += 0.65;
stats.value += 1000;
return "Frigid ";
}
else if (roll > 0.44 && level >= 6)
{
stats.levelReq += 2;
stats.attack.minDamage += 1;
stats.attack.maxDamage += 6;
stats.blue += 0.5;
stats.value += 500;
return "Cold ";
}
else if (roll > 0.44 && level >= 5)
{
stats.levelReq += 2;
stats.attack.minCold += 2;
stats.attack.maxCold += 4;
stats.blue += 0.45;
stats.value += 500;
return "Icey ";
}
else if (roll > 0.42 && level >= 4)
{
stats.levelReq += 2;
stats.attack.minCold += 1;
stats.attack.maxCold += 3;
stats.blue += 0.3;
stats.value += 150;
return "Chilly ";
}
else if (roll > 0.4)
{
stats.levelReq += 1;
stats.attack.minCold += 1;
stats.attack.maxCold += 1;
stats.blue += 0.3;
stats.value += 50;
return "Nippy ";
}
//FIRE
else if (roll > 0.39 && level >= 22)
{
stats.levelReq += 5;
stats.attack.minFire += 15;
stats.attack.maxFire += 30;
stats.red += 1;
stats.green += 0.6;
stats.blue -= 0.6;
stats.value += 15000;
return "Hellfire ";
}
else if (roll > 0.38 && level >= 18)
{
stats.levelReq += 4;
stats.attack.minFire += 8;
stats.attack.maxFire += 20;
stats.red += 0.9;
stats.green += 0.5;
stats.blue -= 0.4;
stats.value += 8000;
return "Vulcan ";
}
else if (roll > 0.37 && level >= 15)
{
stats.levelReq += 3;
stats.attack.minFire += 5;
stats.attack.maxFire += 15;
stats.red += 0.8;
stats.green += 0.4;
stats.blue -= 0.3;
stats.value += 2500;
return "Blazing ";
}
else if (roll > 0.36 && level >= 10)
{
stats.levelReq += 3;
stats.attack.minFire += 1;
stats.attack.maxFire += 12;
stats.red += 0.6;
stats.green += 0.3;
stats.blue -= 0.3;
stats.value += 800;
return "Flaming ";
}
else if (roll > 0.35 && level >= 9)
{
stats.levelReq += 2;
stats.attack.minFire += 3;
stats.attack.maxFire += 8;
stats.red += 0.5;
stats.green += 0.25;
stats.blue -= 0.25
stats.value += 800;
return "Scalding ";
}
else if (roll > 0.34 && level >= 6)
{
stats.levelReq += 2;
stats.attack.minFire += 1;
stats.attack.maxFire += 6;
stats.red += 0.5;
stats.green += 0.25;
stats.value += 400;
return "Firey ";
}
else if (roll > 0.32)
{
stats.levelReq += 1;
stats.attack.minFire += 1;
stats.attack.maxFire += 3;
stats.red += 0.4;
stats.green += 0.2;
stats.value += 100;
return "Hot ";
}
else if (roll > 0.3)
{
stats.levelReq += 1;
stats.attack.minFire += 1;
stats.attack.maxFire += 1;
stats.red += 0.3;
stats.green += 0.1;
stats.value += 50;
return "Toasty ";
}
//ELECTRIC
else if (roll > 0.29 && level >= 22)
{
stats.levelReq += 5;
stats.attack.minElectric += 15;
stats.attack.maxElectric += 30;
stats.red += 1;
stats.green += 1;
stats.blue -= 0.6;
stats.value += 15000;
return "Voltaic ";
}
else if (roll > 0.28 && level >= 18)
{
stats.levelReq += 4;
stats.attack.minElectric += 8;
stats.attack.maxElectric += 20;
stats.red += 0.9;
stats.green += 0.9;
stats.blue -= 0.4;
stats.value += 8000;
return "Scintillating ";
}
else if (roll > 0.27 && level >= 15)
{
stats.levelReq += 3;
stats.attack.minElectric += 5;
stats.attack.maxElectric += 15;
stats.red += 0.8;
stats.green += 0.8;
stats.blue -= 0.3;
stats.value += 2500;
return "Lightning ";
}
else if (roll > 0.26 && level >= 10)
{
stats.levelReq += 3;
stats.attack.minElectric += 1;
stats.attack.maxElectric += 12;
stats.red += 0.6;
stats.green += 0.6;
stats.blue -= 0.3;
stats.value += 800;
return "Brilliant ";
}
else if (roll > 0.25 && level >= 9)
{
stats.levelReq += 2;
stats.attack.minElectric += 3;
stats.attack.maxElectric += 8;
stats.red += 0.5;
stats.green += 0.5;
stats.blue -= 0.25
stats.value += 800;
return "Electric ";
}
else if (roll > 0.24 && level >= 6)
{
stats.levelReq += 2;
stats.attack.minElectric += 1;
stats.attack.maxElectric += 6;
stats.red += 0.5;
stats.green += 0.5;
stats.value += 400;
return "Spark ";
}
else if (roll > 0.22)
{
stats.levelReq += 1;
stats.attack.minElectric += 1;
stats.attack.maxElectric += 3;
stats.red += 0.4;
stats.green += 0.2;
stats.value += 100;
return "Shocking ";
}
else if (roll > 0.2)
{
stats.levelReq += 1;
stats.attack.minElectric += 1;
stats.attack.maxElectric += 1;
stats.red += 0.3;
stats.green += 0.3;
stats.value += 100;
return "Static ";
}
//KNOCKBACK
else if (roll > 0.1)
{
stats.levelReq += 1;
stats.attack.knockback = 100;
stats.green += 0.3;
stats.blue += 0.3;
stats.value += 100;
return "Gust ";
}
//OPTION BOT
else if (roll > 0)
{
stats.levelReq += 2;
stats.skillOptionBot = 1;
stats.red += 0.3;
stats.blue += 0.3;
stats.value += 400;
return "Helpful ";
}
return "Glitched ";
}
Tuesday, September 6, 2011
Version 0.43
Hey all, fixed the inventory bugs. Turned out to be a nasty error that was causing event listeners and arrays and other objects to stick around after exiting the play state. That's what I get for maintaining my own piece-meal, extensively modified version of Flixel since version 1.2.
Tonight or tomorrow I'm going to go over the newest version of Flixel and see if I can incorporate its better features, and makes some other tweaks and changes I've been thinking about to all the graphics buffering stuff.
Also, this version has visible armor, boots, and sprites. No new gfx yet, but color-shifting works.
I plan on working more with items in the next update and have them generate more appropriately to the area they're in. I'm tired of Lvl Req 5 Items dropping at Level 1.
Other plans:
-Make spikes deal damage instead of auto-kill
-Figure out ongoing damage
-Add lava that auto-kills.
-Make a pop-up frame for item descriptions instead of using the narrow hint-bar.
-Figure out how to show quest goals on the automap.
-Add a quest log.
Tonight or tomorrow I'm going to go over the newest version of Flixel and see if I can incorporate its better features, and makes some other tweaks and changes I've been thinking about to all the graphics buffering stuff.
Also, this version has visible armor, boots, and sprites. No new gfx yet, but color-shifting works.
I plan on working more with items in the next update and have them generate more appropriately to the area they're in. I'm tired of Lvl Req 5 Items dropping at Level 1.
Other plans:
-Make spikes deal damage instead of auto-kill
-Figure out ongoing damage
-Add lava that auto-kills.
-Make a pop-up frame for item descriptions instead of using the narrow hint-bar.
-Figure out how to show quest goals on the automap.
-Add a quest log.
Monday, September 5, 2011
Inventory Bug
I just caught some bugs with the new inventory system while working on visible armor. I've fixed most of them, except one involving saved games. I'll upload the fixed version tonight after work.
Update: This bug is trickier to fix than I thought. Maybe a new version tomorrow
Update: This bug is trickier to fix than I thought. Maybe a new version tomorrow
Sunday, September 4, 2011
Comments
I just enabled comments for anonymous users, so folks that don't want to register for blogger can have input as well. Let me know if you find any bugs or have any ideas as to how I might better game-play.
Saturday, September 3, 2011
Wednesday, August 31, 2011
Version 0.42
Just updated again with the following changes based on input from the comments on indiegames.com:
-Overhauled the inventory so that all your items appear withing two screens so that you don't have to jump all over and wander around just to equip stuff.
-You no longer have to be standing over an empty inventory slot to drop an item, you can simply click the stash key, and it will dump it in the first empty slot.
-You can now minimize your item belts.
-Changed the shitty math behind the "defense" stat so that armor won't make you immune to certain monster attacks.
Soon I'll add weighted difficult to the level generation code, so that certain rooms won't generate till later on.
-Overhauled the inventory so that all your items appear withing two screens so that you don't have to jump all over and wander around just to equip stuff.
-You no longer have to be standing over an empty inventory slot to drop an item, you can simply click the stash key, and it will dump it in the first empty slot.
-You can now minimize your item belts.
-Changed the shitty math behind the "defense" stat so that armor won't make you immune to certain monster attacks.
Soon I'll add weighted difficult to the level generation code, so that certain rooms won't generate till later on.
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