Pyrian on 2/5/2015 at 18:37
Thanks, henke. I just tried to replicate, but couldn't. :( Oh, well, it'll probably turn up again sooner or later. I've got some exception handling in now so the usual errors will be caught and displayed instead of crashing the browser.
EvaUnit02 on 3/5/2015 at 00:06
why did you name the game after air freshener and fly spray brands?
Pyrian on 3/5/2015 at 05:36
Because I'm a stinky pest.
Pyrian on 23/5/2015 at 04:25
Bugs are fun. Here's the cumulative effect of three bugs at once - a bug giving javelins knockdown, a bug that makes knockback go as far as the distance between the combatants, and a bug that makes knockback go in the wrong direction. Oops!
[video=youtube;4G7oVXTNcQg]https://www.youtube.com/watch?v=4G7oVXTNcQg[/video]
Also just got slingers to correctly try to get line of sight - making them significantly more dangerous. And, fixed my "stealth ogres" that could be out of sight while adjacent to you, if they were in a bush.
Pyrian on 26/3/2016 at 07:05
Hard to believe it's been over ten months since I posted in this thread. Much as I'd like to do what I can to address all the concerns brought up in light of the less-than-stellar Greenlight performance, I've got another deadline to worry about: Indiecade submission deadline is April 1st! Unlike Greenlight, the judges actually play the game, so I'm hoping to have the campaign mode much more fleshed out by then. But before I can flesh it out, I need more skeleton, so that's what I've been doing this week:
* Fixed foggy levels to remain foggy instead of dissipating
* Added six new enemies to flesh out difficulty levels and the bandit and Sidhe factions
* Added mission objectives - loot chests, captives, and escape zones
* Added respawning enemies for missions that involve escaping
* Added a pointer/button to find the current objective
* Added a surrender button to give up on a mission
* "Too quiet" - increased hearing range when the battle dies down
* Hooked up all the new mission types to be triggered by events and player choices
* Events can depend on the occurrence and results of previous events
* Enemies and events can also depend on how far into the game you've progressed
Next week I'm hoping to specify reward levels by event results, and add a large number of events and scenarios to flesh out the campaign proper.
Pyrian on 2/4/2016 at 08:09
Submitted to IndieCade! Wish me luck. :) ...I'll need it...
Finished up the campaign skeleton code and dove into writing the events of the first province.
* Added rewards (money, items, spells) and markets
* Finished developing how campaign events are triggered, and what they can cause to happen
* Wrote up the first province of the main campaign
* Added a new map and drew up 13 specific missions to use in the campaign
Here's the enemy encampment map - can Kahir sneak in and steal that chest unnoticed?
Inline Image:
http://i32.photobucket.com/albums/d3/Pyrian/EncampmentAtNight_zps8cymrres.png
Pyrian on 9/4/2016 at 23:18
Sick wife means crappy progress. Adding a help system, but it's not done yet; lots of images and tips to add. We also added the ability to recover thrown javelins, which will definitely help the Kern, especially in missions with respawning enemies. You can't
see them on the ground yet... Next week!
Any thoughts on how the help screen looks?
Inline Image:
http://i32.photobucket.com/albums/d3/Pyrian/Help1_zpsoxaftitk.png
Al_B on 10/4/2016 at 00:30
I would personally drop the different shading on the tabs. At first it looked like some were more important than others and the reduced contrast for the lowest one (Items & Money) was difficult to read.
The content of the help itself is good - the copious graphical examples are great. My only concern is that the mechanics as presented seem a bit overwhelming. For example, in the "Turns" section you explain that turns aren't really important and that the game works on "rounds". It may be better to start with the higher level concepts (moving / combat) and build up to the turn / round mechanics later.
Pyrian on 11/4/2016 at 23:04
Thanks for the feedback, always appreciated. :)
Quote Posted by Al_B
I would personally drop the different shading on the tabs. At first it looked like some were more important than others and the reduced contrast for the lowest one (Items & Money) was difficult to read.
Maybe if I gave them individual gradients instead of one big one? See below.
Quote Posted by Al_B
The content of the help itself is good - the copious graphical examples are great.
Glad to hear that - they were kind of a lot of work.
Quote Posted by Al_B
My only concern is that the mechanics as presented seem a bit overwhelming.
Well, it is meant to supplement the tutorial rather than replace it, hopefully. (Although I can never believe how many people close the tutorial and then complain about things they can't figure out.)
Quote Posted by Al_B
For example, in the "Turns" section you explain that turns aren't really important and that the game works on "rounds".
Maybe I should go back to opening that section with "A Turn is what happens when you click Start Turn." It seemed insultingly obvious at the time, buuut you never know...
Inline Image:
http://i32.photobucket.com/albums/d3/Pyrian/Help1-2_zpsnqbpw59q.png