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Its Friday! And finally release of Hero iteration 10!
Hero i10My main goal for this iteration was to get the load, save, auto save and continue old game mechanics working. You are no longer respawned when you die, but you can create save-points anywhere. When you enter an area on the map the game is auto-saved so you should not loose to much progress if you get your butt kicked. As before your current game is saved when you exit the game and you can continue where you left of.
NPC´s now have relationships with other NPC so if you attack one their friends might seek revenge!
I have also worked on the shops, so go buy some armaments for your hero!
And finally I have corrected a few bugs and worked on some graphical glitches!
Now Go PLAY!
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I found it very hard
I completed the "get a weapon" quest, as well as "find the brother of the drunk", but everything else was too hard for me, so I found myself with nowhere to go.
Am I perhaps missing some new core feature?
If the game is to be quest-based you really need to implement a quest log.
/johno
"you can't stop the change"
I really enjoy this game
I really enjoy this game now. I love how 'amusing' the quests are, and I love the combat system, but I cam across a little bug that some may exploit. Seems that I can sell a 'broken sword' as many times as I want. Anywho, here are my impressions:
Good:
- I love the fact that the stores have a limited amount of cash. It's a good thing, and it helps balance the 'economy'.
- Being able to equip armor is indeed a great thing.
- I love the way you can put 'points' in your skill
- The overall look of the game
- I love the way the dungeons are made, especially with water in them. Dunno, I find those colors to be awesome.
Bad:
- Quest's don't seem so important. A quest log would be neat. Also adding some time to finish the quests would be nice, and also add a penalty for not completing the quest in time.
- The player moves a little too fast on the 'mapamonde'. Those are large distances, should take a while. Also, it would be nice to be able to meet up with people/monsters on it. Something similar to Mount & Blade's map system would be really awesome.
Here's a link to the video with the bug: http://www.youtube.com/watch?v=ZlQUKqjYiJM
I just uploaded it, wait a while for it to finish processing.
Edit: I said I love questions instead of "I love the quests"!
thanks for your
thanks for your comments!
Yes I saw that the game is quite hard now, I still haven't worked anything on balancing it, so its nobrainer why!
Place all skill-points on melee weapon and parry and Dexterity and you should be fine
Good bug report there, I´ll work on it!
There is a quest log but it is under construction, you can press "Q" to bring it up... There is also a kill list if you press "K" but it might interfere slightly with the user interface...
Really great progress!
It's super cool to play Hero again a couple of iterations after last time I went through it.
As others have said it's a bit hard at the moment, more health potion drops could be nice, don't think I've gotten any of those yet.
I experience some mouse pointer lagging, I guess this can be because I'm on a pretty low end machine again. The Mouse page-scroll do tend to not work as well sometimes, and it's a bit frustrating to try and find a spot where the page scrolls, especially because of the already present mouse lag.
The game really have cached a great sense of depth now, really feels like you are on your way to partake in an epic quest!
It'll be a blast to start working with the graphics on this game! And I guess that it will have time to grow even more till I have the time and chance to start working with it!
Will play some more and see if I can catch any bugs or such and post some more feed later on! Keep up the great work!
// Gridur
Feedback Edition 3
On character creation, consider setting the order of tabs so that perks is first, purely because the decision to go fighter/thief/mage is the most significant possible decision within the games framework.
Consider adding skills for light & heavy armours (Possibly also cloth armour & medium armour, or merge medium into heavy and cloth into light which actually is probably better, someone using chain mail can upgrade into plate later on) that makes the effectiveness of chosen armour type better.
Maybe set the openning quest in a grave yard, when you pick the broken sword up off the ground/an altar then the skeletons climb up out of the ground and attack you.
Theres a problem with feedback of weapons breaking, I was running around with a broken weapon for a while and didn't even realise. I could suggest a variety of approachs to correct this but I'll leave it up to you.
I tested what would happen if I talk to Count Iwan after refusing to hand over the skull, if I then give him the skull he stays in an active combat state, not sure if this is intended or not, but it does break the skull quest chain somewhat.
Oh, and the Black Knight should ressurect version of himself, right down to, I'll bite your legs off... Hehe.
There are going to be situations where the player character hasn't embarked on a quest but runs into a character involved in that quest. Depending on the circumstances, its probably best to setup a check to see if the quest has been started and alter the conversation tree based on the true/false response of that check. Its only fair that the player still gets a reward for a quest even though hes stumbled upon a later part of the quest. That said, it should probably depend also on the personality of the quest giver, if the person isn't very nice they might try and do a runner without giving over a reward.
Baldurs Gate had a nice habit of letting the player badger a quest giver for a better reward (Or a reward at all) or of choosing to be generous, might be nice to bring that concept over to Hero.
Speaking of which, quest hub places like towns should be positioned so that the player is more likely to find that first instead of the quest destination, for instance, move fort iwan & pale village east or move the tower ruin west.
Red Rods Brother should actually move back to the town after you rescue him and leave the location.
For the time being you should probably reduce the damage resistance of the mummies just a little bit, you can create variant mummies for later in the game ("Ferocious Mummy, Shambling Mummy, etc.).
Consider colour coding certain information in the text box (Assuming you plan to keep this in the interface) such as red text for damage taken.
Consider removing broken sword items from the shop once sold to it, since it clogs up the interface and no one is likely to buy them anyway.
Skull of death skeletons are spawning with twice their maximum health effectively forcing the player to kill each one twice.
Player should be able to customise whether the camera sticks to the player character or not, don't see an entry for it in options.
Traders, Quests & the town
With regards to the setup of traders in the town, you should consider specialising each of the traders to a particular set of goods, currently a player will have to go to each store owner one after the other which wastes the players time a little bit.
Consider also moving them all to that building in the NE of the map, and outfitting the building as if its some sort of market. That way, the player knows that the shopkeepers are in one building and the quest givers are in the other building.
The tavernkeeper could sell drinks which temporarily boost one stat at the expensive of another, such as a beer which boosts strength or vitality by a point or two but reduces dexterity/dodge.
Also, its a little bit odd that the town has only one house like building. Houses could potentially serve as a place for recieving quests (Perhaps via a noticeboard in the tavern with stuff like, quest to recover a wolf pelt, please visit No. 3 Windlake Road for more information. Also some houses would provide an opportunity for the thief to ply his 'trade' or get caught doing so. Sometimes quests can be stumbled upon by players 'exploring' houses.
One problem you'll have of course is taking into account that some containers should have consequences for being looted, even games like Knights of the Old Republic let you get away with idly taking stuff out of peoples closets without comment or response which is a bit odd.
Maybe the player could own or buy houses? Maybe rent them out for an occasional fee? Of course then you'll have to build a system for tracking passage of time, requiring the player to buy rations so that he can't just run around on the map for a while as an easy way of getting small amounts of cash.
The building in the SE of the map could make a nice guild or mercenary house, it could give out one of a selection of randomised tasks which turn on/off the visibility of certain locations in the game. such quests could be repeatable, sending a reset request to the location the quest takes place.
Completion of quests could improve your standing with certain factions, leading to further quests, discounts, access to faction only storekeepers, etc. For example, do a couple of good deeds around Pale Town and you get to offered a quest that involves meeting the lord of the town and getting access to the lords personal smith, who could repair your equipment at a discount or for free. Alternatively, if the player decides to take a naughty path and be all evil and stuff, the count might also have a personal smith who'd do roughly the same thing. Be particularly good and the mayor resigns and you get voted in for your good works (And the assumption you'll drop by to help with any new threats that pop into existence) or you could eventually usurp the count and rule the island with an iron fist as you use the place as the begining of an assault on the known world...
...Maybe I'm getting carried away there though.
Daniel, it sounds like you should hire Larington!
Make him your lead designer!
/johno
"you can't stop the change"
Hoho! Thanks Larington for
Hoho!
Thanks Larington for all the feedback! I guess we like the same kind of games
I added you to the game-credits of i11!
It is nice to see that the feedback suggests a lot of new game-play. I´m still taking baby-steps every iteration but I think I got the project on a steady march forward.
I think the Pale City should be a few maps large so you can fit in all the shops in it. But as in your suggestions I really like the idea of a lot of freedom for the player to solve, break and play on the maps, this requires a smart set of rules for what counts as crimes.
When I play rpg´s I sometimes enjoy the fact that people are friendly to me even if I just stole from them or killed someone close to them. (if you are fighting with the cleric in Hero and ask him to heal you, he will do it)
But I just fixed so you can have different dialogs with characters depending on their state.
A lot of my coding time is spent on improving the code providing room for more rules...
BTW A friend of mine is going to write some of the story for Hero, its going to be fun to see where this leads to.
Funnily enough I was
Funnily enough I was wondering about that whole city size thing, firstly if multiple elevations were going to be introduced ala the XCOM series (Though I could see that being an implementational nightmare), but yeah I did wonder if towns would become multiple square arrangements where one exiting the west side of one city location would automatically exit into the next part of the city instead of kicking you back out to the map... And as an extension of that if there'd be multiple level dungeons either as multiple elevations or where one dungeon map would like direct to the next dungeon map instead of booting out to the map.
I'd probably go for a simple system of container ownership, each container object has up to 4 owners, there should be two scenarios, onAccess where the player just looks inside the container and onLoot where the player takes something out of the container. Depending on how the container is configured, if onAccess or onLoot happens, it does a line of sight search for all listed owners and tells those in LoS that "somewhere a crime is happening" (Clearly I've seen too much robocop). Shop owners would probably only need to yell to get a guards attention whilst householders would have to find a guard first I guess.
Also I've actually been wondering if I should dial back the gameplay suggestions and focus a bit more on current gameplay mechanics.
I think its more accurate to say that my favourite game is Deus Ex and what that game does really really well is provide the player with more of a possibility space mixed with a kind of gamified simulation (In this case, simulating what it'd be like to be a sort of futuristic super cop). Its that sort of stuff I love and it takes little effort to apply that design mix to pretty much any gaming scenario.
Cool, really good points
Cool, really good points here!
Adding tickets like a maniac...
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