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Post by Kazan on Oct 4, 2015 18:31:52 GMT -5
Disclaimer: This is sort of an early access release. This has not been posted to FA yet and will not be for a few more days. The purpose of this is to fix any potential bugs (it’s probably riddled with bugs I’m not aware of) that may pop up during play-testing (more on that in a bit). This post will be updated as relatively minor additions/changes/fixes are made, so keep an eye out for updates. Again, mind that all content, numbers, text, etc. are all subject to change and balance, so take everything with a grain of salt. Hello everyone! Sorry for the relative radio silence as of late. Our staff has been going through a number of personal issues over the last few weeks, but we have also been hard at work under the hood writing and coding the next release of Bane of Gluttony! The most notable changes are the inclusion of quests/events and combat, but let’s get down to the nitty gritty right away. What’s new in this release? We have introduced: - Quest/Events
- A quest and an event have been added to the test spaces in (2, 3) and (3, 6). These events do not proc 100% of the time: (2, 3) is 50% and (3, 6) is 25%. After completion (declining or giving up does not count as completion), these events are not repeatable, but repeatable events are possible.
- The system in charge of events should be robust enough for what we need and can also define new behaviors when needed. This also makes it much easier to focus on what an event actually does rather worrying about how to code specific behaviors for each event.
- Combat
- Despite how long it's taken to get this working, it's still in a very basic state.
- Two simple test enemies have been added which can be randomly encountered outside the city: a slime and a boar.
- The slime is exactly what you would expect out of a slime. It can attack you via force feeding as well as do normal attacks. You can also surrender to a slime to ingest it completely.
- The boar is a very basic enemy that really doesn't do anything special but drop an item for the test quest.
- Experience/Leveling Up
- This has actually been in the game the whole time. You just couldn't tell it worked because there was no way to gain experience.
- Leveling up, however, doesn't actually do anything yet. There isn't a way to increase stats yet. For now, the only way to make yourself stronger is through equipment.
- Death
- Death is finally implemented but with a few things to note:
- Exhaustion has been removed for now because it's just a pain to deal with. It may or may not be a thing in the future. Your capacity will still drain as you travel (to digest/gain fat), but you will not start losing health once your capacity reaches 0%.
- In addition to being killed in combat, you now can and will die from overeating too much.
- Dying is gameover, and you are forced to reload your last save file. However, the addition of quests has broken saving and loading, so saving and loading have been temporarily disabled.
And a number of fun things under the hood! One of these things is the ability for the game to spout off some nonsense at you if you manage to cause an error that the program recognizes. If you find one, please copy whatever nonsense that gets printed in the fancy new debug console and either post a reply here or PM me with as much information about the bug’s circumstances as possible so the code monkey can fix it! Preferably, post it as a reply here so other people can see if a particular bug has already been reported. Now, what can you expect in the next update of BoG? We plan on providing the following, but things may be pushed back or brought in as the game is developed: - 100 x 100
- Main story/plot
- More content! (Quests, locations, items, skills, etc.)
We’re very excited moving forward on this project and hope you are too! Be sure to keep writing in your submissions to be added to the game! This isn’t just our game, it’s yours too! Well. Now that we have the “words” out of the way, I am proud to present to you the next version of Bane of Gluttony! Download v0.7 here!To run it, all you have to do it download it and drag it onto an open browser window. And with that, I hope you enjoy! Happy hunting! -------------------------------------------------- v0.7.1Fixed all the bugs that Soluce had pointed out. Hopefully I didn't miss/break anything in the process... - Fixed bugs relating to the option menu. I forgot to disable the options button in certain contexts.
- Fixed equipment stat stacking. Stats were not being removed/updated properly upon equipping/unequipping items.
- Fixed buying/selling texts to better and more consistently reflect inventory count and prices.
- Fixed item specific text pages in inventory to explicitly state when an item has been used/equipped/discarded.
- Fixed gameover text from being printed multiple times.
- Leveling up now restores your health, mana, and energy.
-------------------------------------------------- v0.7.2Finally added a much needed feature from a playability standpoint that should've been there from the start. Turns out it was surprisingly easier to implement actual stat leveling than I thought it'd be... So, that means you can finally playtest and get some sense of progress. - Fixed bug where selecting an item to sell displays its purchase value instead of selling value.
- Fixed bug where surrendering to a slime and surviving did not properly end the fight.
- Fixed a bizarre bug that would cause the game to start printing a quest's rewards text a few characters before it finished printing the quest's end text.
- Fixed a multiple bugs with the slime force feeding you.
- Surrendering to a slime now properly fills you proportionally to its remaining health.
- You can now increase stats upon leveling up. This also means you can actually finish the bakery quest. Yes, I know the placement of the stat points label is awful.
- You should not be able to spend stat points while in any menu/quest/dialog/combat/etc. except when you initially gain experience/level up at the end of combat/quests.
- Shara's quest is now repeatable like she implies upon completing the quest.
- Your stomach capacity now increases when you move while over your max capacity (and still alive, of course).
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Post by carlosdafox on Oct 4, 2015 19:25:21 GMT -5
looks nice, man!
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Post by Sinner on Oct 4, 2015 19:51:47 GMT -5
Strange. I couldnt find the armoury at first...
I have a few suggestions...
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Erikon
Waifish Traveler
Posts: 11
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Post by Erikon on Oct 4, 2015 19:56:26 GMT -5
Looks awesome so far ^^
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Post by Sinner on Oct 4, 2015 20:05:50 GMT -5
I do not see the sense of a pair of shoes providing more protection (and costing more) than a shirt. Hmm. Equipment price seems a little steep, especially for the basic stuff.
I dont like how potions raise capacity. I seems like it would be a problem in the future.
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Post by Kazan on Oct 4, 2015 20:33:47 GMT -5
I do not see the sense of a pair of shoes providing more protection (and costing more) than a shirt. Hmm. Equipment price seems a little steep, especially for the basic stuff. I dont like how potions raise capacity. I seems like it would be a problem in the future. Again, the numbers are all subject to change. None of those things have been balanced yet. We do have a formula for item prices though. I just haven't implemented it.
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Post by kallekat on Oct 5, 2015 5:37:11 GMT -5
Looking very nice! (progress-wise, not visually xD) Wasn't able to find any bugs. I do not see the sense of a pair of shoes providing more protection (and costing more) than a shirt. Hmm. Equipment price seems a little steep, especially for the basic stuff. I dont like how potions raise capacity. I seems like it would be a problem in the future. Again, the numbers are all subject to change. None of those things have been balanced yet. We do have a formula for item prices though. I just haven't implemented it. Potions filling up your stomach makes... sense? How exactly could that become a problem? I'm just being curious here, as I can't really see the problem. Would love to hear your line of thought though
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Post by Kazan on Oct 5, 2015 8:59:55 GMT -5
Looking very nice! (progress-wise, not visually xD) Wasn't able to find any bugs. Again, the numbers are all subject to change. None of those things have been balanced yet. We do have a formula for item prices though. I just haven't implemented it. Potions filling up your stomach makes... sense? How exactly could that become a problem? I'm just being curious here, as I can't really see the problem. Would love to hear your line of thought though Do you mean raising capacity in general or have an increasing capacity cost? Potions will, without question, have a capacity cost simply because you are ingesting something. The reason there is an increasing capacity cost with better potions is that i believe there should be a cost associated with that much healing, and it makes things a little harder with the additional mechanic in an otherwise mindless action. An increasing gold cost itself is pretty insignificant considering more powerful potions are only meant to be used later in the game. On that note, that high capacity cost should not have that much impact if you're high enough level to properly make use of it.
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Post by kallekat on Oct 5, 2015 13:51:46 GMT -5
Looking very nice! (progress-wise, not visually xD) Wasn't able to find any bugs. Potions filling up your stomach makes... sense? How exactly could that become a problem? I'm just being curious here, as I can't really see the problem. Would love to hear your line of thought though Do you mean raising capacity in general or have an increasing capacity cost? Potions will, without question, have a capacity cost simply because you are ingesting something. The reason there is an increasing capacity cost with better potions is that i believe there should be a cost associated with that much healing, and it makes things a little harder with the additional mechanic in an otherwise mindless action. An increasing gold cost itself is pretty insignificant considering more powerful potions are only meant to be used later in the game. On that note, that high capacity cost should not have that much impact if you're high enough level to properly make use of it. I was exclusively referring to Sinwraith's comment ''I don't like how potions raise your capacity'', which I read as ''I don't like how potion have a capacity cost''. I probably should have just quoted Sinwraith to avoid confusion <.<
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Post by Kazan on Oct 5, 2015 15:03:15 GMT -5
Do you mean raising capacity in general or have an increasing capacity cost? Potions will, without question, have a capacity cost simply because you are ingesting something. The reason there is an increasing capacity cost with better potions is that i believe there should be a cost associated with that much healing, and it makes things a little harder with the additional mechanic in an otherwise mindless action. An increasing gold cost itself is pretty insignificant considering more powerful potions are only meant to be used later in the game. On that note, that high capacity cost should not have that much impact if you're high enough level to properly make use of it. I was exclusively referring to Sinwraith's comment ''I don't like how potions raise your capacity'', which I read as ''I don't like how potion have a capacity cost''. I probably should have just quoted Sinwraith to avoid confusion <.< Ah, yeah i figured. My question was more directed to Sinwraith anyway XD
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Post by houseofcards on Oct 5, 2015 23:41:02 GMT -5
i like this new build. looks better than it did, by that i mean speaking in terms of progress that's been achieved. didn't really check it in-depth for any bugs or whatever, but I did find a typo.
test event for (3,6)- "an old man screams as a definetively.." should be definitely.
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Post by Kazan on Oct 6, 2015 0:21:38 GMT -5
i like this new build. looks better than it did, by that i mean speaking in terms of progress that's been achieved. didn't really check it in-depth for any bugs or whatever, but I did find a typo. test event for (3,6)- "an old man screams as a definetively.." should be definitely. Ah no, that's supposed to be "definitively." Still a typo though! Thanks for catching that.
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Soluce
Waifish Traveler
Posts: 4
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Post by Soluce on Oct 7, 2015 1:19:00 GMT -5
(2,3) Event Text- Consistency – Shara states that she doesn’t have enough money for the nearby restaurant and gives you 15g if you accept her quest. However, one of the items you can purchase from the restaurant on (3,2) is a Mutton Loin that costs 15g, meaning she could have just walked there and bought something to eat.
- Consistency/Clarity - A small point but Shara should reference the Armory when she says you can buy a weapon with 15g so the player knows where to go. All the weapons at the nearby Blacksmith cost much more than that (the player does start out with an initial 30g, but she doesn’t know that… I think)
(3,6) Event Text
- Spelling - “definetively” typo in the trigger text
- Grammar - “Maybe you should come to terms that you’re just too slow and and hope for better next time.” Repeated “and” in text after clicking Follow him -> Keep chasing
- Grammar – Click Talk to the man. “‘Here was I,…”’ is grammatically incorrect. If you read just the dialogue, you’ll notice the “and” at the beginning of the third set of quotations is repetitive and unnecessary if that is a continuation of the previous quotation. Double check third set of quotations in general for grammar and tense consistency (i.e. “seems”). “…call for guards” should be “…call for the guards” I believe. In the third paragraph, varying terms with which the bulldog is referred to makes things a little confusing, “man” in particular. That could be changed to "him" to prevent confusion with the incoming guards. You can disregard dialogue comments if the speech pattern was intended as part of the bulldog's mannerisms.
Options
- Event Bug - Opening and closing the options menu after an event initiates causes the event prompt to disappear and be replaced by “This is a test zone.” The event can be retriggered if you visit another tile and return. While not problematic now given the high trigger rate for the events, as well as the ease with which the player is able to reach these tiles, it could lead to a frustrating experience for rarer or harder to obtain events if the options menu is opened during a trigger.
- Shop Usability - Similarly, opening and closing the options menu while perusing a shop returns you the initial shop description, rather than where you were in the shop menu.
Shops
- Forced Buy Bug – Related to the shop/options menu bug above. Upon opening and closing the options at a specific item page in a shop and entering the shop again (without leaving the tile), the menu enters a bugged state. If you click Buy and then an item in either the top-left or top-right button, it forces you to buy the item you first clicked before entering the bugged menu state. Clicking on either button states “You don’t have enough gold to buy that.” below the item overview text rather than opening up the item’s specific page. If you do have the required gold to buy the item, clicking states “You lost X gold.” instead and the item goes to your inventory without any confirmation prompts (where X = item cost). This is true even if the item page you were on initially is from the sell menu (i.e. your inventory). This can force you to purchase items that are not even in the shop (e.g. buying a Pork Haunch for 40g at the Blacksmith). Alternatively, if you click Sell at this point instead and then click an item in either the top-left or top-right button, it forces you to sell the item you first clicked before the bugged menu state. If the item you clicked initially does not exist in your inventory (e.g. clicking Knife in the Armory -> Buy with 0 Knifes in your inventory), the buttons do nothing and no additional text is displayed. All other buttons work normally. If you do have the item initially clicked, you are forced to sell the item and “You got X gold.” is displayed (where X = item sell price). If you had only one of the item when the force sell occurred, no text is displayed, the item disappears from your inventory as well as the shop interface, and you gain the gold.
- Steps to Reproduce: Move to a Shop -> Enter -> Buy or Sell -> Click any Item -> Open and Close Options -> Enter -> Buy or Sell -> Item in the Top-Left/Top-Right Button
- Additional Info: Opening up any other item specific page before clicking on either of the two buttons and then clicking Back stops the bug from occurring. Clicking Back before clicking on any item causes the item overview menu to reset, removing any bugged text and preventing the bug. Additionally, leaving the tile and moving back prevents the bug too.
- Item Page Text Bug – The item specific page does not update with the number of the item in your inventory (it always displays 0). It only displays the correct number in the item overview menu.
- Equipped Items Text Bug/Clarity – Equipped items are not taken into account for inventory totals upon visiting a shop. I’m uncertain whether or not this is intentional. It could be problematic if it is though as players may think that they don’t have the equipped item at all and purchase extras without realizing it.
- Selling Clarity/Bug – When you attempt to sell an item, the game does not tell you how much it sells for (from experimentation, I found it to be at 50% of its vendor cost). Additionally, no text is displayed upon a completed transaction if that was the last of the item in your inventory.
- Selling Usability – Selling in mass could be a convenient option (perhaps a 1x and an All button).
- Scrolling Bug – Looking through a shop’s inventory with more than 9 items and then clicking on the scroll down arrow before opening and closing the options menu causes the next time you enter a shop item menu (either Buy or Sell) to start on the scrolled down section, even if there aren’t enough items to fill one section. Clicking the scroll up button fixes the issue (no scroll down button appears subsequently in this case).
Items
- Capacity Clarity – Using an item that brings your capacity over 100% should bring up a warning prompt, as it instantly gives you a game over. This is more significant for higher value items due to the sheer amount of capacity they provide.
- Quest Item Clarity – There should be some form of indication for quest related items so players don’t use an item without realizing they needed it/a certain amount to complete a quest.
- Discarding Usability – Discarding should bring up a prompt to verify the action so players don’t accidentally discard an important item. This can only be applicable for items of significance or just for all items. Discarding in mass could be also be a convenient option. If the discarding in mass option is included, the verification prompt would become redundant and not needed.
Combat
- Combat Flow Clarity - Combat was a little confusing to follow, as the enemy entrance text is never replaced but each turn’s text overwrites the text of the previous turn. Having a combat log with either all the text for each turn available or just the relevant combat numbers could help with that. Alternatively, the intro text can be removed/modified into something more readable/relevant to combat after the first turn.
- Self-Damage Clarity – Damage the slime deals to itself should be displayed after it uses its force feeding move. Currently, only “CAP+20” is displayed, but it still loses health.
- Capacity Reduction Clarity – Increasing defense reduces the amount of capacity the slime increases through force feeding (1 to 1 ratio for reduction). This defense feature should be made more apparent, as it is not clear through normal reasoning (where as increasing defense for damage reduction does make sense).
- Capacity Reduction for Surrendering Bug – Surrendering to a slime increases your capacity by +100 regardless of your defense value. I am uncertain whether or not this is intentional given the prior interaction. You can survive if your capacity is at 0 before surrendering.
- Enemy Text Consistency – “You have defeated the Slime.” The enemy’s name is capitalized in the text that displays after defeating it. Everywhere else, the slime is referred to in lower case. The same holds true for the boar. I’m uncertain whether or not this is intended.
Game Over
- Usability - Since saving and loading are disabled, the only way for a player to continue playing is to refresh the game. There should be a button that prompts the option to start over or maybe return to the main menu once that’s implemented (which would be useful even after saving and loading are enabled).
- Boar Text Bug – “You have been slain. Load your last saved state.” displays twice upon surrendering to the boar.
- Slime Text Bug – “You have eaten yourself into a food coma. Load your last saved state.” displays three times upon surrendering to the slime and dying.
- Slime Surrender Text Grammar – “rush” should be “rushes” as it refers to “a sudden influx”
Level Up- Usability – Leveling up does not restore you to full health. I’m uncertain whether or not this is intended, but it seems like a nice way to reward players for gaining a level.
Uncertain Bugs
- Combat Modifier Bug - Combat damage and defense oscillate under conditions I’m uncertain of. It sometimes goes up randomly (e.g. I deal ~63 damage instead of ~33 with just a Sabre equipped). Defense does the same. I suspect that this may be related to the menu bugs I discovered for the top-left and top-right buttons. My current theory is that certain menu actions cause equipped items to count multiple times, as there was one instance where I dealt ~123 damage with just the Sabre. In the aforementioned case of ~63 damage, it was a multiplier of x2 Sabres and, in the latter of ~123, it was x4 Sabres. The same is true for defense and armor items. I was able to test this through the slime force feeding move, as after a certain armor threshold, both the boar and slime can only do 0 damage to you. With only 6 total defense from a Hat (+1), Cotton Shirt (+2), and Denim Pants (+3), the capacity increase from the slime should have only been +14, but it went up by +9 instead. In this case, I suspect that the extra 5 defense came from either x2 Cotton Shirt & x2 Denim Pants, x6 Hat, or some other combination of the above. Another exceptional case involved my defense being high enough to actually push the capacity increase into negative values, so that it displayed CAP+-9. I’m not sure if that actually causes your capacity to go down, since I wasn’t paying attention to my initial capacity when this occurred and I haven’t been able to reproduce it.
- Additional Info: The damage and defense modifiers seem to go away when I take certain actions in the menus or I move around the map. Given the strange lack of correlation between these two actions, I think it provides more evidence to support that the bug is related to the buttons, as that’s the strongest connection between the menu and movement that I’m aware of.
Debug Console Stuff
- I'm uncertain what this means, but it occurred when I was messing around with shop menus if that helps.
Debug Console TypeError: Error #1010 at MainGameUI/displayBuying() at MainGameUI/scrollUp() at MainGameUI/clickUpBtn() These are all the bugs I've been able to find so far. I'll try to figure out the root cause and behavior of the combat modifier bug when I have more time (unless you figure it out first). I probably missed a number of bugs too, which I'll hopefully be able to find upon additional playthroughs.
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Post by Kazan on Oct 7, 2015 2:17:06 GMT -5
Hoookay... that's a lot lol XD I haven't gone through to check any of them yet, but I can tell you that damage dealt/taken is supposed to fluctuate randomly within a range depending on a number of things. If your attack lands, damage is calculated as follows:
dmg = (sourceAtk * (ratio + Math.random() * (1 - ratio))) - targetDef, where ratio = sourceDex / targetAgi such that ratio's min and max values are 0.5 and 1, respectively, and Math.random() is a randomly generated number x such that 0 <= x < 1 That is, you are guaranteed to do a percentage of your total attack equal to the ratio of your dexterity to your target's agility while the remaining percentage of your attack is determined randomly, and all of that is subtracted by the target's defense.
e.g. Suppose the following:
sourceAtk = 100 sourceDex = 25 targetAgi = 75 targetDef = 25 In this case, you are only guaranteed to do 50 damage (100 * (25 / 75) = 33 which gets bumped to 50 because the minimum ratio is 50%. Similarly, you cannot deal more than 100% if you have more dexterity than your enemy has agility) while the remaining damage is randomly generated between 0 to 67. After subtracting the target's defense, it's possible you will only do 25 damage, or, if you're extremely lucky, you could do 75.
The reasoning behind this is that the less accurate you are compared to how fast your enemy is, the less likely you are to land a good hit, if you land a hit at all. The randomness, however, allows for you to possibly luck out and deal full or nearly full damage despite how inaccurate you are.
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Post by goran on Oct 7, 2015 13:54:30 GMT -5
I dont like how potions raise capacity. I seems like it would be a problem in the future. Potions don't raise capacity, they use capacity. Overall everything seems to be good.
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