Okay weekly update.
Uhhh this is a little late because I was hoping to get some work on this stuff done this week so I could have something to post, but I've been spending a lot of my spare time reading about federation protocols and so all of this has fallen a bit to the wayside. Freedom of the internet and all, etc. So, whoops. I'll try to be more on-task next week though.
16 comments
Whoops indeed XD
Anyway, checked the link you put in your reply to my last comment, it's definitely an interesting concept for the map, I wonder how differently things would play out then with the current map =D
So that was all, and merry Christmas xax (and to anyone reading this)!
Ps : Yes I'm not late to say it this year! I mean, last year I was like a week late...
Whatever -_-'
Hey, it's just a question, but as I'm checking the stats of my character, I'm wondering what "cha", "res" and "atn" means. Maybe also "vit", but I take it it's for "vitality"? Like a boost to the base amount of hp?
DEAD.
REdErrors
Uh... what???
DEAD.
Hey there. Any chance that your character's cock will be usable as a weapon in a fight? I'd love to see the option of fucking an enemy into submission, and cum-inflating them until they burst. That'd make combat MUCH more interesting. ;-)
how do you get soul skin? i ran out completely and can't find any.
actually, how do you even get a body?
actually, how do you even get a body?
@anonymous
when you start the game there's an obelisk next to you; that contains a demo shop where you can buy bodyparts. at the bottom of that page there's an "edit body" button that takes you to the body editing interface, and you can assemble your bodyparts into a body there.
thanks! it seems i accidentally left that comment twice, sorry. another quick question: are you still working on the game? if so, how often do you update the demo?
not really? or rather, i'm on an extended hiatus from the hell game project, and while i'd like to do something with a similar scope in the future it probably won't be this exact thing. that being said i still have a half-finished update with a bunch of tweaked mechanics and half of a better game introduction coded up. but there's basically no timetable whatsoever on actually working on it again, sorry.
for future projects are you going to incorporate some of the mechanics from this game? I.E. the tile based movement system, with an over-world and all?
probably not. or at least, probably not unless i try something with a really big scope again, and i have no clue if i'll ever try that in the form of a web game. like, the last twine game i made did have a 'world map', and the game i'm working on now has a graphical representation of the interconnected rooms you can move between, but that's all less "universal" than having a big tile-based world map.
like, one of the major issues in hell game development was that the random map generation plus procedural events and quests made it very difficult to coherently and consistently place quest-relevent events. a _huge_ open problem was "is it at all possible to lock the player into or out of a certain zone in the game until they do a certain quest, or make sure they can only visit this set of events in a certain order due to there being map chokepoints between them", because that involves doing an awful lot of pathfinding and floodfills and border-checking, and i was never really capable of getting all the moving parts working correctly to even begin testing it out. more than anything else, it was the huge bulwark of code needed to place non-trivial events on the world map that killed the game, and i feel like having a big sprawling world map is only a net benefit when there's actually a whole bunch of points of interest you can wander off to, which means making content for all those different points of interest.
you hear it very often that first-time game developers bite off way more than they can chew with a really ambitious project, and i definitely feel that way with hell game. when i was making it i was thinking of... ultima 4, or rings of power; games that have these sprawling world maps full of tucked-away zones and dungeons and encounters, and even though i coded up the map system itself i was really unprepared for how much work it was to make all those zones and dungeons and encounters on the map, much less the work needed to make a good map generator that can hold all those disparate things.
Ah, thank you for the response. I could definitely see how trying to build specific things for every different region of a procedural map could be very difficult and time consuming, lol. I think whats most captivating about this game to me was the writing (of course), and the feeling of "Wow, I've never seen this thing before" or "I wonder what this place has in store for me?" Anyways, it's extremely good for just a demo, and I hope you keep doing what you enjoy. :-)
Re: "like, one of the major issues in hell game development was that the random map generation plus procedural events"
Have you considered scrapping random map generation in favor of a fixed map? It would allow for much greater control. And I don't see all that much benefits for randomness, it's neither a rogue-like nor a dungeon crawler, where variety of loot and enemies keeps things fresh.
Or maybe you could divide biomes into tiers. Around the starting point, there's X number of first-tier tiles, out of which minimum 20% is that biome, and another minimum 20% is this biome. From the center draw 4 lines, and around the furthest tile on each line, make a new center for tier 2 biomes. That doesn't do anything to remedy the amount of content and variations needed, though.
But playing as a serpent/naga was a blast while it lasted, so thanks for that.