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Messages - bigosaur

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121
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: March 18, 2019, 08:58:45 AM »
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Also, you know the lower catacombs room where there's two statues blocking the entrance to a gated area with a gold chest in it? I did a sweep attack with a sword, somehow got into it from the outside, and then had no way out again. I don't honestly know how, but consider this a bug report that that's possible.

There's special logic that allows you to go through stuff when you use dash attack. This is what allows you to dash through big boss enemies like Ogre Mama, Executioner, etc. And there's also some logic that allows you to move away when you get stuck "in" another creature, but it only checks for living creatures. I'll look into it, maybe to still allow checking for petrified enemies as well.

I have fixed this now. Will upload a new version later today.

122
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: March 18, 2019, 08:56:29 AM »
Endless Arena I think feels too random?

That was actually what I was aiming for. A randomized gauntlet, almost impossible to beat. It's meant to be the final challenge, where you need all your skills and some luck on top. I made it for players who beat everything, but still need some excuse to play the game ;) I never designed it as something fair or always beatable. There are other game modes for that.

As for the Ice Mages problem, try playing it with the Paladin. Divine shield protects you from projectiles, so your main concern is just building rage quick enough. I beat this run earlier when the game was even harder (no random potions at all and less drops from chests):


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I'd just feel like I'd got lucky rather than feeling like I'd accomplished something, which isn't ideal.

Luck plays a big role until wave 50 or so. After that, you have unlocked enough chests to get a good assortment of usable stuff to combine and survive. And you probably have all 6 silver coins, so you can escape mid-battle to heal up and prepare before going back in (for example, shooting arrows to rebuild rage). You also got access to Crocodile or Racoon who make a huge difference. I usually get to around wave 60-70 with other non-Paladin characters, but I always die by not using some of the items/weapons/pets game offered or simply by making some dumb mistake.

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I also found that I bought most of the useful stuff from the shops pretty fast, so money stopped being interesting after about wave 20

You can still use it to get silver coins.

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I was just sitting there hoping that each next cursed key wasn't going to kill me.

I never use the keys right away. If I feel like I'm doing enough damage, I do 2-3 rounds in succession. Especially if I'm out of Dragonfire potions. The only time when I deviate from this rule is when I'm playing with Pyro and run out of mana, so I have to risk unlocking something to get a mana potion for my fireballs.

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You could make the shops restock with new random goods once you've bought all the things in them. This would create some interesting incentives and provide another way for the player to get new random good stuff.

I'm trying hard to avoid that because it creates problems with network code. As for spending extra money, I'm thinking more in the direction of having something in the game where you can spend it any time. Maybe something like a Divine Altar where you can remove all negative effects for 5000 gold?

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I'm not sure if making all the keys cursed is really necessary. You're already trusting to fate a huge amount given that 50% of the chests will be near or totally useless. Also skeleton mages are quite common so it's not like having regular keys would leave the player without the threat of random spell effects.

No. This mode should be hardddd.  :) Since I have discovered that it is beatable, I'm not making it any easier ;)

P.S. I don't recommend playing a lot of arena for you because it's very intense. Your hands won't like it. Later in the game, the waves have more enemies. It can go up to 40. It takes about 100 minutes to get to wave 100 and even my hands got tired by that point. Esp. if you play a melee character.

123
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: March 17, 2019, 07:37:12 PM »
My main quibble is that I find it weird that the golem for the alchemist just walks through rocks - I think it should have the same pathfinding as everything else, it's not like it's a flying creature or anything.

It used to work that way in the beginning and it became mostly useless in many screens. It isn't much of a problem for enemies to get stuck behind obstacles because they can wait you out until you go around to fight them. Summoned guards are also alright because they can use ranged attacks. But the Golem was painfully useless and I just had to do something. I tried to improve pathfinding, but didn't really want to write a whole new AI engine for him. It just didn't work.

As for the reasoning, I added this to the Alchemist quest dialogue. The golem is made out of semi-liquid stone, so it can change shape and melt through obstacles at will (much like the T1000 robot in Terminator 3 movie).

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The new challenge room in the ice area is good - I'd do a recoloured chest or something just to tip players off not to expect a normal blue-chest set of contents.

I thought that might give it away and I wanted the bugs to surprise the player (at least the first time).  ;D

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I'd also leave the alchemist room appearing even after you have the alchemist - it's a fun enough challenge that I think it'd be worth having as a regular feature with some kind of reward available.

Good idea. I'll try to think of some other NPC appearing as it would be strange that you meet another Alchemist if you're playing with the Alchemist character.

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Also, you know the lower catacombs room where there's two statues blocking the entrance to a gated area with a gold chest in it? I did a sweep attack with a sword, somehow got into it from the outside, and then had no way out again. I don't honestly know how, but consider this a bug report that that's possible.

There's special logic that allows you to go through stuff when you use dash attack. This is what allows you to dash through big boss enemies like Ogre Mama, Executioner, etc. And there's also some logic that allows you to move away when you get stuck "in" another creature, but it only checks for living creatures. I'll look into it, maybe to still allow checking for petrified enemies as well.

124
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: March 15, 2019, 06:25:06 PM »
I am using exercises :) It's just going to take time. I'm feeling quite optimistic about it, I think I'll be fully recovered in another month or so. Nerve damage just takes a particularly long time to heal.

Glad to see you've got it under control.

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Query - is it possible to lose in RPG mode?

Not really. If you die, you just restart the last level. The spawned minions in boss room also reset so stuff like snowballs and thorns are removed. And your skills increase with every room you clear, so even if you do low damage, you can simply grind it out and retry until you get powerful enough. For this reason I also removed thirst from the desert in RPG mode, so you cannot run out of potions.

Still I noticed that repeating the levels can be boring, so I also added an automatic skill increase every time you die.

125
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: March 15, 2019, 11:52:32 AM »
I look forward to testing it some time when my arms are hurting less... the injury is improving a bit, but it's slow, especially as I can't wholly avoid a lot of the actions that were causing the original damage.

Man I feel so bad about this, you're too young to have these kinds of problems.  :(

Have you talked to a doctor? There are possibly some exercises you can do to make it recover faster. My wife had these problems with a shoulder due to working with a mouse a lot and she got some workout routine that helped her a lot.

126
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: March 14, 2019, 07:51:31 PM »
The Paladin update is now in beta testing branch on Steam. The full release is scheduled for March 21st.



New features:
  • new RPG game mode where you keep all gear and restart the current level when you die
  • new Endless Arena mode where you fight waves of enemies
  • new hero: Paladin, who has divine shield and does double damage to undead
  • new hero: Alchemist, who has a Golem companion, and prepares potions
  • 8 pets with new effects (details below)
  • 3 new random potion effects (details below)
  • 6 new special effect items (details below)
  • 10 new weapons (details below)
  • 6 new achievements
  • 2 new allied troop summons: Baby Yeti, Stone Golem
  • added a new blocked challenge room in the forest
  • added a new challenge room with baby dragons
  • added a new challenge room in the ice level (it’s a surprise)
  • added a quest room in the ice level to unlock the Alchemist hero

New pets:
  • Crocodile - creates slime puddles that slow down enemies
  • Mouse - drastically increases your poison damage
  • Ladybug - buzzes around one enemy giving it a confusion effect
  • Monkey - disables floor traps
  • Whale - extinguished campfires
  • Cow - increases rage attack damage
  • Bee - gives you max rage when you get hit
  • Cat - saves you from sudden death blows: a hit that would kill you when you have more than 1HP just lowers your HP to one.

New potion effects:
  • Cold blood - enemies get frozen when they hit you
  • Veteran Elixir - every potion you drink increases you melee skill
  • Astral Projection - separates your soul and body so you can walk through obstacles as a ghost. The effect lasts for a short time and when it expires you are returned to the body. While in ghost form you can still attack and take damage. The only difference is ability to walk through walls, rocks, trees, etc.

New items:
  • Ghost orb - lowers your damage but you can shoot through obstacles. It applies to orbs, arrows and thrown weapons
  • Critic’s Shield - get 100% critical hit chance until the end of battle if you get hit (does not stack)
  • Paladin Shield - immunity to muscle spasmsl
  • Alchemist’s Visor - immunity to explosions
  • Halo -  removes all negative effects and increases co-op death timer in hard mode
  • Ancient Voodoo Doll - mark all enemies in the room (4 mana cost)

New weapons:
  • General Sword - rage attack gives 100% critical chance to all allies until the end of battle
  • Cripling Katana - hits slow down enemies
  • Executioner’s Sword - adds 300 damage to stomp and smash attacks. For melee heroes, every time the enemies are on the ground the smash attack would be used (usually it's only done for the last enemy on the screen)
  • Dark Slayer - triple damage vs bosses
  • Splitting Axe - rage attack halves enemy's HP
  • Paladin Sword - rage buff gives you Divine Shield - a short term invulnerability to hits and 30% damage increase. Does not protect feet, so you can get hurt by floor spikes and burned by walking on campfires
  • Alchemist Sword - rage attack summons and heals the Golem companion. Only one Golem per hero is allowed at a time. Only usable by Alchemist class.
  • King Cobra Staff - poison weapons of all allies
  • Snow Tiger’s Paw - summon a baby yeti familiar for 4 mana. One yeti per hero allowed at a time
  • Steady Shot Bow - slower arrow shooting time (like archers use to work before) but increased damage (95 bow damage)

General improvements and gameplay balancing:
   
  • allowed summoning mercenaries into boss fights (except the final boss)
  • removed slowdown effect from Heavy Boots
  • Retort no longer creates mana potions
  • only one Retort shows for sale in shops
  • removed poison immunity for the final boss
  • significantly increased Poison Cloud spell damage
  • Poison Cloud effect scales with enemy size
  • improved AI for Snail, Ram and Snake pets
  • using teleport staff twice returns you to the starting point
  • fixed runestone drops in various barbarian challenges

Bugfixes:
   
  • Ethereal bow now shoots through barrels and boxes
  • Dog pet doesn’t take mercenary’s beer in the tavern
  • Foundry doesn’t melt mercenary’s beer anynore
  • Thief and Ringleader don’t jump on allies when confused
  • fixed bug with item drops when Yeti Elder and Earth Golem roll
  • fixed network bug for Racoon pet bombs
  • fixed network bug when pets would jump too much
  • fixed drawing position when Barbarian is mounted
  • fixed rare sound effect bug with Yeti babies
  • fixed position for some of the teleportation animations
  • fixed text showing last level seed instead of control hint after player dies
  • fixed rare crash when closing game from the main menu
  • fixed occasional crash on MacOSX


127
this is a pre-modern map and I can't promise it's to scale as shown! :)

:)

It would be nice to have a more detailed version with some forests shown as well. The way it is now, it only shows plains and mountains.

128
Great "episode". And I love the map.  :)

129
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: March 07, 2019, 04:36:48 PM »
It's RSI, probably tendonitis rather than carpal tunnel form, but it's taking a long time to heal. I have got a new ergonomic keyboard and wrist rest, and a new upright mouse, as well as various savles and a wrist brace and things, so I'm doing everything I can for it :)

Great. If you work for longer periods of time, I also suggest you install Workrave:

http://www.workrave.org/

It's a free program that forces you to take breaks at regular intervals (fully customizable). It helped me save my eyesight from staring into screen but it works well for RSI too. I had this problem with everything getting hazy after working for hours without breaks.

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I may get a controller at some point but I just spent quite a bit of money on the new keyboard & mouse setup so it can't be the highest priority at the moment.

Once you do, I recommend wired XBox360 Controller for Windows. It's very durable (I've got one for 5+ years) and it's big enough so your hands never get tired when using it. For comparison, I always feel some strain when using PS4 controller or Switch Joycon for longer time.

130
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: March 07, 2019, 03:46:30 PM »
I played a game of SoaW yesterday. It was not good news

 :(

Forget about games, health is more important!

Now, did you consider buying a controller? I find it much more relaxing to play any game. It's not just wrist and fingers, the whole arm is relaxed when the controller is sitting in your lap.

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I doubt I'd manage any of the harder modes any more

Well, the new version will have two new modes: RPG mode will definitely be easier, and you can afford to die at any time because it only means restarting the current level. OTOH, the Endless Arena is actually meant to be harder than regular game...

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I just hope it gets better soon, but I doubt it since I keep having to do desk work which makes it worse again. :(

Is it an injury, strain or just tension? Something like RSI? There are things you can do, equipment you can use to lessen the stress. For example, Microsoft Ergonomic Keyboard, trackpad instead of mouse, etc.

131
Hey all, sorry about the long break. A mix of a new baby, grad school, and some family issues kind of threw me for a loop these past few months. I think I had several strips scheduled to release through January on my website which is why they were releasing there and not here. Things are starting to get under control again and I'll hopefully be able to get back to work on PDAdventure soon.

Welcome back! I have been eagerly awaiting new episodes.  :)

132
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: February 25, 2019, 08:53:51 PM »
Summoning golems with rage would be good and would make for a very new game dynamic I think as no other class gets allies early on

I made a couple of prototypes with this using Bushido and Yeti Baby as possible summons to see what it would look like. Bushido is OP, but Yeti is quite fine, esp. when you remove the freezing effect. It works so good, I will probably just reskin the Yeti and keep the same attack animations and possibly HP/damage. I have to modify the AI to have better obstacle avoidance because ice levels have very tightly packed layout and the Golem will be used in all levels.

Here's the plan: hero will have a melee weapon and low-ish stats, most probably 60/60/60. Rage attack summons a golem, and you can only have one at a time. If he dies, you can summon a new one when the rage is full.

Now comes the fun part: the golem never attacks the enemies until you order it, and you do so by hitting them with that very same sword. So, you pick a target by hitting it and the golem will keep attacking that target until either one of them dies. The target stays as long as the enemy is alive, so you can go around and attack other enemies if you want. This makes for a really fun strategy as you can control who to attack and you can surround enemies and fight them together. Or you can just mark a tough enemy and run away to deal with weaker ones until the golem takes care of the business.

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I think the trouble with turning stuff to gold is that you already have the portable foundry and I'm not sure the game needs more ways to get rich.

Yes, I have given up on the gold idea. Too many ways to get gold, and it would probably make this class too powerful as well. This hero also starts with the alchemist kit and ring which is a huge bonus, but lack of bombs/keys can be a problem early on, so I think 100 HP will be the good choice for starting health.

We will see if the HP / damage of Golem needs to be tweaked later.

Now, I need to do all the animations for the new hero from scratch, so it may take some time before I have a demo version for testing...

133
I guess I could change it to "after I'd been sold on once" if that'd make it easier for non-native speakers to parse?

No need, I think it was just me. I'm used to seeing "sold on" in "sold on it" phrase, as in "convinced in something" and that confused me. Only when Glaurung explained did I start to look at "sold" as actual selling process ;)

134
BTW, one sentence might be wrong: "Once I'd been sold on once" ? I can't figure out what it means, maybe the second "once" is extra?
The two uses of "once" are doing subtly different things: the first one is equivalent to "after", while the second one is the more obvious "the first time" or "for the first time" (as distinct from "the second time" or "the third time"). So the sentence becomes "After I had been sold on for the first time...".

Ah, I get it now. I'm not a native speaker, and I never heard it phrased like that before. Thanks!

135
Hurray, finally a new episode. Not much happening but it is fun.

BTW, one sentence might be wrong: "Once I'd been sold on once" ? I can't figure out what it means, maybe the second "once" is extra?

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