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Messages - bigosaur

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151
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: December 07, 2018, 07:47:12 PM »
Version 3.7.8. is up. The main change is support for new servers for online games, but there are also a couple of bug fixes:

- fixed bug with lightning based weapons being able to go through metal shields even when you did non-lightning attack

- fixed bug when item pickup info would show for dead players

I set up 3 new servers for online games.

In the past, all online games used to go through a server in Germany. This sometimes created latency problems for players outside of Europe. To solve this problem I got two additional servers, one for players in Asia, located in Hong Kong and another for players in the US, located in New York. I also got a new server for EU region.

You need to use version 3.7.8 of the game or above to use these new servers. The game host selects which one to use and guests will automatically get routed.

The old EU server for online games is being shut down by the end of this week. Make sure you update to version 3.7.8. if you want to play online multiplayer!

152
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: November 17, 2018, 10:10:31 AM »
I'm making a short break from Son of a Witch development while waiting for Nintendo to approve some of the builds for the Switch version, and I'm contemplating a small action arcade stealth game, similar to pac-man, but in fantasy setting (something I can create in a month or two while waiting for Nintendo). I have a prototype that looks like this currently:



And now I'm stuck on the name. The game's story isn't determined yet, but it's probably going to be about a group of adventurers going into an abandoned castle or cursed castle or dungeon or vault to steal some gold and treasures. The enemies are skeletons (could be called warriors, but I'm not sure if I want them with swords or it's enough that they chase you down), skeleton mages (similar to warriors, there is no magic attack planned, but they will be smarter in chasing you down) and dogs.

So, the name can express ideas of undead, chasing/running, gold, treasure, tower/dungeon, etc.

Here are some ideas I have so far:

- Gold of the Necromancer
- Don't get Caught
- Necromancer's Trove
- Necromancer's Stash
- ???'s Dare
- Quest for the golden Duck (perhaps with a gold duck at the end level)
- Necromancer's Birthday Bash
- Wizard's Birthday Bash
- Gold of the Undead
- Shindig Glitz
- Escape from Undead Tower
- Undead Heist
- Undead Vault Heist
- Gold Rush Tower
- Tower Stormers
- Tower of Necromancer
- Undead King Tower

Some of the ideas I discarded:

- Skeleton Tower (apparently this has some special meaning in English?)
- Thieves of the Undead
- Hide and Sneak (taken: Disney game)
- Tower Heist (taken: a 2011 movie)
- Tower Raiders (taken: Android game)
- Vault Raiders (taken: itch.io game)

I'm currently using "Undead Heist" as a working title:



Does that even sound good for you native speakers?

Any help or brainstorming ideas are very welcome!

153
I feel like my mountain valleys don't look quite right, they're under-foliated and the mountains are too small and separate

It's ok. Those are backgrounds anyway. Nobody is paying much attention.

Quote
I feel like the running postures look awkward too but I can't quite put my finger on why...

Seems like you got arms and leg positions mixed up. According to the leg position of Botso, his left arm should be back, behind the body, in that pose. And you could move his right arm a little bit forward.

Varam looks alright, although I'm not sure how natural is to run with a shield and your axe above the head. I would expect someone with an axe to keep it down while running and raise it only when they approach the enemy.

The best way to make this work is to find some reference animation of running and go frame-by-frame until you get the pose you want to show. You can do this easily with YouTube, just keep pressing dot (.) key on the keyboard when the video is paused and you can see every frame.

154
Very nice scene composition there. I like it when regular dialog boxes get broken a little bit with a different perspective.

Also, I'm very curious to see how the story develops now...

155
I read it such that it looks like the Sorceror's pendant (from like strips 19-20) shrunk the demon from "absurd" to "manageable". How it did so we don't really know.

Oh, I completely forgot they had that.

This is the reason I don't read OOTS on the regular basis. I wait for 50+ episodes to accumulate and then read it all in one go so I don't forget stuff.  :gandalfgrey:

156
Bigosaur / Re: The Samurai Skinpack
« on: October 28, 2018, 09:52:28 PM »
Actually, I plan to add a far-east themed campaign at some point in the future with ninjas, samurai, kung-fu master, etc. and alternative storyline where a distant relative comes from a far land to ask for your help. I plan to add some more twists like new set of mounts (deer, baby elephant, horse) and perhaps some unlockable hero(es) when you complete (or during) the quest. I already have some graphics prepared for it, but it's surely many months away from happening. (Currently focused on EU release for Switch and then probably trying to get the online multiplayer working on Switch as well).

157
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: October 28, 2018, 09:47:31 PM »
Yes, exactly. With that combination of potions plus bare bones amulet everything gets easy - the difficult bit is surviving a while after you use the BB amulet until you can boost your minimum health again, though if you have rabbit amulet + iron flesh potions (which I did here) that actually becomes quite easy as well.

I mean, I don't think it's actually necessarily a problem - the new system is more balanced on average, it just gets very, very broken if you can get the sort of really good combos I was working with there :) But I don't think it's much more broken to have 30,000 than 3,000 in a skill - once you're working with being at several thousand percent on something, you can just one-hit nearly everything anyway.

And I still see new players on Steam complaining the game is too hard.  >:(

158
I don't know if strip 49 is going to be re-posted here as well, but I have a question.

Did the spell make the demon much smaller suddenly? In part 48, he was like 5-6 times taller than the party members and in 49 he's like 1.5 times compared to Auto.

159
Bigosaur / Re: The 13th Doctor Skinpack
« on: October 28, 2018, 09:42:36 PM »
Wait, there are new Doctor Who episodes? How did I miss that?

160
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: October 28, 2018, 09:40:13 PM »
One of the oddities of the new multiplier system is that in some cases you can get absurd scores even higher than you used to be able to

At first I wasn't sure it was a consequence of the new system. But now that I look at it, the 850% bonus to 3000+ base skill...how on Earth did you get your base magic skill to 3160% ?!

Edit: Oh, looks like Bare Bones + Heavy Magic potions via retort? ... and +17% magic when you use mana... ridiculous combination.

161
Next episode is already online apparently:

http://pda.h2zgames.com/comic/part-49/

162
For anyone interested, I put all of PD Adventure up on a website to facilitate navigation. I'll keep posting new ones here though.
pda.h2zgames.com

I see a weekly schedule there. Is it something that's just shows up by default, or you plan to have a new one for us every week?  :)  :arwen:

163
Some bard skills there. :)

164
Ssh, it's cleric stuff. :)

165
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: September 30, 2018, 06:37:03 PM »
I feel like she should have some post-battle dialogue if that's possible, like e.g. the princesses do? Just like a "Thank you" or a "Here's a reward for your help, good luck on your quest!" or something.

Good idea. I had it working and then it caused problems in network games, so I disabled until fixed and then forgot about that. I will work on it for the next version.

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