Search found 67 matches

by Djinn_in_Tonic
Thu Sep 15, 2016 5:50 pm
Forum: Online Services
Topic: NEW: Allacrost Discord channel
Replies: 7
Views: 4565

Re: NEW: Allacrost Slack channel

Note that it seems to only accept @allocrost.org email addresses: I could NOT sign up with gmail through the given link.
by Djinn_in_Tonic
Tue Oct 13, 2015 2:03 pm
Forum: Design
Topic: Character Moves [Suggestions for 0.1]
Replies: 18
Views: 13286

Re: Character Moves [Suggestions for 0.1]

There's something I feel we need to make a decision on with regard to these actions. We've been talking about thinking about the effect of actions in number of turns (ie, grant a shield that lasts for 2 turns). This is easy to understand, but keep in mind that our battle system is an active-time ba...
by Djinn_in_Tonic
Wed Sep 30, 2015 4:06 pm
Forum: Design
Topic: Character Moves [Suggestions for 0.1]
Replies: 18
Views: 13286

Re: Character Moves [Suggestions for 0.1]

Also, I'm curious: is it just the two of us here currently? Haven't seen anyone else doing anything in weeks.
by Djinn_in_Tonic
Tue Sep 29, 2015 4:00 pm
Forum: Design
Topic: Character Moves [Suggestions for 0.1]
Replies: 18
Views: 13286

Re: Character Moves [Suggestions for 0.1]

Is using a status effect sufficient for our designs? Or do you feel we need something that can take effect for a number of turns, or a number of actions (ie, vulnerable for the next 2 attacks as opposed to vulnerable for the next 20 seconds)? It's sufficient, but the "per attack" situatio...
by Djinn_in_Tonic
Mon Sep 28, 2015 5:46 pm
Forum: Design
Topic: Character Moves [Suggestions for 0.1]
Replies: 18
Views: 13286

Re: Character Moves [Suggestions for 0.1]

Alright...basic ideas, with a bit more math behind them. Note that we currently only have 4 moves coded in though so, unless we want to put in more moves per character or DIFFERENT basic moves per character, we'll have to cut some of these. Slash: Basic attack, as coded in. Given across all three ch...
by Djinn_in_Tonic
Sat Sep 26, 2015 4:27 pm
Forum: Design
Topic: Character Moves [Suggestions for 0.1]
Replies: 18
Views: 13286

Re: Character Moves [Suggestions for 0.1]

I think we could maybe add a skill type that has a primary target and secondary targets. For example, a skill that deals a lot of damage to an enemy, and deals minor damage to all other enemies. Or a skill that attacks one enemy and heals each character for a percentage of the damage dealt. I think...
by Djinn_in_Tonic
Fri Sep 25, 2015 6:47 pm
Forum: Design
Topic: Character Moves [Suggestions for 0.1]
Replies: 18
Views: 13286

Re: Character Moves [Suggestions for 0.1]

On another note, I'm not sure how I feel about "positioning" type abilities. That is, abilities which affect targets differently depending on where they are positioned on the battlefield. I know many games do this, but those games usually make the position of characters and enemies dynami...
by Djinn_in_Tonic
Thu Sep 24, 2015 3:09 am
Forum: Design
Topic: Character Moves [Suggestions for 0.1]
Replies: 18
Views: 13286

Re: Character Moves [Suggestions for 0.1]

3. This is not possible with the current code. Targets are either an actor, an actor's attack point (leg, etc), or an entire party. To do this we would need to add a target type that can select multiple targets, and add some logic to figure out if enemies are "adjacent" to one another. I ...
by Djinn_in_Tonic
Wed Sep 23, 2015 10:08 pm
Forum: Design
Topic: Character Moves [Suggestions for 0.1]
Replies: 18
Views: 13286

Character Moves [Suggestions for 0.1]

A few of the thoughts I've been having lately on some relatively straight-forward yet interesting moves we could potentially launch in our upcoming release. Curious to see thoughts on these basic concepts before I really dig down to flesh them out. ⋅ High-cost, mid-damage maneuver that inc...
by Djinn_in_Tonic
Tue Sep 22, 2015 5:56 pm
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 16280

Re: Quick Programming Q & A

*Snip* Thanks a million. That's all super helpful. I might recommend we make sure we comment things a bit more in-depth going forward though, just so we don't have to explain this sort of thing every time. I know *I* tend to be really detailed, at least -- hope that's not an issue. However , just b...
by Djinn_in_Tonic
Tue Sep 22, 2015 4:52 pm
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 16280

Re: Quick Programming Q & A

Does that all make sense? I'm open to applying other variance/distribution models to damage calculation as well. Gaussian was chosen at the time simply because it is well understood and has a decently good distribution spread. Yep. So, to confirm: CalculateStandardEvasionAdder takes 2 arguments: th...
by Djinn_in_Tonic
Mon Sep 21, 2015 6:48 pm
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 16280

Re: Quick Programming Q & A

All of the Calculate...* functions in battle_utils.h I believe are all the key functions for skill development. The attack points (arms, legs, etc) for actors may have a status effect defined that says "if this part is hit, there's this % chance that this status effect will activate). Anything...
by Djinn_in_Tonic
Sat Sep 19, 2015 3:36 pm
Forum: Design
Topic: Roadmap - Release 0.1.0
Replies: 30
Views: 14014

Re: Roadmap - Release 0.1.0

Just checking in -- I'm still around and alive. Just rather busy with life, and testing some things with combat code to make sure I can do the experiments I want to do regarding abilities.
by Djinn_in_Tonic
Sun Sep 13, 2015 7:25 pm
Forum: Programming
Topic: Few Questions about Skill Code
Replies: 1
Views: 1680

Few Questions about Skill Code

Just a few questions. --Where can I find CalculatePhysicalDamageAdder , CalculateStandardEvasionAdder , and so forth? I'd really like to see how those functions work, since we don't have a nice way to, say, code base damage or base evasion for a move in a really easily readable manner (which is a li...
by Djinn_in_Tonic
Sun Sep 13, 2015 3:48 pm
Forum: Design
Topic: Player decisions, rewards, and consequences
Replies: 4
Views: 2525

Re: Player decisions, rewards, and consequences

Can you give some examples of what you mean here with regard to "relative values"? I sort of understand what you're talking about, but I'm having trouble visualizing how the concept would work. I still want players to be able to make informed choices about what would change if they select...
by Djinn_in_Tonic
Sat Sep 12, 2015 7:01 am
Forum: Design
Topic: Player decisions, rewards, and consequences
Replies: 4
Views: 2525

Re: Player decisions, rewards, and consequences

The system I propose is simple. The characters will have a small number of "prestige" traits that build up as their journey continues. For example: charisma, empathy, and negotiation. When the player is presented with different options to choose from that affect these traits, we display w...
by Djinn_in_Tonic
Fri Sep 11, 2015 6:28 pm
Forum: Design
Topic: Release 1.0 Balancing
Replies: 6
Views: 2452

Re: Release 0.1.0 Balancing

I'm going to take a stab and say 2-3 minutes? :shrug: Battles in the beginning of the game (what we're working on now) I would expect to be a bit shorter than that. I'm generally okay with our current pace (solid hit from each character will kill most enemies). My major concern right now is that Lu...
by Djinn_in_Tonic
Fri Sep 11, 2015 4:23 pm
Forum: Design
Topic: Release 1.0 Balancing
Replies: 6
Views: 2452

Re: Release 0.1.0 Balancing

Alright: Quick question to jump-start some September release tweaking, as well as some ability design. How long do we want the average battle to last? Currently our battles last for a good number of turns: one solid hit from each character can typically down a foe, meaning our battles are APPROXIMAT...
by Djinn_in_Tonic
Wed Sep 09, 2015 8:46 pm
Forum: Design
Topic: [Release 0.1.0+] BATTLE MECHANICS
Replies: 13
Views: 3653

Re: [Release 0.1.0+] BATTLE MECHANICS

But this might make the recovery option needlessly complicated. For the immediate future (this month's release) I suggest we do the following: ⋅ Add a Recover option in the action type menu ⋅ Recover generates the normal SP regeneration by 150% ⋅ Takes a very short war...
by Djinn_in_Tonic
Wed Sep 09, 2015 4:23 pm
Forum: Design
Topic: [Release 0.1.0+] BATTLE MECHANICS
Replies: 13
Views: 3653

Re: [Release 0.1.0+] BATTLE MECHANICS

I can see pros and cons to both options. Having a common Recover action for a character provides for some consistency. Having 0SP skills provides for more flexibility and uniqueness. I'm kind of leaning toward having a Recover action, just because I don't think we gain much from that flexibility wi...

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