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A discussion area for general design issues that staff would like detailed feedback on.
Moderator: Staff
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Forum Rules
by
Roots » Thu Jun 16, 2005 9:48 pm
Hero of Allacrost Forum Rules
* Do not ask for anything illegal, like OST rips, ROMs, Warez, etc.
* Do not spam. If you want to advertise...
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Last post by Roots
Thu Jun 16, 2005 9:48 pm
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1.0 Release Maps -- Design, Scripting and Events
Replies: 6
by
Roots » Sun Nov 19, 2017 9:47 pm
First post
It's been a long time coming, but the 1.0 release is getting close. The layout design of all the maps (except for one) are mostly complete. The...
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There are some map layout changes I've been thinking about lately that I want to share. I'm planning on making these changes very soon.
1) Cave...
- 6 Replies
- 3834 Views
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Last post by Roots
Sat Jan 27, 2018 5:22 pm
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[Old] 1.0 Release Maps and Scripting
Replies: 43
by
Roots » Tue Jan 15, 2013 11:26 pm
First post
I made this thread to share ideas and discuss plans for the design of maps and the scripting of events on those maps. Here is our map list for this...
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This thread has been around for quite a while and even though there's still discussion to be had about this topic, i feel the older posts (that are...
- 43 Replies
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Last post by Roots
Sun Nov 19, 2017 9:21 pm
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Lets talk about screen resolution
Replies: 2
by
Roots » Tue Nov 07, 2017 5:37 pm
First post
The default screen resolution for Allacrost is 1024x768 (4:3 aspect ratio), with support for 640x480, 800x600, and 1280x1024 (also all roughly 4:3)....
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Hey, good to see you back here :)
Screen Resolution was one of the first things I thought could be changed when I started trying out this game back...
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Last post by Lordakius
Fri Nov 10, 2017 3:24 pm
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Minor design modifications and renamings for 1.0.0 release
Replies: 2
by
Roots » Tue Aug 16, 2016 1:25 am
First post
There are a number of different small changes I feel we should make before the next official release related. These are things that are easy to...
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Shared the above post in the chat channel and Jetryl agreed with this direction. That was really all the confirmation that I needed, so I went ahead...
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Last post by Roots
Fri Oct 20, 2017 7:58 pm
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Character Moves [Suggestions for 0.1]
Replies: 18
by
Djinn_in_Tonic » Wed Sep 23, 2015 4:08 pm
First post
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...
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This is a little odd, since it means the same actor acts at different rates in different fights. I'd much rather pick a default time for EVERYONE (or...
- 18 Replies
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Last post by Roots
Wed Oct 14, 2015 12:46 am
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Roadmap - Release 0.1.0
Replies: 30
by
Roots » Wed Nov 26, 2014 1:05 am
First post
I updated the Roadmap page tonight and tried to make is as complete as possible. I want this thread to be -the- place where we talk about where we...
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Same here. I'm just taking a small break from the grind. I'm focusing 100% of my time on map development and scripting right now. It's coming along...
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Last post by Roots
Sun Sep 20, 2015 10:22 pm
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Player decisions, rewards, and consequences
Replies: 4
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Roots » Fri Sep 11, 2015 11:55 pm
First post
What I'm about to talk about is definitely something for the future (likely next year), but I wanted to bring it up anyway. In a lot of JRPGs, you're...
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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...
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Last post by Djinn_in_Tonic
Sun Sep 13, 2015 9:48 am
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Battle UI Improvements (Part IV - Now With Fatigue)
Replies: 38
by
Roots » Sat Aug 15, 2015 6:36 pm
First post
Part III of our older battle layout discussions can be found here:
With the new battle fatigue feature now implemented, I think it's time to take a...
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I'm finished working on UI changes for this month's release as of tonight. I wanted to try and improve the target selection window in the command...
- 38 Replies
- 15612 Views
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Last post by Roots
Sat Sep 12, 2015 10:59 pm
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Release 1.0 Balancing
Replies: 6
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Roots » Thu Aug 20, 2015 10:33 am
First post
I haven't had a chance yet to play goro's latest balancing changes other than fighting a few battles in the test interface, so I can't give detailed...
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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...
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Last post by Djinn_in_Tonic
Fri Sep 11, 2015 12:28 pm
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[Release 0.1.0+] BATTLE MECHANICS
Replies: 13
by
Djinn_in_Tonic » Sun Aug 23, 2015 10:47 am
First post
So far, our battle mechanics are extraordinarily simple: select ability, deal damage .
I know we're not really able to push out huge changes for our...
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I'd make it a separate heading, actually. Skill / Recover / Item. It's not really a skill, after all.
Yes, this is what I meant when I said action...
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- 6361 Views
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Last post by Roots
Wed Sep 09, 2015 3:44 pm
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Dungeon Meta
Replies: 59
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gorogorosama » Mon Aug 10, 2015 5:38 am
First post
Here I hope to discuss what to do with SP between battles, and anything else related to the player thinking about the next battle while dealing with...
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Alright, the new enemy sprite transition code is live. And it looks incredibly better compared to the old way we handled enemy sprite damage and...
- 59 Replies
- 23462 Views
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Last post by Roots
Fri Aug 21, 2015 11:36 pm
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Lets talk about stats and formulas
Replies: 16
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Roots » Thu Aug 13, 2015 12:55 am
First post
Relevant wiki pages (feel free to edit these as necessary):
There's quite a lot of ground to cover in these topics, so starting out lets focus...
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* Proposal of a dexterity/hit % attribute
I think this really depends on the big-picture of the game. Based on what we have now, all characters...
- 16 Replies
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Last post by gorogorosama
Thu Aug 20, 2015 4:41 am
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Small Questions with Simple Answers
Replies: 6
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gorogorosama » Mon Aug 10, 2015 8:52 am
First post
Where do we configure which monsters will be part of a battle? For example, when a battle starts in the cave, where do we configure that the monsters...
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The following questions came from elsewhere and I wanted to answer them directly.
I've given Mark a Precision-Strike ability that will help him...
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Last post by Roots
Tue Aug 11, 2015 4:34 pm
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0.1.0 Release Design Considerations
Replies: 22
by
Roots » Fri Dec 14, 2012 12:38 am
First post
As I've been helping out with Valyria Tear's first release, I've gained some wisdom into things that I think we should consider for the design of the...
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Hey guys. There's a lot of really interesting ideas and discussions flowing around designs right now. I want to make sure that we stay focused on...
- 22 Replies
- 13632 Views
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Last post by Roots
Tue Aug 11, 2015 8:44 am
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Control scheme issues
Replies: 7
by
TyMcCray » Wed Aug 05, 2015 11:09 pm
First post
I was given instructions to help balance the game's enemies, but, with the grace of my comrades, I would like to discuss the fundamentals of the...
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I feel the arrow keys are easier to use as well. Yes, we do have support in the game that allow the user to bind the commands to different keys and...
- 7 Replies
- 5468 Views
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Last post by Roots
Mon Aug 10, 2015 1:59 pm
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Battle Layout Discussions -- Part III
Replies: 10
by
Roots » Sat Mar 20, 2010 3:44 pm
First post
Part II:
I've been making a lot of changes in our battle code in the last few weeks and thinking about how to take it to the next level. I've...
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I was having a conversation about our battle system elsewhere earlier today and it brought forth another idea. We don't have any way to list all of...
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Last post by Roots
Tue Feb 17, 2015 11:25 pm
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Valyria Tear 1.0 Feature Import List
by
Roots » Sun Sep 21, 2014 3:26 pm
Hey everyone. I've spent the last week playing through the Valyria Tear 1.0.0 release and studying the code to understand how it differs from...
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- 16115 Views
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Last post by Roots
Sun Sep 21, 2014 3:26 pm
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Licensing and attributing
Replies: 11
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Roots » Fri Jan 04, 2013 12:30 am
First post
There are two things I want to talk about here.
1) Remove GPL2 license from our artwork, music, and other media files
The GPL just wasn't designed...
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CC-BY-ND shouldn't be allowed either. The NoDerivs clause not only restricts what others can do with our content, it restricts what we can do with...
- 11 Replies
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Last post by rujasu
Wed Jan 23, 2013 2:24 pm
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Name changes to some things in the game
Replies: 8
by
Roots » Sun Dec 09, 2012 7:44 pm
First post
Last night on IRC we were discussing some of the poor names that we have given to certain aspects in the game and came up with some ideas for better...
Last post
I'm going to go ahead and replace metaphysical with ethereal throughout the code, and I'll update the name of the physical elemental types as well....
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Last post by Roots
Thu Jan 03, 2013 1:43 am
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Map Design Standards
by
Roots » Thu Dec 27, 2012 1:36 am
rujasu and I had a chat about a week ago regarding standards that we should set for map designs. I can't remember all of what we talked about there,...
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Last post by Roots
Thu Dec 27, 2012 1:36 am
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RPG Genre Flaws Discussion
by
Roots » Tue Dec 11, 2012 1:52 pm
A couple weeks ago I was searching for something and came across a series of threads over on the GameDev.net forums that sought to address the...
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- 16309 Views
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Last post by Roots
Tue Dec 11, 2012 1:52 pm
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July 2011 Development Release
Replies: 14
by
Roots » Thu Jun 30, 2011 4:59 am
First post
Oh yes, its that time again to start thinking about what/when we're going to release next month. I've been thinking about this for a while and this...
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Yeah I was aware of that building that you can enter but can't exit before the release, but its not a big deal since its at the very end where you...
- 14 Replies
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Last post by Roots
Mon Jul 18, 2011 5:49 pm
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Prologue Release -- Map Changes and Features
Replies: 11
by
Roots » Thu May 12, 2011 8:32 pm
First post
This thread is for discussion of work that needs to be done for our map exploration code (MapMode) for the prologue release. There are also some...
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There's one change I think we need to make with enemy sprite movement. Right now enemies are pretty much always moving, unless they are trying to...
- 11 Replies
- 9265 Views
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Last post by Roots
Fri Jun 17, 2011 9:03 pm
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SaveMode
Replies: 10
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rujasu » Wed Jun 15, 2011 10:57 pm
First post
I'm planning to work on revamping SaveMode in the near future. Shouldn't be much change in functionality, other than adding some kind of confirmation...
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From IRC:
It might be nice to have a little window above the top that says Load which file? or Save to which file? , to make it clear to the...
- 10 Replies
- 8404 Views
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Last post by Roots
Thu Jun 16, 2011 9:51 pm
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June 2011 Development Release
Replies: 11
by
Roots » Mon May 30, 2011 7:49 pm
First post
In IRC tonight I proposed that we shoot for our first unstable release of the prologue module within the next two weeks, sometime around mid-June....
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Tomorrow afternoon it is then. I'll be around after lunch, probably around 12:30 central time.
- 11 Replies
- 8879 Views
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Last post by Roots
Sat Jun 11, 2011 2:57 pm
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Prologue Release -- Battle Changes and Features
Replies: 18
by
Roots » Thu Apr 28, 2011 1:33 pm
First post
There's a lot of incremental improvements that need to be made to our battle system for this next release. I wanted to maintain a list here of what...
Last post
Yeah, I've been focusing more on doing real work lately than spending time making mockups. Mockups work great for big changes, but these are a bunch...
- 18 Replies
- 15342 Views
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Last post by Roots
Tue May 31, 2011 3:34 pm
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Status Effects in battle
Replies: 17
by
rujasu » Thu Jan 17, 2008 10:29 pm
First post
I've been working on the system for status effects in battle. But before I fully implement a system, I need to know what types of effects we plan to...
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Haha, nice one. My first reaction was OMG we have a Claudius sprite with a guitar??? ...Oh wait.
Yeah I agree with you. The only thing I don't like...
- 17 Replies
- 14610 Views
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Last post by Roots
Sat Apr 30, 2011 10:06 am
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Demo Release 8/22
Replies: 10
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rujasu » Wed Jul 21, 2010 10:53 pm
First post
Hey guys. It's been a bit quiet lately, but I've been doing a bit of work off the grid lately.
Basically, it's time for this demo to get out the...
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Source, Windows, and Mac OS X releases all available now on SourceForge!
- 10 Replies
- 8950 Views
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Last post by rujasu
Sun Aug 22, 2010 6:36 pm
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Demo 1.0 General Design Suggestions
Replies: 9
by
Roots » Fri Feb 26, 2010 1:10 pm
First post
I've had some ideas about the design of the demo lately but couldn't really find an appropriate thread to share them in. So I created this one for...
Last post
Hmm, I couldn't resist :angel: :
First of all, I think that, yes, the current maps should have a bit more enemies in it, as they seem to be quite...
- 9 Replies
- 8831 Views
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Last post by Bertram
Fri Mar 26, 2010 4:59 am
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Character Menu Interface
Replies: 12
by
Roots » Thu Feb 04, 2010 8:23 pm
First post
I'm at it once again. :devil: I've never been satisfied with the interface of menu mode that has been in the past three releases and for years I've...
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I think just highlighting the category icon (increasing size + graying out the rest) in its current position, whether it's in the center or not,...
- 12 Replies
- 10351 Views
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Last post by Roots
Sun Feb 21, 2010 12:53 pm
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Font Discussions
Replies: 32
by
Roots » Fri Jun 15, 2007 1:24 pm
First post
There's been recent discussion on selecting an appropriate, free font to replace our current vtc_switchblade_romance font. I figured we should...
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rujasu and I were discussing tonight about possibly adding another font just for numeric text like HP indicators and damage text. I would probably...
- 32 Replies
- 21877 Views
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Last post by Roots
Mon Feb 08, 2010 6:54 pm
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Battle timer bar
Replies: 11
by
Winter Knight » Wed Jun 17, 2009 8:17 am
First post
For as long as I've been here, we have had a 3 color battle timer bar on the left of the screen in battle mode. The character avatars used to run...
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I'll take a stab at the stamina bar (GIMP please).
Sent you an e-mail with the .xcf image.
- 11 Replies
- 9255 Views
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Last post by Roots
Fri Feb 05, 2010 9:49 pm
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Boot Options Interface
Replies: 1
by
Roots » Tue Feb 02, 2010 10:29 pm
First post
We've ignored the boot screen code and interface for too long and its time for a make over. Specifically I'm speaking about the boot option menus....
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(1): Not sure if the bottom window is needed. The tooltip help idea is nice, but it might be superfluous.
(2): I think that perhaps the window...
- 1 Replies
- 4313 Views
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Last post by gorzuate
Wed Feb 03, 2010 12:56 am
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Thoughts on party size
Replies: 16
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Jetryl » Thu May 24, 2007 1:30 pm
First post
:huh: On a purely hypothetical level ; was there any _hard_ reason for having a limit of four active characters, besides the issue of fitting them on...
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No, my multi-character battles idea I had thought of being in real time, not a turn-based system like tactics. Think mouse control + Starcraft...
- 16 Replies
- 11841 Views
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Last post by chehob
Tue Jan 26, 2010 8:00 am
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Shopping Interface
Replies: 27
by
Roots » Tue Jan 12, 2010 1:47 am
First post
I'm working on a complete overhaul of the way shopping is done in Allacrost and I need help. I (and the team) already know how we want shopping to...
Last post
The changes I've listed above are implemented in my local changes and they look pretty good. The only problem I had was fitting all the confirm...
- 27 Replies
- 16255 Views
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Last post by Roots
Tue Jan 26, 2010 1:58 am
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Enemies get stronger as the player's characters get stronger
Replies: 25
by
Winter Knight » Thu Nov 29, 2007 8:01 pm
First post
Enemies get stronger as the player's character gets stronger. Not the usual sort of game progression where the game gets harder, but the strength of...
Last post
I understand your decision regarding this.
To follow in your red enemy idea perhaps, as the player levels up, the %rate to encounter red enemies...
- 25 Replies
- 17840 Views
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Last post by Orymus
Sun Jan 24, 2010 10:20 pm
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Battle design proposal: A new approach
Replies: 66
by
Roots » Sat Oct 27, 2007 12:34 pm
First post
On our team, we've been discussing the possibility of a major change in our game's design. This thread is dedicated to the discussion of the two...
Last post
Yeah I'm happy with our decision to use the map sprites in battle. Its the least amount of work for our artists but they still look awesome. We...
- 66 Replies
- 41603 Views
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Last post by Roots
Sun Jan 24, 2010 7:14 pm
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Map Design Topics
Replies: 32
by
Roots » Tue Apr 24, 2007 5:07 am
First post
Although map mode isn't nearly as intricate as battle mode, there are a few suitable points for discussion and ideas to share and contemplate. Below...
Last post
Although map mode isn't nearly as intricate as battle mode, there are a few suitable points for discussion and ideas to share and contemplate. Below...
- 32 Replies
- 20173 Views
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Last post by Orymus
Sun Jan 24, 2010 3:39 pm
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Item idea brainstorming thread
Replies: 5
by
Jetryl » Mon Feb 11, 2008 1:17 am
First post
I'm planning to do a big push to draw item icons in the near future; we've currently got a lack of them, and they're somewhat holding back content...
Last post
To you need artistic references?
- Knight armor - right pauldron is more proeminent, it is a tight-layer of plate armor all over, much like a...
- 5 Replies
- 6274 Views
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Last post by Orymus
Sun Jan 24, 2010 3:07 pm
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Kyle
Replies: 3
by
rujasu » Thu Jul 09, 2009 3:59 pm
First post
I'm currently working on implementing a character model for Kyle, who will be the second-most important character in the next demo. Current (not...
Last post
I agree with gorz. Kyle should be using a sword just like Claudius and all the other Karlate's in this demo (if you've forgotten, Karlate means...
- 3 Replies
- 5014 Views
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Last post by Roots
Sat Jul 11, 2009 9:13 am
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- 0 Replies
- 16602 Views
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Last post by Jetryl
Tue Jun 16, 2009 2:56 am
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RPG Mistakes to Avoid
Replies: 11
by
Roots » Sun May 17, 2009 10:33 am
First post
I thought we had a thread like this already but I couldn't find it. If someone does find it we can merge the two.
It would be a good idea for us to...
Last post
Are you considering procedural content generation for Allacrost?
Not even remotely. Its way too much work and isn't worth the effort it would take...
- 11 Replies
- 9195 Views
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Last post by Roots
Sun Jun 14, 2009 6:11 am
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how to do (or not to do) elevation [a query]
Replies: 3
by
eleazar » Fri Apr 03, 2009 3:59 pm
First post
Hi.
I remember a year or two ago you had plan to include elevation in the game, so that you could actually make a bridge that characters could go...
Last post
WK, I see a flaw in your example. What if you have a NPC sprite walking across the bridge and simultaneously have another sprite walking under it?...
- 3 Replies
- 4845 Views
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Last post by Roots
Sat Apr 04, 2009 8:48 pm
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Game or game engine?
Replies: 7
by
ElonNarai » Fri Apr 25, 2008 9:09 am
First post
It is something that I have been wondering about for quite some time.
Do we create a game and that's it?
Or do we create a game engine with al the...
Last post
I would say that the difference between making a game and making a game engine is somehow artificial. One will automatically lead to another, either...
- 7 Replies
- 6575 Views
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Last post by Viliam
Mon Dec 22, 2008 9:38 am
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Late-game shopping considerations
Replies: 28
by
Jetryl » Wed May 30, 2007 9:21 pm
First post
aka an RPG cliché we may want to avoid. We've got a long time before this is going to be an issue, though.
(to be explicit; it's the why aren't they...
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Merchants in RPGs have always been weird. Often there is only one person likely to buy their stuff. Me. And I either don't want it, or only want one....
- 28 Replies
- 23234 Views
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Last post by Winter Knight
Fri Sep 26, 2008 1:57 am
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Graphics engine does Pixel jumping
Replies: 23
by
ElonNarai » Mon Apr 28, 2008 8:23 am
First post
Ok, let me make it clear. there is HUGE problem with the graphical engine.
It was noticed by scibot on the irc-channel and I confirmed it....
Last post
Ok, but we are already using floats and we are not making it a network multiplayer game so I don't see the problem even if the implementation of...
- 23 Replies
- 15075 Views
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Last post by Drakkoon
Sat May 24, 2008 7:13 am
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Release model
Replies: 7
by
ElonNarai » Sat Apr 26, 2008 8:22 am
First post
For the sake of the design document I need to get a solid definition of what the current release model is as it can have a huge impact on the design...
Last post
I don't see the problem with having each module represent a chapter of the story. It makes for easily definable start and stop points, both from a...
- 7 Replies
- 6039 Views
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Last post by gorzuate
Mon Apr 28, 2008 4:54 pm
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Dialogue Menu Layout
Replies: 10
by
Roots » Wed Feb 08, 2006 12:28 pm
First post
I wanted some feedback on how dialogues should be done in map mode. So far I thought that there will be a menu window with these three things:
(1)...
Last post
I think the addition of the elippses is a good idea. To be perfectly honest, I'm not entirely enthusiastic about the speech bubble itself. I think it...
- 10 Replies
- 7322 Views
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Last post by Roots
Sun Dec 30, 2007 1:29 pm
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Pixel Doubling Bug Redux
Replies: 6
by
AMDmi3 » Mon Dec 10, 2007 1:42 pm
First post
> Keep an eye out for visual glitches with images or text. A very large portion of our video engine was re-written for this release
There are :(...
Last post
My hardware is NVidia GeForce3, nvidia-driver-96.43.01. Btw, yes, this may be a projection problem as well. When I played with OpenGL, I remember...
- 6 Replies
- 6341 Views
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Last post by AMDmi3
Mon Dec 10, 2007 7:52 pm
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Demo 0.2.1 -- Beta Test
Replies: 43
by
Roots » Sun Dec 02, 2007 7:06 pm
First post
Once again we are calling on you all to be our ad hoc quality assurance team and help us test out our next release before we make it public. Please...
Last post
Thanks. It seem to work much better with (define devices '(sdl)).
Gotta test it with another game I had sound problems with and maybe contact OpenAL...
- 43 Replies
- 26109 Views
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Last post by AMDmi3
Mon Dec 10, 2007 1:24 pm
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