There is plenty to think about, balance-wise, for a game as complex as this. I think I'm going to change the experience curves and formulas so 30 kills of one enemy will be the max needed to get all the experience that enemy can give. I'll have to think about the other ways to split 30 experience - as stronger enemies wont require as many kills. Or maybe they could? It's a thing to think about. 

Now I'm at a challenge where you have to dodge flames coming from the ground for 45 seconds. So far I haven't been able to actually beat the challenge, so I might try and make it easier still, or just try again until I get it and see if it's actually fun as-is.

Currently working on: Continuing the story

Time spent on the project so far: 150 hours

Screenshot after the jump: Dodge the fire!

Posted
AuthorJérémie Tessier

Some items give you buffs, like the Small Overclock - the item I added today - which basically makes your skill cooldown go faster for a short while. There are plenty of buff items in 100rtbd and using them will probably make your job easier. I probably should add some on-screen indication of the buffs you have active too...

Currently working on: Working on buffs

Time spent on the project so far: 147 hours

Posted
AuthorJérémie Tessier

Continuing the story is easier in known territory, I can copy the scene, change the graphics, change the script, add new enemies, add new elements (fire and such) and boom, new map. As I go along, new things get added to the core mechanics of the game; for instance, by walking through a fire, you can get the Basic Armor, a piece of body gear that raises armor by 1. Since the character doesn't get armor naturally before level 4 or so, I had to code it now. Now you'll take 1 less damage from enemies when you have that thing equipped!

I'm a bit worried about the leveling curve though, I'm at 13 infopacks and I'm only level 3, the infopacks are supposed to gate your level, not be way above it. Maybe I'm not grinding enough? Should there be grinding, or an incentive to do so? Questions to ask myself as I go forward and balance everything.

Currently working on: Continuing the story

Time spent on the project so far: 146 hours

Screenshots after the jump: Minimaps 2 and 1!

Posted
AuthorJérémie Tessier

Not much to show today, I'm re-factoring some aspect of how enemies work because I don't want to create 10 identical enemy prefabs if the only difference between them is the sprite (the difference in hit points between a fire enemy and a normal enemy is set programatically, so is the fire spewing behavior and the (not implemented) weakness to ice and resistance to fire)

Currently working on: Reworking the enemies

Time spent on the project so far: 144 hours

Posted
AuthorJérémie Tessier

As you go through the different states of the world, things will change in ways that fit with where you are. For instance, that acid pit is now boiling in the fire world and bubbles of boiling acid are flowing up into the room. Maybe in the ice world it'll be frozen over and completely harmless, maybe in the darkness world the room will be pitch black and you'll fall into the acid by accident! Who knows!

Currently working on: Advancing the story

Time spent on the project so far: 142 hours

Screenshot after the jump: Bubbles!

Posted
AuthorJérémie Tessier

As I make more and more rooms, I noticed that my game is quite difficult and the fact that it auto-saves when you enter a room (and reloads if you die) could potentially create a situation where you get in some room with 1 HP left and are doomed to forever restart the same room over and over without being able to proceed, henceforth I've made it so when you die, if you had less than 25% of your max HP, it would bring you to 25%. It's an okay compromise, I think.

Creating rooms takes some time, but I do hope I will be able to make more than one or two per day, otherwise it will take me more than a year to create all of them... Then again, I shouldn't be surprised if development of this game takes that long.

Currently working on: Advancing the story

Time spent on the project so far: 141 hours

Posted
AuthorJérémie Tessier

Now your status ailments are saved and you can equip stuff, the first piece of gear allows you to see monster health! 

Currently working on: Working on gear

Time spent on the project so far: 138 hours

Screenshots after the jump: Gear selection and monster health

Posted
AuthorJérémie Tessier

Working on the gear interface/equipping screen. Probably will be done tomorrow, I'm encountering some weird bugs here. Also I'm still wondering about how to deal with status effects and saving/loading.

Let's say you take burning damage and it burns 3% of your remaining hit points each second for 10 seconds, if you save and quit immediately and load back, you won't be on fire anymore. What I would have to do is save the status and the number of 'damage ticks' remaining, that could probably do it.

Currently working on: Working on the gear interface and status effects

Time spent on the project so far: 136 hours

Posted
AuthorJérémie Tessier

Everything in the game requires saving and loading - mostly everything. Adding gear that you can equip leaves me with a few things to consider. I have to save the gear the player has, I have to save the gear he has equipped too. Then after all of that worked, I started working on the actual UI for equipping gear. The first piece of gear is a helmet that lets you see monster HP.

I'm also unsure how to deal with status effects in regard to saving and loading, right now if you quit the game and come back, your status effects will go away. Should I really do the work so you come right back on fire?

Currently working on: Working on gear

Time spent on the project so far: 135 hours

Posted
AuthorJérémie Tessier

I still had work to do on chests because you could open them and loot them an infinite number of times. Now it's fixed and I can move on with chests that have multiple items in them or otherwise. There's also a new room with fire and enemies and a mysterious computer! Tomorrow I'l make that gear, I swear!

Currently working on: Working on chests and burning

Time spent on the project so far: 134 hours

Screenshot after the jump: Dangerous computer

Posted
AuthorJérémie Tessier

I was surprised when I noticed that I hadn't coded chests yet. There was only one box so far and it was already empty, so when I tried to add a small chest with a few items in it, I couldn't help but notice that I needed to code that as well. Same thing with the Breakdown Pits and the Restoration Altars, they don't really work yet. They're the basic ways to move between world states. After that, I'll add some functionality to a new item that heals burns and the first piece of gear you'll find!

Currently working on: Making the chests, altars and pits work

Time spent on the project so far: 132 hours

Screenshot after the jump: Chests and altars and pits

Posted
AuthorJérémie Tessier

All the enemies are modified to fit the element you're in whenever you move to other versions of the world. Some details might also be different too, like in this case the entrance door at the top was at the left instead of the right. It's not a big difference, but in some places it will be more noticeable. Next room has a breakdown pit and a restoration altar, and they both kinda work this time!

Currently working on: Continuing the story

Time spent on the project so far: 130 hours

Screenshot after the jump: Fire world

Posted
AuthorJérémie Tessier

In each state pass the first one, you will have odds to get status ailments whenever you are hit by enemies of the various elements represented by the levels. It's the same if you hit enemies with elemental weapons as well. The status effects so far are burning, frozen, poisoned, electrocuted, blinded, confused and slowed. That's only seven, you might think, and if you add the neutral damage sources, there are still two things I haven't said. 

Currently working on: Continuing the story

Time spent on the project so far: 129 hours

Screenshot after the jump: Actively on fire!

Posted
AuthorJérémie Tessier

State 2 is pretty close to State 1 except that everything is on fire. There are fires where before there were not, enemies are also on fire, deal fire damage, are resistant to fire damage and weak against ice - although at the moment this chances nothing because there are no elements on the player side yet... That being said, I have to start thinking about status ailments since fire can cause burning to occur.

Enemies don't change much beside that, they all gain a small ability different on the state, in the fire state, they randomly shoot small pellets of fire in arcs around them. It's not too dangerous, but it's an extra thing to be cautious about!

Currently working on: Status ailments

Time spent on the project so far: 127 hours

Screenshot after the jump: Fire everywhere

Posted
AuthorJérémie Tessier

Not much to report today! I've worked a bit on the workings of the bomb skill and now I'm continuing on with the story. I'll have some more testing to do with the bomb thing but everything is going forward, as usual! And now that the player is in State 2 (Fire world) there's fire and red everywhere!

Currently working on: Continuing the story

Time spent on the project so far: 125 hours

Posted
AuthorJérémie Tessier

After you defeat the first boss you get the bomb skill. I had to make the skill page in the menu, there you'll see the current effect of your equipped skill. Skills work with cooldowns, so that's what the third bar in the UI is about! There are ten different skills in 100RTBD, some of them are mandatory, others have to be unlocked!

Currently working on: Working on the first skill

Time spent on the project so far: 123 hours

Screenshot after the jump: Bomb skill

Posted
AuthorJérémie Tessier

Not much to talk about, didn't have time to do much besides clean up the ending of the fight against Brigadier B, the fun comes after that!

Currently working on: Creating the first skill

Time spent on the project so far: 121 hours

Posted
AuthorJérémie Tessier

That first boss is quite tough! He moves around the room and chucks bombs at you. That's Brigadier B for ya! It would be easier if the bomb didn't shoot pellets of fire when they explode, but then again, that's how it goes! It also would be easier if he didn't get faster and if he didn't start throwing more and more bombs the longer you fight him.

But that's a fine first boss, I think, now when you defeat Brigadier B, you get the Bomb skill, so tomorrow I feel like I'm going to work on skills, since it's the first one!

Currently working on: Creating the first boss

Time spent on the project so far: 120 hours

Screenshot after the jump: Bombs away!

Posted
AuthorJérémie Tessier

There is something boring about fixing bugs. After I wrote a few lines of code, the first boss started flipping around, doing backflips and bouncing out of bounds of the map. Then I fixed that and added somewhat proper pathfinding.

I then made it so the boss can throw bombs, but it quickly got out of hand, it filled the map like a ball pit and the boss still walked around, trying to shovel the bombs out of his way. I fixed that, and now he throws bombs in respectable arcs in the direction of the player.

These were two bugs that I fixed, but now it's not as funny as it was. Bugs can be pretty funny.

Currently working on: Creating the first boss

Time spent on the project so far: 118 hours

Screenshot after the jump: Before and after

Posted
AuthorJérémie Tessier

I'm still working on that first boss, 2d boss pathfinding is harder than I thought it would be! Never fear though, I'll crack that case!

Currently working on: Creating the first boss

Time spent on the project so far: 117 hours

Posted
AuthorJérémie Tessier