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Re: My small draft of a small game world: Driftwurld

Posted: Thu Jul 15, 2010 1:59 am
by Callan S.
Well, heh, I've got the code to record loses and you had alot of resolve to get ahead in the story! Probably resolve like that is what makes you suited to programming! But I'm not sure everyone else is so good at soldiering on.

Speaking of resolve, what I've done is a bit of a middle ground - you have resolve points and they reset to 2 each hour. If you have resolve points when beaten you lose a resolve point, but no other penalties apply. It shows this in a message.

So it's up to the player if they play it safe and stop playing after the two resolve points are used for the hour, or keep pushing on! More player choice :)

I've coded that in, tested it a bit and uploaded it - it should be online now! :) Also fixed a bug where it didn't show the bonus weapons properly (that I noticed while doing all this).

Hey, actually I wonder if I could put a connector system in where once per hour if you can beat three brawl battles in a row you get two more resolve points? That'd interconnect things and make racking up your brawl skill more valuable! Heh, just thinking outloud!

Re: My small draft of a small game world: Driftwurld

Posted: Thu Jul 15, 2010 2:25 am
by ZeroComp
Thanks! And the resolve thing sound like a great idea..maybe you could get some points by completing story sets too? And I think you should make it more brawls in a row rather than three I can easily do three..hell I did 5 or 6 once! :)

Re: My small draft of a small game world: Driftwurld

Posted: Fri Jul 16, 2010 11:24 pm
by Callan S.
It depends, as we get into that mmo dynamic world stuff - currently alot of people have 0 brawl skill. But that can change and make five or six in a row alot harder. Particularly as eventually I'm going to have the first tier of brawling range from 0 to 1000 brawl skill (right now when your 0-50 it looks for people from 0-50, if your 50-200 it looks for 0-200. And after that it's open range). I've added it now that you can get more resolve from brawling.

Re: My small draft of a small game world: Driftwurld

Posted: Thu Jul 29, 2010 6:42 am
by Callan S.
I've been working on a simple (asyncronous) group fight against zombies game. I actually have an offline (no need to log in) version pretty much done now - I intended to put a no log in needed version to demo (it's something I'd apprectiate when looking at other peoples pbbg, I know that), but I'm wondering if I should wait until I've done the online version as well and release both. The thing is, I'd like to have a sense of accomplishment now and release the offline version (with it's front page demo link). What does indie-resource think?

Re: My small draft of a small game world: Driftwurld

Posted: Thu Jul 29, 2010 1:18 pm
by alexander19
Nice game Callan!
I noticed a small bug...after you get your brawl skill higher(about 150+)
It says that you gained 10 brawl skills...but it increases only by 5:

You gain 10 brawl skill! Your brawl skill is now 205!

Re: My small draft of a small game world: Driftwurld

Posted: Thu Jul 29, 2010 11:01 pm
by Callan S.
Thanks for playing, Alexander, and your absolutely right! I added in that stat advancement reduction without really thinking! It should be corrected now!

Re: My small draft of a small game world: Driftwurld

Posted: Mon Aug 02, 2010 3:40 am
by Callan S.
I upped the cap on brawling skill to 500. Once you reach the cap it gives you a bonus of 50 more points for getting there, putting you at 550 brawl!

I was testing it on wamp and though yeah, I admit I've layed into click alot games, it was satisfying in a way - and that wasn't actually against other players (just some test accounts on my comp). I guess it's like when you go for a walk in some forrests and when you find some dead and rotten trees, how it's awesome to kick the tree in half/kick it apart!

I was thinking of adding brawling weapons. Like you have a primary weapon and a secondary weapon - you can lose the secondary weapon when you lose a brawl, but it's okay because all it does is give a bonus toward upgrading your primary (you still have a chance of upgrading the primary even with no secondary weapon).

The primary weapon gives a bonus to your brawl, up until you hit X value: Like a +100/600 gives +100 brawl until you reach brawl 600.

But I was wondering what to do when it hits that - it's seems counter intuitive to get to 600, then just lose one hundred bonus? What do you guys think?

Also what weapons should I have? I was thinking brass knuckles, but I'd kind of like some even more primative weapons prior to that, since my game has a really primative wilderness setting (though it has technology lurking - but that's far away for now).

Re: My small draft of a small game world: Driftwurld

Posted: Thu Aug 12, 2010 6:35 am
by Callan S.
I've added a PVP (player vs other players stat, to be more exact) combat. The primary difference I think is that every battle you win has a chance of having that victory displayed on the leaderboard on that page! So you can see who else has been battling and leave your mark (fight enough and you can over write other peoples marks, perchance).

I based this one on percentage rolls, because I wanted mechanics which could be used at a table top game as well (and as kind of a fond connection to my table top gaming history).

Also getting a slight grip on formatting, so it's presented a bit more formally.

Finally I added a little 'keep focused' element to it where if you don't notice the avoid button and hit it in time, if you lose the fight you lose 5% skill (it takes 50 wins to get 5%, so that's a fair bite). So keep your eyes peeled...

Slowly learning more and how to get where I want without bleeding from the ears :lol:

I'm looking forward to and considering how to implement the next stage, where the characters can earn enough money from crops to buy a omega damage grenade, so they can kill the impervious to normal weapons raptors that are in the setting. Once they do that, they can safely harvest and the world starts to open up...only to find there are even worse things than a few raptors out there (though how to convey 'worse' when its a browser game and the tradition is to not kill characters, I'm thinking on that). I'm idly thinking of a area map a bit like urban dead, that once you get past this you can wander about on and be eaten by things...

http://www.driftwurld.herobo.com/login.php

Re: My small draft of a small game world: Driftwurld

Posted: Mon Aug 23, 2010 8:27 am
by Callan S.
Yay! I've added the next stage, which is harvesting crops so you can trade the food to a shady mercenary, for your first real firepower - omega frag grenades!

But the reason that power is needed is because of the raptors sneaking around!

Once you have 30 tactical skill (the skill aquisition is accelerated to this point) you can harvest.

I like what I've done with the harvest game - it combines the 'spot that your in trouble' keep your eyes peeled game I did with tactical combat along with a memory game, as the raptors north/south position is flashed ever so often and when the time comes to move, you have to remember it so you can go the other way!

I'm enjoying how I'm fitting in somewhat challening obstacles in my game (which is better than I've seen on a professionally laid out vampire game on facebook)

http://www.driftwurld.herobo.com/login.php

I think this is a little bit of fun to play in itself, AND your building up your account in the game. There seem to be alot of browser games out there with many players, but the game play just seems to be clicking and not fun. I hope I can draw some people who want game play that's a bit of fun.

I've also made an no log in version if you want to try it out. Of course it's not going to record your results in the database, is it! :twisted:

http://www.driftwurld.herobo.com/tactics/reapol.php

And congrats to is (screen name: iz) for getting top brawl skill and top tactical skill! If you play the tactical game you can see his victories showing up on the event field!

Thanks for reading! :)

Re: My small draft of a small game world: Driftwurld

Posted: Fri Sep 10, 2010 11:07 pm
by Callan S.
Added a new story mode! It lists story situations and you decide what your character would do! It records it on the database, and they are used in determining what new story occurs (and even how the old situations change).

Here's the first one
Nobody wants to see a child get hurt. The thundering crash in the forrest made the old man look up in fear. Amongst the trunks and darkness of the canopy, teeth dripped with saliva!

As quickly as his age would let him the old man hurried the children through the door of the wooden fort and inside it's relative safety. Something terrible was coming! But the old man had not finished repairing a hole in the protective wall!
And you can choose between
A. Do you dare to make a quick patch on the hole, before getting safely within?

B. Or get inside as quickly as possible?
There's two more pages after that with their own unique choices as well! I'm hoping to see some choices show up on the database to help me determine future story! :)

http://www.driftwurld.herobo.com/login.php

Oh, and I have a question on formatting - if I have an image then text, the text sits at the bottom right side of the image. I'd like it to start at the TOP right side. Is there some way of doing this? I really don't know much about html...