Tuesday, February 5, 2013

FUSING IS EASIER NOW! (A dev-heavy post)

Fusing, on first implementation, was a major pain in the ass. Now I've gotten it down a bit more. Visually it is still a bit confusing and there's more I'd like to do with it, but functionally it works quite well.


Note the right side of the screen. Each scroll type can still be fused like it was before (2 of a lower-quality scroll makes 1 of a higher-quality one), but now you can defuse them as well (1 of a higher-quality makes 2 of a lower-quality). It was sort of an annoying move to fuse all your scrolls into better ones only to never get any rare loot to use them on.

In addition to this new feature, you also don't have to double-click anymore to fuse. This was way more annoying than it sounded -- it's amazing what one fewer click can do in terms of "fun-ness". I also added the ability to simply hold your mouse down over an arrow to continuously fuse scrolls. It works great, but will still need some playtesting.

Also, title screen. (For now just a "kiosk demo"-type screen)


I also increased the drop rate of scrolls slightly as the game was feeling quite slow. The "shop" feature will fix this by allowing you to purchase different-quality scrolls (and I may be implementing that before the 9th).

I added some other cute tweaks, such as swords sometimes "sticking" in the ground upright when they drop from enemies. Tactically the game feels quite nice to play, but the combat is still clunky and MapleStory-ish. That's ok though -- that will be revamped after proof-of-concept stage. The art is, of course, godawful and very, very stolen. But I'm not worried about that right now.

I don't think I mentioned this, either: You actually hold your sword in your hand now. It adds a surprising amount of attachment to your blade, as the color of your swing arc also matches your weapon. It's disappointing to get a great weapon with a color you don't like. This opens up in-game store possibilities, whether through in-game currency or outward monetization.


I've also added a bunch of levels. They're still quite basic as far as complexity goes, although some of them are definitely harder than others. But it's nice to see content and have different environments to test different things in. The level loader tool is beautiful -- not having to recompile just to test a different level is amazing, as is the ability to add new levels and even level groups on the fly.


I'm starting to consider releasing the RNG for Super Virgin Samurai as open source code. It's simple, but useful, allowing you to do little tasks such as get a specified amount of random numbers from a set with and without duplicates and so on.

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