Canceled Dungeons & Dragons UPDATE

Project is halted prior to completion and will not receive further updates.
Well it's my fault it took longer -- I came up with a bunch of new ideas and features and the whole "sequel" portion where you get to play as bad guys, which we are including with the game as one huge release.  Adding all that stuff is what caused the delay but at this point we are close to done.  I know because I've just playtested the latest build and almost everything is there:)
 
Doesn't matter. Loads of new features were brought into life and got materialized into the dream Beat 'em up/RPG everyone wants. So... at least from my side, I'm glad to be waiting as long it is a very rewarding product. :)
 
I was gonna say this is like the d and d version of dragons crown which is a super fun game.  Hey blood ever thought of making it a grinder too like that game. What I mean by that is maybe having random loot drops that give you weapons and spells.  SO basically you level up for skills get the skills and whne you reach max level only armor and wepaons can improve your stats even more.  Dragon Crown had that mechanic as well as this endless tower mode thing.
 
I didn't implement grinding cause I'm not sure what will happen if player grinds too much. Really, if you implement level up system, you can't just think 5 levels ahead , you have to think 50 levels ahead and reach the point where game balance has been shifted alot
 
Bloodbane said:
I didn't implement grinding cause I'm not sure what will happen if player grinds too much. Really, if you implement level up system, you can't just think 5 levels ahead , you have to think 50 levels ahead and reach the point where game balance has been shifted alot
How about making an "endless" mode or stage? Something like rogue-like games, a multilevel dungeon or tower, with random rooms, monsters and loot, infinitely looping on itself - only a counter showing which floor you are and we "compete" to get to the farthest floor with the most gold. Since this is separate from main game (actually, it could be a whole new game), it wouldn't need to be balanced at all, even without experience and level ups.
(I think random placement of enemies, items and levels, etc. is far too much trouble to code properly, but it's something I would love to see in OpenBor someday).
 
Bloodbane said:
I didn't implement grinding cause I'm not sure what will happen if player grinds too much. Really, if you implement level up system, you can't just think 5 levels ahead , you have to think 50 levels ahead and reach the point where game balance has been shifted alot

Just have a level cap, like if 30 is max level it should take a long time to grind 25-30 etc.  Reduce xp/points given earlier in the game to slow down progression.
 
Not even a hard cap is that necessary. Just think of the place where you'd think a hard cap should be, and work the math so that as you approach and surpass that point it takes exponentially higher mounts of XP to gain each subsequent level. While it's obviously infeasible to give out hard coded goodies like you would for lower levels, you can code in some menial formula based stat bonuses.

This way the game stays balanced for causal and dedicated players, but still gives a tiny carrot out to the maniacs who like to grind for its own sake.

DC
 
After years and years of laboring on this, the game is basically done.  Which means we will be releasing it SOON.
Right now, we are getting a few trusted friends to playtest it and make sure there's no major bugs.  Up until now, I've been the only playtester, and now need some fresh eyes to make sure I didn't miss anything.
There's a couple small bugs and things we're still adding, but nothing that should delay things once play testing is over.

As for XP and levels, the mechanics of the game aren't structured that way and would require a major overhaul.  Your character has health and mana points (displayed as the usual OpenBOR health and magic bars), and we have items that can boost these.  So when you "level up" it means you've raised either your health or mana.
 
There is still one issue that I was hoping someone could help us with.  The game runs fine on PC.  But on Android there's one problem I keep running into.  I've got two Android systems to test it on, an OUYA and a JXD.
The problem is this:    When you talk to one of the NPC's, a dialogue text box opens.  If the NPC has more than one page of dialogue, you hit the "A" button and it goes to the next page.
BUT on Android, it skips past all the dialogue and closes the dialogue box if you press the button.

So the question is:  Why does it work correctly on PC but not on Android?  I'm assuming Knights & Dragons works the same way on Android, has anyone had issues playing it and the dialogue skipping or closing too fast?

Here's an example of the dialogue:

name DialMercion
type text
facing 1
setlayer 10000
animationscript data/scripts/shop/shopS.c


anim idle
@script
    void vSelf = getlocalvar("self");
    int Check = getglobalvar("Glades");

    if(frame==1 && Check==1){
      updateframe(vSelf, 12);
    }
    if(frame==10){
      setglobalvar("Glades", 1);
    }
@end_script
delay 6
offset 160 206
frame data/chars/dialogues/1.png
frame data/chars/dialogues/2.png
delay 1000
frame data/chars/dialogues/quest/mercion1.png
delay 6
frame data/chars/dialogues/3.png
frame data/chars/dialogues/4.png
delay 1000
frame data/chars/dialogues/quest/mercion2.png
delay 6
frame data/chars/dialogues/3.png
delay 1000
frame data/chars/dialogues/quest/mercion3.png
frame data/chars/dialogues/quest/mercion4.png
delay 6
frame data/chars/dialogues/2.png
frame data/chars/dialogues/1.png
@cmd suicide
frame data/chars/misc/empty.gif
frame data/chars/dialogues/2.png
delay 1000
frame data/chars/dialogues/quest/mercion5.png
delay 6
frame data/chars/dialogues/3.png
frame data/chars/dialogues/2.png
frame data/chars/dialogues/1.png
@cmd suicide
frame data/chars/misc/empty.gif

Belvor2_zpsycznafvj.png~original
 
I think its from 2013.  The OUYA one was one that someone modified to run on OUYA, and the one I put on the JXD is about 1 1/2 years old.  They are compatible with the D&D game, no crashes etc.
 
I think i saw that on the Ouya Forums. Anyway, since, these versions have been old ones, have you tried the newer version?

Have the link here

But since this is a problem related to an entity type, I'll check it out much later
 
I haven't tried the newer version, although it won't work on OUYA I know that.  What I'm hoping is that maybe we can devise a simple script that will be easy to add to any version, which makes text entitys work correctly on Android without affecting Windows.
 
Trailer and boxart looks nice!  :)

The game looked pretty decent so far as the screenshots go.

Still got no clue on how to fix text though. There are some alternatives for this. I got a system for text display if you want, but since it would involve too much overhauling, it might set your release back too far.
 
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