Friday, July 14, 2017

v0.82

Fixes an issue I saw on some streams tonight.  Thanks to the following on twitch, who were attempting races of this thing, for accidentally exposing this:
Ampillion
GeneJeanie
GreenfingerDraws
Nalwonk

Changes
- Fix issue where Island tileset can become corrupted by generated code.
- Added extra pathways to manafort interior so it should be less tedious to navigate.

Link

Monday, July 3, 2017

v0.81

I was bored today and made something stupid.





Rabites now spawn with a random color.  Rabites can appear on any map type.

Link

Up next

This is a big list of things I'm considering for the near (and far) future:

First, some reasonable ideas.

- Adjustments to the new stats and difficulty settings as they come up.

- Fix a few known broken things, like magic descriptions in the ring menu (these can crash the game currently--it's a side effect of my generating the weapon ones for the randomized weapons)

- A few minor enhancements have been suggested, like renaming the mech riders so you know which one's which.

- Add in the missing bosses.  Most of them (the wall, the slimes) require a special arena.

- Fix vanilla glitches, like the reflect experience glitch used in Shade's palace in the run, and the item trashing/other ring menu glitches.

- A couple new tilesets.  Namely the witch's castle exterior, and a town one.  More will follow later.  These things take forever to create and polish since it's basically a whole new procgen algorithm for each, just to keep things interesting.

- Additional room types for the mana fort interior tileset.

- Replace "Mana Magic" spell with something new for each character.  Maybe a new saber effect and/or an HP regeneration status spell.

- Have "Speed up" make you move faster and improve attack recharge (and charge?) time.

- Maybe a Santa NPC with random gifts.

- Faster weapon charging for earlier levels if it's a higher level.

- If you open a chest and can't hold the item inside, don't remove the chest.

- People have suggested having a gamble of sorts that you can choose to use.  Vanilla SoM has a dummied item called "?" that I'm considering adding to my drop tables.  Using it would give a random effect.  I'm thinking of things like the following:
   - +/- Max HP, MP, other stats "permanently"
   - Refill all characters' HP/MP
   - All characters to 1 HP
   - Half current gold, double current gold
   - High-damage nuke to all on-screen enemies
   - Random negative status condition to all characters
   - Random buff to all characters
For the "permanent" effects, I'd have an NPC you could pay to reset them.  I'd also like to have a little icon on layer 3 (near the floor number and clock) for each that indicates which are active.

- "Endless mode" is a thing that I'm still thinking about, where the objective is just to get as far as you can before you get wiped out.  This will require rewrites of a few core things to make work properly (mainly that I use the current map number as the floor number indicator, and the maps will need to repeat while the floor# continues to increase), so it's probably not coming soon.


Also, some sillier ideas.

- Some others and I have been experimenting with transforming players into enemy sprites just for fun.  This is still a long way from working properly, but something like "play as a rabite" may be something silly that shows up later as an option.

- I'd still really like to work the black rabite concept from SD3 in somewhere, and possibly track Nuclear Fusion (the primary boss theme from SD3) for where it appears.

- Randomize the moon phase in the ending scene.  Normally this is semi-random from three choices at the end of a vanilla game.  I don't know what factors affect it, but ancient cave ones are always the "3/4 moon" for some reason.


As always, suggestions are welcome.