Kanji Bouken v0.1
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IkimashoZ

http://www.uploading.com/files/PPLHSSYM/kambou_vs0.1.zip.html
OR http://www.zedsky.com/files/file.php?file=8b3e1b5eaf732043279cfe7862a2ba2b
((Sorry, these are crap, but they'll have to do for now since I can't upload to the site))

This is a tactical RPG I've developing that is unique in that you fight using kanji (one of three writing systems used in writing the Japanese language).

However, the game is not about learning kanji. I do NOT want this to feel like a learning game in any way shape or form.

So, right now, everything available should more or less work (the menu is notoriously empty for now). So far only the Kanji, Training and Credits section are functional. Everything else produces a blank screen.

Also, in order to see the intro movie for the game, you need the cinepack codec installed on your computer.

controls:
mostly the mouse -- there's a lot you can do by clicking and/or dragging
escape key -- pulls up the quit menu
m key -- toggles moveability display during battles
3 key -- toggles gridlines during battles

Be sure to click on the kanji boxes on the kanji screen!

You'll also notice that akuji (enemies) remain stationary. I'd like to change this, but I'm unsure how to proceed. Of course, if a player kanji is in range, the computer should attack 95% of the time. So, that was easy. What about movement?? I was thinking of something along the lines of having a targetting variable in the enemy kanji array that will match whatever player kanji it's trying to kill, and then somehow move towards it "strategically". Not really sure how to try to program that kind of "intelligence"... never really done an AI before.

Any and all comments are welcome. Even you if you hate it. Be sure to tell me why.

Thanks!

- Matt

Posted on 2006-11-30 22:01:02 (last edited on 2006-12-01 01:27:39)

mcgrue

I'm attemtping to upload it now. Perhaps it's time for a new upload system that reports progress...

Posted on 2006-12-01 05:37:07

Syn

Nice, I especially like the intro screen. Also the game has a feel most verge game don't, i guess it must be the resolution.

For AI, just program your thoughts if you were the enemy player into code, that's what i would do. Haven't made an AI before too. =/

Posted on 2006-12-02 01:12:11

IkimashoZ

Thanks! I really enjoyed designing the intro screen and battle effects. All the game programming I've done before has been in the OHRRPGCE and in PHP on a webserver, so it's the first time I've really been able to play around with coding that kind of stuff.

I'm still kind of at a loss about the AI. I guess for now, I'm going to have it work something like this:

reevaluate and/or set new target (no current target; existing target is dead; hp is too low) ->
move (move towards target if AP is high enough, move away if HP is low) ->
attack (if there's any HP at all, attack anything in range) ->
repeat

It'll get even more interesting I'm sure when I add skills.

For the v0.2 release I want to get through the first world sequence and have level 1 combos in place. And MAYBE I'll think about implementing save functionality before 0.2 also.

Was there anything you'd consider an error? Anything you'd like to see implemented better?

Posted on 2006-12-02 01:26:49

Nexys

Wow! Very nicely done. This is the sort of thing that actually makes me want to give my own project the kick in the pants that it needs...

At any rate, there are two things I noticed that could be polished up. First, I'd like to get the stat readout for the kanji when I mouse over them in the menu, before I place them. It's a little weird not to have that information until they're on the field.

Also, enemies appear to exist in an invisible state even after they've been defeated. It only takes one hit to get rid of these "ghosts," and they don't seem to attack, but they do take up a square on the grid. The "win" condition still kicks in after the last enemy has been defeated the first time, though.

Anyway, that's my early input. Keep up the good work!

Posted on 2006-12-04 13:48:39

IkimashoZ

Thank you!

Both of those changes will be going into the next version. I'm glad you enjoyed what I've got so far.

Posted on 2006-12-04 15:50:30


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