Kanji Bouken v0.3
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IkimashoZ

http://www.uploading.com/files/UCII56ZR/kambou_v0.3.zip.html
http://rapidshare.com/files/9152367/kambou_v0.3.zip

After many hours of slaving away in front of lines of code (during the final leg of which a nasty battle with the render_info_section() function ensued for hours) Kambou v0.3 is here! Now with many new features, like combos, items, money, a tutorial, an info section and goofy pictures of me and my friends!

So yeah, download it, playtest it, tell me what you think. If any of the play is unclear, please let me know. Chapter 1 is complete, so if you're having trouble figuring out what to do, let me know here.

I've also been thinking a lot about AP gain. I want to have more of an incentive for putting out more than one kanji in battle, but I don't want to overpower either side. I thought of adding 25 AP per turn per kanji on the board, but that would make it so that you'd go over the 100 AP kill line with one turn of waiting. So, I started considering something like this:
0 kanji on the board - +0 AP
1 kanji on the board - +50 AP
2 kanji on the board - +70 AP
3 kanji on the board - +85 AP
4 kanji on the board - +95 AP
Any suggestions?

And of course, if you find any bugs, please let me know!

p.s. grue, could I get my file on the site since I can't seem to upload it myself??

Posted on 2006-12-27 10:42:36 (last edited on 2006-12-27 10:45:16)

ErayMan

Hey there! It a little hard to d/l ;) but i'm very surprised, it's very polished and there is some neat effects a little bit everywhere!
I had no idea what kind of game it would be until i was in the middle of a fight ;) So it's a kind of tactical RPG?

It was running a little fast on my computer (athlon 3800+ 64bit) and I had a hard time to see the dmg I was doing, but it was still playable

Also, I had no sound at all, I don't know if it's normal, seeing the many mp3s you got in there.
For your AP concern, I think your 50, 70, 85, 95 are a good idea, and, if I might add, it might be a good idea to limit to only one action per turn per kanji, instead of doing 3 attacks in a row with the big guy (unless you get xp each time you hit instead of a kill, did not had time to see ;))

Oh, and there was loooots of talking before the fight arrives ;) It was entertaining though
Good job there, it certainly is a change from the usual verge game (which I am soo making right now!)

Posted on 2007-01-09 02:07:57

IkimashoZ

Thanks for the feedback!!

I'm very surprised to hear about the timing issues, though, after hearing the stats of computer am not too terribly surprised. You have a much better machine than I do. This computer was the old laptop I took to Japan with me that was never intended to be used for gaming in the first place.

So, I guess that begs the question, how would I sync the game timing so that it runs the same on every machine? I'm already envisioning how the solution will have me rewriting hundreds of lines of code, but throw it at me anyway.

As for music, v0.3 has no music, but the up-and-coming version 1 will. The mp3s you see are sound effects. A musician has kindly offered his services. Currently, I'm looking at late January or early February, at which point the game will be complete through chapter 3.

As for the dialogue, yeah, I'm a freak like that. I'm the guy who actually prefers the gameplay/storytelling ratio of Xenosaga ep. 1. I'll try to control myself though. I realize I'm in the minority on that issue. I'm glad you enjoyed the story though.

I'm currently playing any verge games I can get my hands on. I'll be watching to see if you put anything out. :)

Posted on 2007-01-09 07:23:57

Syn

This looks good, especially considering the time that has passed since the last version. I especially liked the intro that explained why we were fighting with ji. Although, it really was on the long side, lol.

What you need to do right now though is work concept wise on the core game mechanics. It looks like a tactical game, but it doesn't really feel like any strategy or tactical is needed. Although there were elemental affinities, I pretty much teleported jis on the map and let the ennemies come to me and just hacked and slashed them.

The project does looks ambitious if you really want 720 levelable character classes, but the use of ji and real photos make it easier art wise. Considering the speed you are advancing this, I won't be surpised if you do reach that goal. I can't wait for version 0.4, hopefully with some interesting original bg music. Keep on trucking! :o)

Posted on 2007-01-09 22:41:04

IkimashoZ

As I see it the enemy AI is the biggest problem. In the version on my computer, the enemy ji can now trace a path to the player's kanji, but there's no sense of whether they -should- move or not. Eventually I want the enemy kanji to be able to determine whether it's worth actually moving or not. I'll have to program a kind of risk assessment, where the computer goes "is moving actually better than saving my ap right now?"

I've been thinking about my overarching plan recently too and considering my presence in Japan, for the time being, is limited, I've decided to cut back on the number of kanji in the game so that I can finish taking all the necessary pictures before my departure (that's August of this year). Here's my general plan:

1) finish version 1 (i.e. the game works completely up through the end of chapter 3). Hopefully I can get this out in early Feb.

2) I go crazy taking pictures and writing story. This is Feb - May or so. After this point I won't be working on engine at all, but rather gathering pictures and just putting the story together in the computer. Working in this fashion during this time, I think I can probably get through about 30 chapters. My new goal then is 36, since it's divisible by 4.

3) May - July: I'll need this time to successfully move myself out of Japan.

4) August+ Grad school; will have to finish the game in my free time... if I have any (unlikely, but there will always be breaks).

This is assuming that I actually get into grad school. This could change if I don't. I'm only trying to enter the best ESL program in the world. I'll give you three guesses which school I want to go to. :P

Posted on 2007-01-10 01:20:41

IkimashoZ

Kambou now has a small, but hopefully effective, website, from which you also download the most recent version of Kambou. That is still, for the time being, version 0.3.

http://kambou.ikimashoz.com/

My design was very much inspired by the organization of the Diver Down website. Kudos to grenideer. I also just recently began Act 2 of DD. Very fun game indeed.

Posted on 2007-01-13 00:45:28 (last edited on 2007-01-13 00:46:32)

Important

I did the JET program too and also did some hobby game development when I was over there. Now I feel much less of a unique and special snow flake :)

How long have you been out there?

On topic: I'm downloading your game now!

Posted on 2007-01-13 12:23:37

IkimashoZ

I've been here just over a year and a half. Man, I could have sworn I was the only one to have done this. ;)

Let me know what you think.

Posted on 2007-01-14 06:42:46

basil

For timing concerns you'll want to have a play with the aptly named "timer" variable. It increments by 1 every 10ms, regardless of the computer.

See:
http://verge-rpg.com/docs/view.php?libid=1&section=32

Posted on 2007-01-18 03:18:29

Important

I enjoyed it. I didn't play too far, as I'm really suppose to be revising for my exams (yet seem to always find myself dickering about on the internet).

Perhaps when the kanji attack you could have them randomly play one of their readings as a sound effect. Though I guess has the potential to be annoying.

I did two years too. Lots of fun :D

Posted on 2007-01-18 08:34:27


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