Parallel7 bug
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gannon

I was having a hard time with the weevil fight (I can't let anyone die)
So I loaded up the game again and checked if the equipment was equipped so I equipped than unequipped everything. I noticed that Annabelle's def never went down! So rose her def to about 500 and the weevils never could damage her. :)

Posted on 2004-07-06 23:54:01

Interference22

Oh bugger. There HAD to be ONE MORE BUG, didn't there? There are FOUR patches for P7! Argh! I missed something else! Stupid stupid stupid! **SMACK**

Yes, this appears to be a simple case of me forgetting to tell VERGE to turn back OFF one particular item's defense value once it's unequipped. It's minor, so I won't release ANOTHER update for it right now but I'll take a note, so if we ever do some more work on it that bug will get FIXED. Thanks for pointing it out, anyway :-).

Posted on 2004-07-06 23:59:40

Zip

Nononnono Interf.

HIDDEN BONUS FEATURE, not bug! :D

Specially inserted for all those who find the weevil fight too hard... Or something... :D

Zip

Posted on 2004-07-07 00:05:14

Interference22

Quote:Originally posted by Zip

Nononnono Interf.

HIDDEN BONUS FEATURE, not bug! :D

Specially inserted for all those who find the weevil fight too hard... Or something... :D

Zip


Uh.. Yeah.. That's it. What he said..

Posted on 2004-07-07 00:07:17

gannon

I would love to see you do more work on it.
It is my favorite out of all of them.

Posted on 2004-07-07 00:38:30

Buckermann

I second what gannon said.
Parallel7 has a good setting, looks nice, it's the most complete entry (in my opinion at least), and best of all, it's really FUN to play!
But my opinion may be a bit biased because I simply like sci-fi settings more than fantasy/mystery/whatever.

Posted on 2004-07-07 08:25:57

Zip

Glad you guys liked it, Interf. put in a lot of work. On the subject of continuation, I've just send him an email....

Zip

Posted on 2004-07-07 19:25:07

Interference22

Quote:Originally posted by Zip

Glad you guys liked it, Interf. put in a lot of work. On the subject of continuation, I've just send him an email....

Zip


Yes. E-mail replied to, by the way.

"No, Mr Zane, I expect you to DIE."

Posted on 2004-07-07 23:37:31

Gayo

If you don't finish Parallel 7 I will kill you. Especially since, upon reading the readme, I discovered that it's based on one of my favourite Doctor Who episodes. The combat system is pretty neat, though I'd kill to be able to move with the arrow keys + CTRL or something. Also, it took me 20 tries to get it to work, but Arm Aim is awfully powerful if the attack drop is permanent, which it seems to be.

Posted on 2004-07-09 03:32:28

Zip

The entire aim functionality was writen between midnight and five on Sunday, so some funkiness is anticipated. I promise I'll actually do some playtesting before the next release, so some game balance beyond the purely coincidental should be in place. At the moment A:Arm is rather good, but all the A: skills rely on you hitting what you aim for, which is rather random. A:Head is much harder to pull off atm than the effect warrents.
As for controls, your idea sounds good. I did want to do underlays for all the movement/range type things, but have still found no way of messing with the renderstring, despite tantalising hints on the board.

Zip

Posted on 2004-07-09 08:00:49

Gayo

A couple other P7 notes:

The healing items are imbalanced. As it stands, there's no reason to buy anything but chocolate bars, because they're much better than the other two items. The reason for this is that with chocolate bars, you can fine-tune your healing and be assured of never "wasting" more than one point of healing. Since all the healing items have the same gain-to-cost ratio, and since an unlimited number can be used at once (unlike most games, where the one-per-turn in-combat limit is important) it's best to buy the item that gives the smallest amount of healing and therefore allows the most precision.

In the first battle, I ran all the way down to the bar exit just to see if it was possible to go back to the bar. Upon finding it wasn't, I beat up the drunk there. The game got stuck when he tried to run away after the fight -- I'm guessing he rammed into some obstacle and never made it to wherever the trigger was for the scene to continue.

One of the doors in the crew area has no name. I wouldn't mention this since there are tons of descriptive events that are presumably missing for time, but all the others had names so I thought I would say just in case you overlooked it.

"Sandwhich." Now, I don't like to nitpick about text in verge games, but...sandwhich!

Posted on 2004-07-09 10:44:49 (last edited on 2004-07-09 10:59:11)

Zip

Responses (feedback is always wonderfully useful btw):

I'm not intending to do mid combat healing, and I'm not overly bothered about the player being full health at the start of every battle, but yeah, I think healing in general is on the to-look-a list.

Yup, limiting the battle areas was on the todo, but no elegant solutions presented themselves - I'm still interested in ideas for this. Probably pop up a hugo message saying 'I'm not a coward, I'm not running away or something if you stray too far.

Some rooms for those door would be nice too... And npc dialogue... Though there's no reason I couldn't help on those fronts...

You think that one's bad - there is an enormous spelling mistake that somehow no one's mentioned yet. Suffice to say, will attempt to do slightly better checking for such things in future... :D

Zip

Posted on 2004-07-09 12:03:32

Gayo

Oh, I'm not suggesting that you should add combat healing or that there's anything wrong with the players being fully healed. I just think that given the way healing works in your system, "better" healing items ought to have a better gain-to-cost ratio, because otherwise they're actually worse.

I really like the idea of being able to run around a large area when fighting -- if you made areas with this in mind, so that the environment could be used to your advantage and there were certain strategic advantages to being wherever, it would add a lot of depth to your system. I would just advise being more careful with the scripting. One thing you could do is have a "fade out" at the end of combat and then "fade in" with people standing wherever the post-battle scene is supposed to occur. I've seen that done in real games.

Posted on 2004-07-09 12:53:15

zaril

Sandwitch!

Posted on 2004-07-09 13:06:02

Interference22

Sorry, typo! I'll fix "sandwich" for Gayo when P7 gets finished :).

Yes, admittedly the healing in the game is a little unbalanced, since we had very little time to test it. Feedback such as the contents of this thread REALLY help towards working out what we could improve/fix. Beta testing! THAT'S what it's all about!

And it's nice to see that Dr Who is appreciated. I'm a big fan of Colin Baker and thought he was much better at being the Doctor than many people THINK he was. Terror of the Vervoids is a CLASSIC. The calm athmosphere that gradually breaks down just because someone was stupid enough to stick something highly dangerous on a passenger liner is something I wanted to recapture.

Incidentally, for anyone interested: Terror of the Vervoids is available as part of a boxed set of Dr Who videos as part of the Trial of a Timelord season of Dr Who stories. It comes in a nice police-box-shaped tin but it's fairly rare to get hold of since it was released as part of Dr Who's 30th Anniversary (in 1993). I happen to be one of the lucky few who own such a set. Yay for me. Everyone else can probably try their luck on ebay or bug the BBC for a re-release.

Posted on 2004-07-09 23:21:09

gannon

question what do you see the various stats doing when you get done?

Posted on 2004-07-09 23:26:36

Interference22

Quote:Originally posted by gannon

question what do you see the various stats doing when you get done?


The stat system was a generic idea I had hanging around that I decided to implement in P7. Some of it may concevably do nothing but the main idea is that - as discussed in the thread on learning skills - the more you use a particular weapon, the better at using it you become. Generic types of weapons include melle, small arms, rifles and heavy arms, all abbreviated to three letters (melee became MEL etc.)

There's also a non-combat skill called "ENG," which is short for engineering: basically, I intended to at some stage have a task that required the player to mess with a ship's system. Depending on their level of engineering expertise, the job would vary in difficulty.

Posted on 2004-07-09 23:40:18

gannon

could you make the random variation on damage a percent of damage instead of a set range because at low levels its overwelming (to much luck) and later on it would be meaningless

Posted on 2004-07-10 02:57:29

Gayo

Oh, it's flat randomization? That kinda sucks, yeah. On the other hand, if the damage stays in the single/low double digit area (no idea how stats scale up), a percent randomization won't really show up at all.

Posted on 2004-07-10 04:34:55

gannon

it really depends on how you round.
you would have to make a rounding function but that isn't very hard. (and it would not get called often anyway)

Posted on 2004-07-10 05:37:39


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