check on the github account, i've already grabbed the code and was poking around. tried to get things working with VC10 but was having some headaches with the a few of the libraries so i'm trying C::B and mingw out now.
I may ask questions about github like a real nublet for a while, as we use SVN (ugh) at work and GIT is relatively new for me.
No fear of story suggestions from me atm...I can safely say that trying to come up with a story idea is a) premature and b) I lack any real skill there.
I think I wanna get a bit more familiar with the code a little more before "commiting" to a single concept, but I am generally pretty good at optimizations in C / C++ so I can take a look at that?
#1) Fixing bugs and improving the equip menu in menu mode (it doesn't show the proper selection or change in stats when selecting equipment to change)
#3) Improve enemy battle formations code. I think this one would be a lot of fun while not being a crazy challenge. Right now all enemy positions are fixed locations, and it looks pretty crappy. It would be nice to have an algorithm that looks at the number of enemies (and possibly also the size of the sprite) and build an appropriate battle formation. For example, one larger enemy and three small-sized enemies could have the larger sprite in the back, with the three small enemies surrounding it in the front (think of minions protecting their leader). Perhaps also we could have several different formations (lined up, a ">" formation, a "<" formation, a circle, etc.) and the map creator can optionally pass in this formation type to the enemy parties that they put on the field to tell battle mode how to arrange the enemy placement on the field (and by default it would just select a random formation).
This is a pretty isolated problem in that the inputs are simple, the output is simple (just needs to set positions and not worry about anything else in the battle). Yet the implementation will be a challenge. I wouldn't mind working on it myself if I didn't have a million other things I also need to do. It's not something that has a high priority, but I feel it's a good task for someone new to the project, and has the excellent benefit of making battles look more aesthetically appealling (as opposed to the current static enemy placements).
IkarusDowned {l Wrote}:@Roots:
can you send me some more info about #1? I will try to take a look and see what I can find
Redshrike {l Wrote}:Note: it is most certainly *not* fine. I got stuck on it as well, and had to watch the video. I generally do NOT expect random NPCs to start acting differently after a quest is given without any hint of their involvement. And I CERTAINLY do not expect a previously inaccessible area to become accessible for no reason other than mere convenience for the flow of a quest. That's just not right.
qubodup {l Wrote}:Hi Redshrike!
Orlinn is probably the most hated character in VT.Redshrike {l Wrote}:Note: it is most certainly *not* fine. I got stuck on it as well, and had to watch the video. I generally do NOT expect random NPCs to start acting differently after a quest is given without any hint of their involvement. And I CERTAINLY do not expect a previously inaccessible area to become accessible for no reason other than mere convenience for the flow of a quest. That's just not right.
I found the quest frustrating, but that's quite normal for jRPGs to do to me so I probably am not the target audience. Are you a player of many games with similar style and mechanics and find they don't have comparably frustrating quests?
qubodup {l Wrote}:I didn't realize there was a "suddenly accessible region" after start of the quest. The cliff is not accessible before the quest?
qubodup {l Wrote}:PS: I think it's acceptable to tolerate imperfect quests/battles, as long as they are not broken, rather than constantly improving them. A complete game with issues has more value than a perfectly balanced but incomplete game. Minimizing tweaking time spent by the core developer team and instead have community members make specific suggestions for tweaking might be a compromise.
Redshrike {l Wrote}:[qubodup {l Wrote}:PS: I think it's acceptable to tolerate imperfect quests/battles, as long as they are not broken, rather than constantly improving them. A complete game with issues has more value than a perfectly balanced but incomplete game. Minimizing tweaking time spent by the core developer team and instead have community members make specific suggestions for tweaking might be a compromise.
While I generally agree with this, I think the game would be better with the wholesale removal of this quest. It doesn't teach game mechanics and it doesn't advance the plot, either--which are both things that really ought to be happening instead. I played the game for an hour without getting a sense of who my character was--how old he is, what his parents do, what his dreams are, etc.
Look, I don't mean to be down on the game as a whole. I *really* like the overall look of it--the disparate assets have been brought together into a cohesive whole, and neat tricks like the highlights on the window add quite a bit of pizzaz. But 20-30 minutes (or much more, if you get stuck anywhere in the quest as I did) of aimless running around will leave most players aggravated and burned out, if they make it through at all. I found it much harder to enjoy the game once I got out of the village, and quit soon after.
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