2022 Goals and Progress Thread

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KawaiiKid

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@KawaiiKid I watched that video 4 times and still couldn't see the trigger. I suspect your game will be like Terraria for me - I get caught by so many of the traps because I just don't see the floor switch or whatever which sets them off.
There is no way to actually see them. To see them you use your character's perception score. If it's high enough vs the trap you will spot it. Here is a demonstration of spotting and disabling it. (although there is a mistake in the video where 1 trap is outside the wall, I moved that for testing, it will be moved back in the finished trap)



So basically what I do is put down some trap tiles containing this script. It first rolls to see if the tile will have a random trap. If so it then rolls a perception check. This check rolls against your rogue's perception score. If you don't see it, the trap is set off and you take damage. If you DO see it, then the game checks your energy (used for actions like this in the game). If you have enough energy (4 in this case) then it asks you if you'd like to attempt to disarm. If so, it checks if you have thieves' tools in your inventory, if so it then rolls a Deftness check against the trap, if successful you disable the trap. during the disabling it rolls against breaking the tools, and if so it removes 1 from your inventory (which happened in the video, although it's a 1/10 chance for this trap)


I made traps this way because my dungeons are semi randomly generated. The map itself is always the same, but where ore spawns, chests, enemies and what types, shrines, etc. is always completely random.
 

Ninjakillzu

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I finally got a new demo update after several months!

Besides that, I'm still working on working away at the Saikhon district (this place is taking forever!)
Recently, I've wrote eight tabloid articles, side quest brainstorming, location brainstorming, and actually starting to implement some of the side quests written out weeks/months ago.
 

BreakerZero

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Finished deciding on my achievement list this week. There are two major changes thereof, however: one of them refers to cracking a secret code (okay, maybe not so secret if you know anything about video game history) while the other just gets handed out for simply viewing the credits. These actually replace a no-knockouts victory condition and a previously-planned perfect game award (which would've involved all of the bosses, towns, dungeons, treasures etc. which I decided would be a bit too much of a time sink. With one other exception (replacing a shipwreck survivor rescue achievement with a related award for your encounter with the obligatory - and situationally related - kraken boss) everything else is the same as before, though some of the names have been changed to better fit their intentions. Beyond that, I am almost done preparing the game for Xbox and plan to certify the initial builds of the game after I test the arena function on the console side.
 

Dust

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Currently working hard on reaching Alpha-status for Numina Part II. Lots of testing, polishing up and working on the last few scenes.
 

Dark_Ansem

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Hopefully by the end of next month: finish my starting assets so I can get to the fun part.
 

cthulhusquid

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I updated my Battle Castle demo based on the feedback I received (and a few tweaks of my own), as well as made most of the intro for my MV comedy game, "Wait I'm a Hero Now?".
 

Popoto_milk

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took me...15? hours(steam says 20 but I was definitely afk for some) but I finished practice game #1.

I don't think the value of first-hand mistakes, problems and experiences can be overstated. Even with a rudimentary project.

Before I make practice game #2, I think I'd like to play around with related things(like mapping) and experiment in a sandbox. Just generally build up my knowledge and skills a bit
 

Holder

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took me...15? hours(steam says 20 but I was definitely afk for some) but I finished practice game #1.

I don't think the value of first-hand mistakes, problems and experiences can be overstated. Even with a rudimentary project.

Before I make practice game #2, I think I'd like to play around with related things(like mapping) and experiment in a sandbox. Just generally build up my knowledge and skills a bit
That's actually quite an achievement! Nice one.


I've been working away on my first actor, and I've just got all the flats done. Just shading to do then it's ready to publish.
The second batch of weapons are on hold for now, possibly might release what I have and make the itch project a wip.
 

Marquise*

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Belated Merry Christmas and Happy New Year.

I start to be more organized IRL and I kittysit now, apart my cowardice on-line, I have put on paper my story branching for chapter 1 of my project now.

I'll get on as many graphics as I can soon.
 

bgillisp

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I started a 2023 thread, so let's post here how we did in 2022, then shift over to the 2023 thread.

How I did in 2022.

*pbbbbbbbbbbbbbbbbbbbbbbbbbbbbt*

Basically work kicked my hind end and I was too tired to game make except in short intervals like once a month. What I did get done though:

Shipwrecked: Game can be played start to finish. Needs polish now. And dbugging.

24 hours: Project started, can play the first 45 minutes of the game (by game clock, not playtime).

Sadly work was so busy no game dev work has been done since August for me. Blergh. Hopefully that can change soon.
 

slimmmeiske2

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I did not post any overarching goal for 2022, probably because I'm bad at keeping up with them.
I didn't really do anything for my main game, which is a shame. Gotta try and do better next year.

I did however complete two jam games, so 2022 wasn't a complete waste in terms of game dev.
 

BreakerZero

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Looks like the 2023 thread is going to be separate from 2022 so here it is if you're willing to start planning your goals for the new year.

As a side note I have not been working on my project as much as usual, though I did end up scrapping my multiplayer for a multitude of reasons. I also just yesterday started to help another person on the forums with their own project for advice and testing which is going very well.

 

bgillisp

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I'll leave this open for a few more days in case people want to post wrap up on their 2022 progress here. We'll lock it early Jan 4th, USA time.
 

BreakerZero

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I'll leave this open for a few more days in case people want to post wrap up on their 2022 progress here. We'll lock it early Jan 4th, USA time.
Fair enough. Regarding that matter, I originally envisioned late 2022 as my completion time with Black Friday as the release, but that didn't happen. However, I am closing in on the 90% mark for the main story... or what you may initially think is the entire story, I'm throwing in a twist where the supposed "big bad" manipulates what I'm calling the isekai effect to serve as part of an overreaching goal to unseal the real "big bad" who may or may not be as bad as you think by the time everything is over with. Granted, some of this stuff is already written in advance and just needs to be connected to the rest of the story, play tested and balanced out, including a change where I'm throwing in a specialization system where your four heroes can decide how they want to have their abilities focused, like if you want to have the magic user also be able to wear heavy gear there's a red mage subtype for her (or you can severely limit her abilities and make her a backup healer as a white mage), while the cop in the game can likewise be paramedic or SWAT on top of her base provisions.

Obviously messing with specializations also messes with stats, and I'm trying to decide whether or not this can be changed later. But that's basically where I stand to close out the year.
 

bgillisp

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Locking it now. We will move over to the 2023 thread from here.
 
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