Titan City: New Update 11-4-2014

Nestalious

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A flash update has been released to resolve a missing audio file needed during the cutscene in St. Damien's Park.
 

Nestalious

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An update has been released to the Titan City Demo to address a glitch that would shut down the game during a cut scene in St. Damiens Park.
 

Caladus

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I'll grab it as soon as I get home. Thanks!

Edit: Found another one. The fanfare audio is missing when you fall off the ladder/steps at the Apartment Building.
 
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Nestalious

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I'll grab it as soon as I get home. Thanks!

Edit: Found another one. The fanfare audio is missing when you fall off the ladder/steps at the Apartment Building.
Thank you again Caladus. I should have a patch for this within the hour.  I'm afraid you will likely find a lot of bugs from here on out. A lot of mixed ideas have been partialy thrown in around this stage of the game.  While there is a little more story to see the game play value will likely drop quite a bit.  Nothing is really fleshed out and there are a couple of half made maps and such floating around.

I am very grateful for your help and time that you took to play.  Thanks much Caladus!
 

Nestalious

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A flash update has been released to address a critical error that would cause the game to crash during a scene in the Apartment buildings.
 

Caladus

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Next missing sound file sleep2 from when I tried to rest in room 404 at the safe house.

So far so good. I'm having fun.
 

Nestalious

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Next missing sound file sleep2 from when I tried to rest in room 404 at the safe house.

So far so good. I'm having fun.
A flash update is being applied and should be available within the hour.  Thanks for the heads up Caladus.

The update should also fix a few issues that Non-RTP Data downloaders were having at the start of the Demo.  Thank you for the heads up on this Stranger.

Edit: The flash update is ready for download.
 
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Nestalious

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A flash update has been applied to the Demo of Titan City. While play testing I noted that augmentation slots were not properly awarded to players that chose the premade Johnny Li from the character select screen. The flash update will address this in two ways:

1. Obviously fixed the premade character select for Johnny Li. Six augmentation slots will be available at the start of play when choosing the premade Johnny Li.
2. Added a chest at the Chop Doc that will SET the players augmentation slots to 6 (not add). While this may be a bit of a cheat for players who made their own characters it will prevent other people who picked the premade character from having to start the game over from scratch to gain the benefits of this patch.
3.  As is usual with most patches there is fine tuning on dialogue & text etc.

I apologize for this oversight and hope the chest located at the Chop Doc in Spiker Turf saves the day.
 

Matseb2611

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Hello there. I've been playing a fair bit of your game lately. I haven't completed it yet, but I thought I'd share some feedback already so that I don't forget it later.

First of - this is a pretty great idea to have many characters all of whom have their own story within the same setting. Though it seems a bit much and too ambitious to have 14 characters, each with a unique story. That could take ages to do. I think 6-7 characters would've been a more realistic goal to go for, but I am sure you know what you're doing. Some of those characters sounded pretty interesting from their description in the character select screen, so I am curious to see how their stories will turn out.

Now for the gameplay, I quite enjoyed the web combat so far. I thought it was well-executed. The special attacks that are unique only to the web are cool and also the fact we can't use items gives it an interesting edge and challenges the player (like at times I had to save up the TP to use the HP regen skill). By contrast I felt the regular combat against street thugs and such to be kind of lacking. We only have two specials so far, both of which do approximately the same amount of damage and also use the same battle animation. I keep acquiring tonnes of TP in battles but am not given a chance to use it up on any stronger specials. I also tried buying a different gun, but the new gun didn't grant any new specials and instead just disabled the existing ones, so I had to switch back over to the pistol again. Maybe it's worth giving each weapon (or each weapon type) some unique special moves. Otherwise they all seem useless at the moment. Apart from my default pistol I've ended up only using grenades really, because they're just one-off damage items.

Another thing, everything in the game seems really expensive, especially in regard to new skills. It's cool that the game gives so much choice in terms of upgrading, it's a really neat gameplay mechanic, but the problem I have is that I have no idea which of those would come useful and which won't. There's like 4 different types of melee fighting, something like 8 different types of firearms, then tonnes of skills for speech, medical, cyber, lockpicking, etc etc, and each one costing a hefty sum. Since I don't know that well what they all do, it's a huge risk to spend so much money only to realise that the skill you've purchased isn't what you wanted. Like for example at the chop doc, I purchased the neuralware for $1000 only to get to see the doctor, but none of his upgrades I could purchase, so that felt like $1000 went for waste. Also the NPCs who can train you, it'd be nice if they told you the price of the upgrade straight away. Because at the moment what I am getting is something like this:

NPC: Would you like to learn the so and so skill?

Me: Yes.

NPC: This skill will upgrade the x, y, and z stats. Still interested?

Me: Yes.

NPC: Oh and that will cost $5000 (or some other large number).

It'd be nicer to get an idea of the price right away, like maybe when you list all the options in the dialogue choices, to just have the price in the brackets next to them. 

E.g.

Medical ($1000)

Lockipicking ($2000)

Firearms ($3000)

^Something like that.

The mapping in general was very good. The city and slum areas had a nice atmosphere and were fun to explore (although I did come across a few weird tile placements in the slums, like the vertical-looking drainage that would be on the wall was on the floor instead; I can get you a screenshot if you want).

Music was nice too for the most part (the one for slums was a very nice pick especially). Although in a few places of the game the music didn't fit. Like I remember the one that plays at the Chop Doc and in the Police station is something that would fit some kind of critical action scene or the final dungeon as opposed to an inside of a regular building. I'd also highly recommend to replace all the default RTP tracks (I remember the factory used one of the default Dungeon tracks too), but it's up to you really.

Oh and I did come across one bug. After I got a mission from Cyrax to retrieve a file from the Textiles building, there was a kid standing in front of the door. Well, the first time I stood on his right and when I finished speaking to him the game froze for me, so I reloaded and tried again to approach him from a different side and I noticed at the end of the conversation he walks to the right. This means that if the player approaches him from the right, the game will always freeze. In this kind of situations, I usually use a conditional branch. You'd have a branch that says "When 'this event' is facing right, then [place event movement here]  else... [place event movement here]". So him moving to the right you'd just put in the 'else' branch, whilst for the main one that says 'if he is facing right', it means the player is standing to his right, so you'd just make him move to the left or something. (I can show you a screenshot of what I mean if you want).

So to conclude so far, the game has a nice setting and some really cool ideas, especially with using multiple characters, each with a unique story, but it just needs a fair bit of polish as it is right now. I'll keep playing further and post more of my thoughts. Hopefully you find this helpful.
 

Nestalious

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Thanks for the feedback Matseb.  I very much appreciate your advice and critisism regarding the demo.  There are a number of concerns you have shared that I am already on par with and have been working to fix.  You also have a few concerns that I think a lot of people share regarding the character customization aspect of the game.  Let me address your post a section at a time and I'll let you in on what I have in mind on how to approach each situation.  Hopefully I won't ramble too much...

Others have expressed concern regarding the number of storys that I plan on telling between all the characters.  I haven't touched on the subject too much, but my long term plans are to create a main character that unlocks a few of the other playables that had the most impact on their story.  Then I will rinse and repeat which means there will be a Titan City 2 so to speak with a main character that unlocks other playable characters that had an impact on their story.  I am keeping an open mind and realize that this could all change, but that's the plan so far.

I'm very happy to hear you enjoying the web combat.  I was very pleased at how it turned out once I managed to control the inventory of the player.  I still have further plans on this part of the game that I hope will add another dimension to the play.  I am trying to work in a way to upgrade cyberdecks and the specs that they have to further effect the experience the player has during a hacking run.  As of now I am working on three stats for the cyberdeck.  CPU Cores, RAM, and Hard drive.  CPU Cores will effect the damage and speed of programs the player uses in web combat.  RAM will determine how much of the random data a player can download from a systems RAM.  I.E. Johnni Li's personal made cyberdeck the Titan Fire Storm can hold 12 sticks of RAM. Each stick of RAM installed on his cyberdeck could hold 100 gigs of information.  12 X 100 = 1200 gigs of RAM or 1.2 Terrabytes.  This setup pretty much allowed Johnny to download any amount of RAM unless there was a rare occasion that a mainframe had more than one Terrabyte of RAM (which would be incredibly rare).  Hard drive will offer a similar function but will be limited to downloads from Data File nodes and the like.  Content will be provided to allow players to upgrade cyberdecks to their capacity. 

Your concerns about combat outside of the Web are well founded and understandable.  I'll get into that, but first let me touch on the subject regarding the skill costs.  I am already in the process of reducing the costs of these skills by half all around the board.  Game testing for myself has had the exact same results that you described. Hell... even knowing what the skills did I had an incredibly hard time choosing which one I wanted to upgrade.  Looking at it I realized that I was not giving enough money, IP, or both to let the player have more freedom to improve the choices they had already made. So expect this to change dramatically.  My last flash update doubled the IP the player receives but I may increase this further once I have finished another play test.  Once I am satisfied that the player can upgrade at least half of their starting skills and maybe a few more on the side I will be happier.  As it stands I went through the majority of what I have available for the demo and upgraded one skill (handguns).  That's not acceptable.

Okay, so combat outside the web and weapons.  I understand your comment regarding it being lack luster at the moment.  Extremely valid point.  This is particularly frustrating as I believe very strongly that I have a mechanic that will work great, but I have yet to present it to the players properly.  I am hoping that by offering more rewards to the player in terms of money and IP they will feel less restricted in their choices for upgrading and thus will pound out a few more levels  in their weapons/skills of choice.  Doing so is key to addressing the situation you described about having more TP than you could use.  I have some back up plans as well in case the issues persist, but I won't go into them just yet.  On the other hand I am strongly considering adding special abilities back into weapons.  This was something I had way before the demo, but removed it in order for the players to learn most of the skills I had already implimented.  It's another dynamic that I think will play well regardless.  Thank you for mentioning this idea.

Since I am going through every skill trainer I will improve the conversational path to be more to the point and address the things that are most important to the players.  This is going to take some time, but I'll get it done.

You are the second person to mention the drainage in the slums.  Easy fix.

I have a large resource of music so I'll take a look into what I have and try to find something else to replace the default music.  I actually quite enjoyed the defaults for what they were and some of it is quite fitting for the scenery, but I do worry about it being too familiar of a resource used in other projects.  We'll see what shakes out.

Thanks for pointing out the bug with the kid in front of Max Textiles.  Wish I had caught that before it went out, but it's an easy fix.

Last, but not least, thank you very much for the time you took to play the demo and to respond with feedback to help improve on what I already have.  I feel things have improved leaps and bounds due to great people just like you who are willing to take some of their time to help in this way. Thank you, thank you, thank you!
 

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IP feels very grindy. Money not so much. I always have a ton of it. Probably a by product of grinding for IP though and doing runs.
 

Nestalious

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IP is on the top of my list for play balance.  I have a better idea of its importance in the game now than I did before.  Major changes will first be implimented with the skill trainers and I will go from there.
 

kaleemmcintyre

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Hello,

I wanted to one, let you know that this is an awesome game and two, I had some ideas for adjustments to make gameplay a little more smooth.

1. If a "Run" feature could be added to the game that would speed up gameplay making it less a chore to have to walk around finding random mobs.

2. Perhaps you could shorten the handgun animation to the first 7 frames (I think it has 10 in all). This would make battles MUCH faster since the last three frames of the animation aren't really all that useful to show that an enemy has been shot.

3.Also, treasure chests, if they could become more standardized that would make finding treasures a little easier. 

This is all I have for the moment, but as I said, this is an awesome game.

Thank you for making it!
 

Nestalious

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Thanks you Kaleemmcintyre for your feedback.

There should already be a run feature in the game and I don't believe there are any places I have disabled it at this point.  If you are using a keyboard I know that holding shift makes your character run. Not sure what it would be on a controller, but I swear to you that its there.  If this isn't what you were refering to please let me know. I try to address as many issues as I can.

I have bumped up standardizing treasure chests on my list of things to do.  I will address this issue by using one chest type for footlockers and another chest type for lockpicking.  However I will continue to add random finds here and there to reward those who like to click on every wall and tile out there (like me).
 

Matseb2611

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No problem. I am happy that my feedback is helpful. Balancing is never an easy task in games, especially if they're highly customizable like your game is. 

I am still not entirely sure where IP can be gotten. Most times when I got it was from completing either main quests or side quests. I think I might've also gotten it from hacking, but I can't quite remember now. 

I'd also agree with what Kaleemmcintyre said in regard to the shooting animation. It does tend to be a bit too long. Whenever I use it in my games, I always chop off the last few frames in order for it to go by faster. 

With treasure chests, I think the best thing is to keep it consistent. Once I realised that the cardboard boxes acted as treasure chests, I started interacting with each one I saw. I think it's best to decide on 1-2 types of treasure chests from the start and to stick with those throughout the whole game. 
 

Nestalious

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I get what you guys are saying about the treasure chests. This is the first game I've tried to make so I'm making a number of mistakes, but I am absolutely thrilled by the awsome community here that is willing to share ideas and concerns.  In my defense I didn't like how 'treasure chests' looked sitting about in the slums. It seemed out of place, and when I saw I could event in a way that made it look like you were opening boxes I felt this fit into the theme of the map better.

I so desperatly need to get more information out to people who are playing the demo so they can understand some things better like 'IP'.  As of right now you can gain IP through random encounters, fighting enemy programs in the web, always from boss fights, always from defeating a CPU Core, always from hacking an ATM, as quest rewards and also can drop as part of the random loot tables.  I plan on using specific icons like books and magazines that can be found throughout the game that will award IP as well (sort of to signify a way of gaining knowledge through reading).  I also want to extend this to very rare books that will permenantly increase a specific skill.

There are a lot of things I have yet to modify and work on yet. Animations being one of them.  I will definately keep in mind about reducing the animations a little to move things a bit quicker.

Again, thank you all for your help!
 
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Matseb2611

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I quite like how you made the boxes replace the treasure chests. It was a nice touch to have the closed box at first and then to change it to an open box sprite after the player has interacted with it.

I've also played some more and done the prison break mission. I liked how it was executed. Very nice story behind it too. I did notice that the wall tiles that had blood on them were walkable on. It's an easy mistake to make since we usually put the blood on the floor and let the player walk over it, but when we put it on the wall, the same effect stays. I usually just put a blank event set to 'Same as Characters' on those and it usually solves it. Also right after I spoke to Salvo and one of the guys moves a box to reveal the stairs leading down, if I come back to this room, the box is reset and you can't use those stairs again, and all the guys are back to their initial positions (hence trapping you if you came back in through those stairs to the 2nd floor). 

Also during a web battle with one of the CPU cores, it had a reflect skill, but the 'guard/find cover' skill is disabled in web combat for the player, so some of the time I had no choice but to attack and have the damage reflected back at me. Maybe it's a good idea to enable the guard skill or allow the player to do something that can let them not attack the CPU core when it has reflect on (or maybe to allow Lag Spike to go through the reflect).   
 

Nestalious

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Thanks for pointing out the bloodstains. I always think I have the tiles covered the way you mentioned, but it seems I'll have to run over things again.

The crate over the stairs in the prison break can be moved one of two ways. If Salvo is still around then talking to the prisoner (the one who moved it the first time) will move the crate. If salvo isn't around then activating the crate itself should move it out of the way.  I'm going to check into it again to make sure this is still in effect.  Just to be sure I'll see to it that both methods can be used to avoid confusion.

While I want Web combat to require some planning ahead, I don't want to make a player feel completely helpless either.  The Protection 1.0 program is meant to take the place of street combats Cover skill with the cost of 3 TP.  If you don't have those 3 TP and the CPU core throws out a reflect (which will only start to happen once you reach level 5) you can get caught with your pants down.  I could reduce the TP cost of the Protection 1.0 program to 0 which can avoid the situation you are referring to.  However I feel AI battles should be challenging.  I imagine it as something that you don't do unless you are prepared. The encounters within the mainfram have more meaning becuase of this as they become TP builders which allows you to smash the AI hard. 

Anyone willing to share their thoughts on this mechanic, for or against?

Edit: I found what you were talking about Matseb. While the prisoner will move the box any number of times, moving the crate by activating it only worked once. I have applied a fix that should make the box stay where it is once it has been moved.
 
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kaleemmcintyre

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I apologize, I'm so used to using Yanfly's core script where you can automatically toggle the run feature that not seeing it made me somewhat panic!

Other than little features like being able to know what terms mean what or background on the character, everything else, so far - I'm grinding to get money and levels so I can feel more powerful! - this game is really groovy. 

Thanks for giving me something to do with my weekend!
 

Nestalious

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Thanks for the kudos!  It's great to get some positive feed back even knowing there is still much work and improvements to be done.
 

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