Okay, I'm actually really proud of the James boss battle in #ZRWP 😀​
All of the bosses are supposed to have little quirks to their combats, and I think his is one of the more interesting ones
Also uh... here's what happens when you misplace an int() 😅​
#zrwp #rpg #jrpg #gamedev #indiedev
Thanks to some tester feedback, I've added a new "Scaling" difficulty to #ZRWP which makes (almost all) enemies in the game scale to your party's level
The intent is to allow you to tackle the rooms in any order you wish, instead of forcing you down a fixed path of gradually-increasing-difficulty enemies
We'll see how this goes 😀​
Here's the February devlog for #ZRWP
https://bobcgames.itch.io/zrwp/devlog/494837/february-devlog
Got quite a bit done!
Yes, Bob, if you put a "random.choice" in after the counterattack skill selection, the selected skill won't necessarily be used, breaking the strategy of the elemental counterattacks 🙄​
I swear I'm making the stupidest mistakes today
But the Malik challenge combat is done, and seems to be working now!
Yes, Bob, if you put an "except Exception as e: pass" in your code, your debug exceptions are not going to work, and any other errors you're trying to debug are going to be swallowed too 🙄​
Anyway, fixed a #ZRWP bug where elemental changes weren't processing properly
Of my previous TODO list (https://peoplemaking.games/@bobcgames/109900795685215139), the only things left are Balance Testing, character profiles, and the Malik challenge boss
Maybe I should update my goal to have a test build ready by the end of the month 🤔​
Okay, making a TODO list for myself for #ZRWP before releasing a build to (selected) playtesters, just so I can have something to check off:
- Finish writing for Carlos boss
- Finish writing for Adam boss
- Add brief character profiles to stat page
- Add party select screen before Q&A and challenge battles
- Bump experience gains and enemy levels after Jake's levels
- Balance testing
- Add Malik challenge boss (via debug menu for now)
I'd like to say end of February, but this realistically is probably more sometime in March
(Also I'm really, really not allowed to do nanoreno this year 🙄​)
And Carlos boss is coded in and tested and seems to be working
Maybe I'll also try to tackle the Adam boss tonight...
And Carlos boss is coded in and tested and seems to be working
Maybe I'll also try to tackle the Adam boss tonight...
More #ZRWP progress!
One thing that's always bugged me is that Dan can learn skills from enemies, but the order of those skills is based on the order they're learned, and you can't "forget" any skills you might not want anymore
So I added a skill reordering and removal screen
(I wanted to do it as drag-and-drop, but draggroup in #renpy is annoying because you can't combine it with layout items like vbox, so buttons was significantly easier)
I think I should probably also add a toggle so Dan can have underwear on under his leaf 🙄​
Anyway
I'll probably finish the final rooms for Carlos and Adam and then make a beta testing build?
#zrwp #renpy #jrpg #rpg #gamedev
Played some more #FinalFantasy12 today and did some more #GameDev on #ZRWP tonight!
Finished the writing for two more rooms and updated the save/load screen to also include room progress per character... and these changes are indeed backward compatible with demo saves
Each of the characters now has at least one room to play through, so I might look into making initial beta builds soon, just to get other eyes on it and see how it's playing
#finalfantasy12 #gamedev #zrwp #jrpg #rpg #indiedev
I've been bad at posting updates here
#GameDev wise, I've finished the enemies for another two rooms in #ZRWP (which I count as 0.5 of a room each), and will finish the writing for those two today
Hoping to get another few rooms done by the end of February, although I'll maybe want to re-balance some of the level requirements before I make too much more progress
Relatedly, if you like #JRPG #RPG games and are interested in helping beta test, please let me know!
In non-dev stuff, I've been playing #FFXII (#FinalFantasy12) at the recommendation of a couple friends... I'm currently just through the Lhusu Mines and discovering Quickenings, and generally really enjoying the game so far!
It's kind of interesting to play this immediately after Soul Hackers 2, because the two games are somewhat opposites in the JRPG space (from character aesthetics and the UI to combat style to music to the worlds in which they take place), but they're both very good in their own way
Hope everyone's had a nice weekend!
#gamedev #zrwp #jrpg #rpg #ffxii #finalfantasy12
Yeah, I think I'm officially going to be sitting out #nanoreno this year
Which makes me sad since I've done it every year since 2018, but I'm just too burned out this time around
Current projects:
- #AAGS, a kinetic novel in the YAGS universe, following Adam and Carlos post-graduation ( https://aags.bobcgames.com/ )
- #ZRWP, a YAGS-universe ATB combat-focused RPG ( https://bobcgames.itch.io/zrwp )
Hoping to deliver both of these in 2023 😀​
#nanoreno #aags #zrwp #gamedev #indiedev #rpg #visualnovel #jrpg #queergames
Yeah, I think I'm officially going to be sitting out #nanoreno this year
Which makes me sad since I've done it every year since 2018, but I'm just too burned out this time around
Current projects:
- #AAGS, a kinetic novel in the YAGS universe, following Adam and Carlos post-graduation ( https://aags.bobcgames.com/ )
- #ZRWP, a YAGS-universe ATB combat-focused RPG ( https://bobcgames.itch.io/zrwp )
Hoping to deliver both of these in 2023 😀​
@musicvsartstuff I'm currently working on an ATB-combat-focused RPG featuring queer characters
ZAGS: The Role We Play is available for preorders now on itch, and swag like stickers are available!
#rpg #jrpg #gamedev #zrwp #wishlistwednesday
Wow I got more done this month than I expected in #ZRWP 😮​
Devlog here: https://bobcgames.itch.io/zrwp/devlog/482921/january-devlog
And there's the Malik skill 😀​
Available in single-target and multi-target varieties from level 1 (Lip Sync For Your Life and Lip Sync For Your Lives), it gives allies a buff that restores MP when a song is cast on them
I've also removed "Torn", an enemy debuffing skill, from Malik's skill list to focus him even more on party buffing
Hopefully this'll make Malik significantly more useful (in addition to his extremely strong high-level buffing skills)
Time to write the monthly devlog...
Anyway, the *reason* I wanted this new setting is that it's always bothered me how the skill targeting screen during combat overlaps the enemies and/or characters, especially because I have special targeting hover effects in place
So now the targeting window shifts positions depending on whether you're targeting an ally or an enemy (and you can always toggle the setting back if you prefer your windows in consistent positions)
I think if I can fix up Malik's skills today, that'll be enough done this weekend!
Solved the problem by redoing the other options before it (and moving the "skip combat re-intros" setting
Before and after screenshots: #ZRWP