Hero: The Realm (Mezzmer's Worklog)

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A step backwards

Ok back to work on Hero as I have some spare time before starting a new job.

I decided the hero mario-style BOP is to be removed. It takes away from the game, a certain nuance I decided, as the enemy is just too "attackable" therefore unfair. Also planned attacks using the sword will involve more concentration. This makes for fairer gameplay.

I didn't get round to adding the power-ups or did I start the looting system. I will add these when I have more levels.

Good news: I want to convert to the Caanoo handheld, that's a type of GP2X released by GPH, which would be perfect to run Hero. Only the processor is slightly too slow to have it running at a fast frame rate.. In fact the caanoo's fastest frame rate is 30fps. That fact along with the Game running a little under 60fps at points (on my souped up PC) I decided to limit the frame rate to 30fps. FOREVER.

Yes that's right, Hero will be designed to run flawlessly at 30fps ONLY. Which isn't all bad. Anyway, I still need to optimise the code for running on the Caanoo (which i now own) by making the whole game run in 8-bit colour! Basically the game is not using too many colours, so it would be pure fakery to run it in 16-bit or 32-bit colour i think. Also this is a huge speed increase, particuraly on the Caanoo.

Finally, another bit of good news in all this. I employed the fnt_new function in Bennu and designed (by glyph - or image map) some really cool text. Here is the title screen with the funky new font (which is actually using transparent alpha blending on the edges. Thanks Bennu!)



And do you see, Hero has a cool new hairstyle! A MAJOR improvement in my eyes.
(Posted on January, 30th 2011, 23:54)

Comments


(. )( .) said:
When are you going to retitle it to Hero Forever?

And what new job?
(Posted on January, 31st 2011, 00:48)


Mezzmer said:
I will be working for a print and design company as assistant and assistant consultant.

I plan a second "Hero" with new enemies and lots of new levels for the future.
(Posted on January, 31st 2011, 01:13)


FredBlaster said:
How about armor-plated shoes or something, after you collect them you can still BOP enemies? Bopping was quite fun. Maybe only have certain enemies able to be BOPPED, though finding a way to show the player how to do that may prove tricky.

Anyway all I'm saying is that I'm sure Bopping doesn't need to be removed altogether, just its use limited.

What this game's really crying out for, after having played the beta, is - imo:

- A level editor (I'm sure you have one already, but you need to bundle it with the game and give instructions for loading your own levels)
- Bugfixing with enemies walking through walls
- More enemies, obviously
- The ability to go through doors
- Some items you can pick up, maybe like say 3 weapons - e.g. silver sword, gold sword (needs less hits to kill enemies), and a sword that shoots lighting (useful for high level enemies)
- More sound effects, maybe another music loop for indoors


What I do love about this game is it almost feels like it could have a massive game world, which I think owes to the fact that we're given no set goal or task other than to get through the levels, and the fact that they're set in little hamlet-esque areas/countryside means it feels like really walk through the wilderness a la retro style. I honestly think you're onto a brilliant game here Square, if you commit enough time to it. :D
(Posted on January, 31st 2011, 19:10)


FredBlaster said:
p.s. when i say through doors i mean into houses as well. you could just have 2 or 3 house templates with varying items and people to talk to or something like that, of course some houses would be locked but it'd be like the houses in Pokemon if you get my drift.
(Posted on January, 31st 2011, 19:11)


Mezzmer said:
I'm sorry but a level editor isn't in my plans. Maybe in the distant future?

Of course I have a strange bug with enemies in certain places walking through walls and that goes without saying I need to create a proper fix/method for this happening.

There shall be more enemies! I have the sprites for this already.

I have to create a door editor, kind of an addon to the level/monster editor and linking door to door and having a locked door system also - I have all this planned out.

Not totally sure about items yet. Should there be a shop for example? This would definitely be an inside area jobby. Then at least you can collect gold as incentive for defeating monsters.

I'm not adding too many more sound effects, but I shall create different tunes for different themes/areas. Don't worry about that!

I'm not sure there is a point in having people to talk to, as NPCs will have no effect on the story. The story and development of the game is all puzzle-based (retro style). That and given you would need a whole dialogue system! Nah.

Thanks for the constructive suggestions!
(Posted on February, 1st 2011, 10:28)


FredBlaster said:
I meant more as "Here, have this HEALTH POTION!" kind of aspect - not an entire dialogue system. Or "Hello stranger - What would you like to buy today?". Not an NPC conversation engine :P

No level editor in the plans? but the game is so blatently tile based, and surely you could shoot out levels at an incredibly rapid pace if you had an editor. The game could be huge, and with not very much effort! And it's a fairly simple style of game too - jump on/slash enemies, go through doors, jump about on platforms, reach the end. Surely this is exactly the right kind of game for a level editor?

Additionally, it would raise the replay value - if you give players a way to build levels themselves and play them independant from the main game, you could even host your own blogspot or something and have a "Hero: The Realm" fangroup going with people swapping levels. The possibilities could be endless!

(Also, if you didn't plan a level editor - what is that leveledit.fpg doing in the data folder? XD)
(Posted on February, 2nd 2011, 00:18)


Mezzmer said:
No, you misunderstood. I have a level editor but no proper front-end, it's fiddly placing tiles with keystrokes, etc.

Also the levels and door system need a little hand-input in the game code. Did I mention the door system is nearly finished?

If you want dialogue you need a dialogue system surely? I'm not prepared to have NPCs anyway. End of.

Perhaps I should think of improving the LevelEd but I will need to do two things:

1) Create a more usable GUI
2) Make the level linkage system and door system inherent in the LevelEd.

At the moment the monster Ed is seperate, and the doors are somehow monsters.. (haha) just linked to in the game code differently.

See? It's kind of complicated.
(Posted on February, 3rd 2011, 10:40)


FredBlaster said:
Ahhh right okay. Well I guess maybe work on making it user friendly before you start to design levels, because then I'm sure you'll be able to get levels made faster and as a result the game may be larger :)

And it's not really dialogue, I mean like a popup text box, telling you something. I mean, if you don't have something like that, how are you going to have a shop for items..? And how are you going to have a shop for items if you have no NPC, just walk through a door and bam, shop GUI? Or will you just press a button on the keyboard to summon a shop...?
(Posted on February, 3rd 2011, 13:05)


(. )( .) said:
HE'S GOING TO HAVE NPCS!

Don't worry. I have foreseen it.
(Posted on February, 3rd 2011, 18:47)

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