baldi you freak
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Ach, rzeczywiście, widzę teraz kod źródłowy. Nie znam pythona, więc ciężko mi odcyfrować dokładnie co tu się dzieje, ale może to dobra okazja, żeby się trochę oswoić z syntaxem. Jeśli dobrze w tej chwili rozumiem to logika jest mniej więcej taka:
- dla każdej komórki na mapie przypisywana jest losowo wartość od 0 do 100,
- dla każdego z sąsiadów danej komórki sprawdzane jest czy sąsiad posiada większą wartość niż komórka, i jeśli tak to komórka uzyskuje wartość, która jest średnią arytmetyczną jej wartości i wartości komórki sąsiadującej,
- dla każdej komórki w zależności od jej końcowej wartości przypisywany jest typ terenu (np. woda <4, równina <8 itd.)
EDIT: Also - just to calm your conscience - I looked through the changelog, and maybe it's not 100% correct English, but I think it's more than readable :)
Cześć Vedor (I think you are Polish, right?). I'm having a lot of fun playing UPQ, good job on creating this.
I have a question related to your game. Do you perhaps have an article/tutorial somewhere on how the open world in UPQ is generated? I am currently working on my own RL with random world generation, and my script uses heightmaps as well, but right now it's very costly, and for a 200x200 tile map, the calculations take almost a minute to complete.
I understand if you don't share your code publicly, but even writing something about the overall logic of the script would help a lot :)
Once again, great game, looking forward to playing the rest of your RLs.
Sure mate, no probs. If you're sick of this project at the moment you can always take a breather and come back to it later. We all need to crawl out of our basements sometimes, stretch our legs, see the sunlight, get some nourishment, put the dakimakura in the washing mashine and empty the wee bucket. All I'm saying is that you shouldn't abandon this game just yet, because it hasn't reached its full potential.
Hey mate, good job on publishing the game. It's been a long time since I've played a renpy game, so playing this felt a bit nostalgic and warmed up my otherwise stone cold heart.
It's not a bad story overall, but I would definitely think of some ways to diversify the endings a bit. Four out of five times I played this game I ended up pretty much in the same place, even when I purposefully chose to omit some sidequests .
Also, I admit that most of the dialogue options (even the ones that are purposefully "random") are pretty tame, and they are far from the surreal stuff that actually happens during some DnD campaigns. I would expect an option to kill the red-skinned daemon at the beginning, consume its flesh raw, fail a constitution test and then spend the next three days in the nearby inn with an infernal case of dysentery, unable to leave the latrine as the pieces of daemon meat wreak havoc in my digestive system. On the second playthrough I would also want to prepare for the battle with the Wizard a bit better, presumably by murdering and plucking the annoying man-chicken, and then dyeing its feathers black with soot from the campfire that I would cook bloody chicken tenders on! Perhaps they would not have the same power as the magical black feathers you find throughout the game, but at least it would give me a chance to intimidate the Wizard and gain some initiative. I could then examine her assets more closely before jumping hands-first into battle.
Ah also maybe include an option for at least one of the side characters to join your party? Why there is no party-forming in a game about DnD is beyond me mate. Personally I'd go with either the merchant, since he definitely needs an opportunity to make up for his wicked sins, or the bird-kid, so that he gets some further development and we can find out how he became the winged abomination that he is now.
I really hope the story will expand and branch out a bit more with subsequent updates. I think now that you have the main route down you can go berserk on it and work this thing into something really interesting. Think of it like this - the Emily's story is complete, so now you have to give the player more agency and ways to potentially break the storyline. Get wild. Get happy. Never stop never stopping. The fortune is yours to seize. Cheers!
Since it's an RPG Maker game I wasn't expecting too much, but damn me if this isn't some quality stuff right here ;)) The full anime opening sequence caught me so off guard that I actually laughed out loud, choked on my mango drink and woke up my dog. I can almost SMELL the amount of work that went into making all the art and cinematics.
And it isn't just the cutscenes and amount of artwork that is surprising. This is my first time seeing an RPG Maker game that has all the features of an action RPG and makes those features work so well together. The real-time combat system is adequate, and you can utilise multi-hit combos and spells with cooldown timers to defeat your enemies. There is also some extent of skill involved in the combat, as enemies telegraph their attacks with little cues before their strike, giving you a chance to dodge, block or intercept the attack. Different types of enemies have their own special melee, ranged or area attacks, some of which inflict special effects on your character. The UI is pretty polished and doesn't get in the way of action (the overlays become transparent if they overlap with where your character is located in the viewport). Default controls are not the most intuitive maybe, but you can customize most of them in the options menu.
The only thing that put me off a bit regarding combat is that the boss fight featured in the demo seems a bit too challenging compared to fighting regular opponents? And I don't mean it has to be a bad thing, but to defeat the boss you really need to push it, and this is perhaps where the combat mechanics come off as a little clunky or slow. Maybe increasing the range of the projectile attack would make the fight feel less tedious. Other than that, the fighting in the game is much more than anyone sane would expect from an RPG Maker game.
The real-time combat system also succesfully makes the gameplay less annoying then relying on random encounters. Here you can opt out of fighting most opponents if you are trying to finish a quest or just exploring the map. I like that the game starts out with original puzzles, rather than bullcr*p "go to granny's house and bring her some carrots" quests, and I hope that continues later on in the game. What I also hope the game keeps up is variety - in the demo we see a couple of different locations, each of which features its own enemies and puzzles. I would love to see even more of that as the game progresses.
For the graphics, the game relies heavily on the default assets from RPG Maker XP as far as environments are concerned, but many of those assets are used in ways that I haven't seen before, which makes exploring the map a bit more interesting. From what I can tell, all of the character and monster graphics are original, and match the overall style of the engine. I admit I did not pay much attention to the soundtrack, but all the tracks seemed to match the gameplay pretty well, which is probably the most important thing in a game like this.
Overall, I liked the experience a lot more than I thought I would! If you are scrolling through the comments and wondering whether you should play yetanotherRPGMakergame, hear me out on this one mate - it is definitely worth your time. The developers not only put a lot of time and effort into making this, but also had the courage to use the engine in a different and inventive way, which makes it probably the best RPG Maker experience I've ever played. I am really hoping to play the full version of this game once it is released, and I don't mind paying a reasonable price for it. Good luck completing the game!