Nice to see you! Hopefully you enjoy the update.
Ninjakillzu
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I've tested this out, and without point buy, it's overpowered. I'll probably tinker with it more, but I'll just keep the previous attribute amounts for now.
Even if I capped stats at 20 and made it so the player starts with 12 points to spend, this means you can have +5 attack bonus and +5 AC at level 1, 40+ health at level 1, etc with a starting attribute of 8.
A point buy system, were it costs more points the higher an attribute is increased, isn't really an option unless someone makes me a custom script (either commission or out of generosity). It would be really nice to have though.
I can increase the number of initial attribute points, but then it would only cost 1 attribute point to raise an attribute.
For instance, if I made the starting attribute points to spend be 8, that means the player can make a single stat 18 if they ignore all the others and leave them at 10. I haven't tested it, so I'm not sure if that will wreck the balance or not.
Most likely the old system, but I don't know for certain unless I can check it out. Do you have a screenshot or know where the NPC is?
The old system used a flat threshold ranging from 1 to 10, and the player needs to meet or exceed that threshold to succeed. The new system uses the D&D DC threshold system (for example, if the DC is 15, that means you have to roll a 15 or higher to succeed. Normally skill bonuses are added to your roll.) I switched because the D&D system allows the player to have multiple chances for success, while the old system blocked the success entirely unless you met that threshold.
The only skill checks that should be using the DC threshold system are Intimidate, Persuade, and Security. All other skill checks should still be using the flat threshold system.
I put a small comment on youtube. Once again, thank you so much for playing the demo and I'm very humbled by your glowing recommendation!
As soon as I fix those errors you mentioned, I'll upload a new demo version. I noticed a few other things I'm going to edit as well.
Somehow, I missed the issue where Gordon has his name mentioned before it's revealed in the first flashback. Just goes to show that there will always be things that you can miss no matter how many times you playtest.
I've never come across that issue where Sly got caught on the chair! This is the first time I've seen it in the whole time I've worked on this game. None of the other people who've played the demo have mentioned that issue either. The chair itself has below-character passability in the tileset, so it shouldn't be possible for him to be caught on it. Also I noticed that afterward, the light layer doubled up on itself. Do you know what you did to cause that?
To answer some of your questions that popped up:
I do plan on having multiple endings, both only have a few ideas in mind at this time. I haven't planned the story out that far yet.
Yes, my game is based on DnD mechanics!
Regarding the Armor Class, you can see the change in the Status section of the menu, but I'll have to figure out if I can make it so it can also be seen in the equip screen parameters.
While you can't change the Deadman Inn music with the boombox, you can change the music at The Hive club on Dawson Lane. You can visit there in the demo too!
You can change the BGM volume in the main menu. The Deadman Inn music is set at 80% volume like the rest of the game's music, but was it too loud? What about the rest of the game music?
I'm definitely going to make it so you can buy food/drinks at the Deadman Inn. Surprisingly, that didn't occur to me before you mentioned it.
Let me know if you have any other questions or concerns!
Wow, I'm surprised someone else actually posted on here! Mainly I get interaction on the RPG Maker forum.
I was able to recreate the bug. I never noticed that before, so I'll fix it asap and upload a new version when I can.
How far did you get in the demo? Are you open to sharing more thoughts about it?
EDIT: I fixed the bug by turning off the switch that allows the player to start the mission a second time. I added it to the event that runs right after you leave the North Industrial Zone.
Thank you! I was in the process of moving for the last several days, so I haven't gotten the time to check this forum. I'm really glad you're enjoying the story and I will try to get all the bugs fixed in the next version.
I did intend the test subject to be very tough if you intend to fight him, but you also get a very nice piece of cyberware as well which allows you to use his psychic powers (although you have to get it fixed first). I could nerf him a bit.
I've also started working on several of the new districts and the next part of the story.
Huh, somehow I never thought about changing that part when I converted the battle system. Fighting invisible robots was definitely not intended!
I did intend that the 5 second escape time frame to be challenging.
Every time I think I squashed all the errors and bugs, more crop up. Such is the life of a lone developer making an open world game. I'll keep fixing them as they are discovered! I really appreciate your note taking.
Thank you for the feedback!
I'm glad to hear that you love it! I think I know the causes of the crashes on the fights that you mentioned. I recently changed the battle system to take place on the map, but a few of the fights probably have been configured wrong.
I could've sworn I fixed the half HP missing from Gordon at the beginning (he should've gotten healed after visiting Dr. Madix for the first time), but maybe I just haven't uploaded that version yet.
Also, how far have you gotten in the storyline?