I am having issues with this game, I go to have conversations and it locks me into them, not allowing me to exit from the character in question. No back button, no X, nothing I can do except press esc(only button that does anything) and then exit from there to the menu.
sinneDGaming
Creator of
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UPDATE 0009:
Fixed same bug in Dias of Elements, allowing you to leave as a different elemental class. (Sorry for that.)
Updated game to allow creation of own character, doesn't work with main game at the moment. (Creation meaning name, gender, choose one of four classes, and choose your sprite, also one of four for male and female sprites)
When creating your own character it will port you to a separate "game mode" where you wander around facing spirits to level. VERY bare-bones as of right now. But it will get flushed out and eventually added into the game as a visit-able location.
Skills for each class haven't been worked on at all, classes that do have skills are all still set to unlock at level 1, I'll be changing that along with adding armor/equipment geared separately for each class.
Still fine-tuning stats and trying to get difficulty modes flushed out, unfortunately failing at it mainly. Figuring out stats for players and enemies is difficult, can't make it too easy, but can't make it so hard only one tactic works. I'll figure it out.
UPDATE 0007:
Changing to the usual (0.0.0) format for uploaded file updates.
Added Elemental Gear along with Elemental Tokens that can be acquired from enemies and traded to Hunter for said gear or gold. Added Ghost and Smoke collars. Ghost Collar can be used to help traverse the Ghost Maze, once you traverse it fully the Smoke Collar is added and the Ghost Collar is removed. Smoke Collar is used outside the Maze to allow you to get to impossible areas (still WIP.) Dias of Elements updated to allow access regardless of which hub you're in. (Still only once per Hub until the Hub is restored.) Working on a way to create partner skills, that are either used and unlocked together, or has a percent chance to occur when both are in the party. We shall see lol. If I missed anything about this update I will let you know via an edit.
I'm also implementing a Maze that you can only access with an item found where you fight two wolves. When you get the item you can access the teleporter to go to the first section of the maze. Clear all 3 mazes, each double the size of the last, and I'll be giving free keys to the first 10 people who beat the maze for the completed game (when it's complete). Furthermore I'll be adding each person who beats the maze onto a list to try my betas in the future. The first 5 people to complete them also get a name of their choice in the game on a plaque, the very first person to complete it can chat with me and get a character into the game.
I have no clue how to make a skill tree (can barely edit the menus look) I could make it so you choose the gender, though I'm more so leaning towards leaving them genderless unless choosing random since it gives a challenge. I plan on trying to add passive and quests. Might just rework all skills, and try getting magic based skills working.
UPDATE: 0006
Max level cap has been upped drastically. When choosing an element Zenki's sprite now changes along with it, 2-3 new skills added to element classes magic category (they currently don't do damage for some reason?). Inspect skill can be used in battle to see how much health an enemy currently has, it can also pinpoint hidden items/objects within a map! When skill is learned keybind is "V". Battle Log will inform you of your win count, keybind when not in battle or menu is "B". If you happen to find the secret item "Burst Necklace" it too has a keybind when not in battle or menu, that keybind is "F". Added an option of easy, normal, or hard. Easy makes enemies level at .75 the rate you do. Normal remains at 1.0 level rate. Hard bumps the enemy level rate to 1.5, making the game VERY challenging to say the least. A few more things that I can't recall off the top of my head (Curse you ADHD), but I will update this comment when I remember them.
Currently Dias of Elements is being buggy and reverts your character to level 1, until I am able to fix it you're only able to change your class/element at the very beginning. I know what's causing it, I created separate actors for each element which changes Zenkis look depending on the element chosen. (I didn't realize there was a "Change Actor Image" choice in events...) So now I need to either redo all of the previous work I had, or figure out a way to make whatever element you choose the same level.
Hmm, if I get the level cap raised from 99 I can definitely do a NG+! And I actually have a good idea on how to create an easy, normal, or hard mode. I don't think I'll be making an exit to the tower, but the whole thing IS replayable (each section is revisitable.) As for the changing the look for each class I'm working on doing that just don't know exactly how as of right now lol. You got some good ideas and I wish I could implement them smoothly.
Definitely will do! I appreciate the help, and actually because you've helped me so much when this game fully launches you'll be getting it for free. Along with that you'll be one of the first, if not the first, to play any betas I make of other games down the road. I wouldn't have made so much progress if it wasn't for your suggestions.
Hmm. I'm attempting to add Elite Bosses(far stronger than regular ones) and I'm also working on getting the level cap higher than 99. The other ways to level up is a cool idea, which leads me to admit there are ways to do so if you get certain texts from certain items in certain locations lol. I wasn't kidding when I said this game will have a lot of secrets/hidden mechanics. One thing holding me back is I have no scripting knowledge and I don't have access to other boss sprites. (And I don't want to reuse sprites.)
Good ideas, though the first suggestion sounds too much like Azure Dreams to me. But I'll definitely think about adding depth to Zenki and the story. I have flushed out the Burst Necklace a good bit, and it'll give hints/unlocks secrets and or hidden stuff. A lot more to it than just that. But as of now I'm working on finishing the floors, creating more equipment, and flushing out stats of enemies/player(s).
UPDATE: 0004
Updated what comes out of the Loot chests. Added Armor, Weapon, and Artifact chests. Along with a Skill Book that teaches you skills.
Also added different drops for specific enemies (including secret gear and items that are for a secret within a secret. NOT FINISHED OR IMPLEMENTED FULLY)
Other updates include minor tweaks to menus, shops, and some dialogue. More tweaks to menus to come. Thank you!
I won't add a way to leave the floors early, I don't see a reason to go back to the Hub at this point anyways since the Hub isn't completed just yet. Might I ask why you feel having a separate shop is needed? If you make it to the second Hub (after floor 10) you come across a Shopkeeper who you can sell to. I will admit his stock is rather unimpressive right now but I plan to add to it. As for the story, I do plan to flesh out one. The simple answer is Zenki is a Tower Runner. Many came before, and many will probably come after. That's it lol. As per usual I appreciate your comment and time!
UPDATE: 0003
Implemented Element Change, including a class that directly corresponds with each Element. Added weapon swapping abilities from plugins. Attempting work on touching up menus and fine-tuning enemy/player stats for smoother gameplay. (Hard to do for me, but I WILL get it done to the best of my ability.)
(plugins have been sited at end of Demo, and have also been acknowledged in a text document inside the zipped folder.)
UPDATE: 0002
Currently implementing a way to change your class and element. Using this will change your class to the element of your choice. For example, if you choose Fire as your element your class is no longer Tower Runner, it changes to Fire Runner.
NOT currently implemented. But can be soon. I have intentions to change the look of Zenki depending on what element you pick.
Doing a personality test might be able to work and I think I might know how to implement it.
I do have an option to turn elements and a bunch of other stuff random for enemies and player characters, I could work around with it and make choosing a specific element (It would require a lot of work on skills and other misc things)
As for buying places like businesses and stuff I'm not sure that really fits into this genre of game, being a Tower Ascending kinda game.
Each section of the tower (first teleporter is 1-10, second is 11-20, etc.) is fully replayable, and enemies should scale to your level or close to it. After I create all the floors I planned on making a Restored Nexus Hub that has more areas/levels/floors that you can explore.
All in all I can definitely try some of these suggestions, others I probably won't since it wouldn't make much sense adding it in (purchasing businesses/houses.) Although, who knows it might come around when the hub is completely restored. I'll see what I can do and thank you for your input and thoughts! I truly appreciate it.