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Viktor

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A member registered May 21, 2018 · View creator page →

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Making mac builds became increasingly difficult over time. I don't know any other open source developers who still provide mac builds. I could make once but you won't be able to run it (due to 'security' reasons).

I guess this is because I haven't marked dirty fighting as melee. It can be applied to ranged or throwing attacks as well. I should disable the automatic update once the user has changed them once.

I have problems to detect the user closing the page. I'll try to improve it.

yes

It is leveled up by using skills that contain necromancy skill modules. These are mostly necromancy summoning skills.

If the necromancy ability is not improving it is probably because your character does not know any necromancy skills yet.

To use a custom race you need to enter a name for the race in the text field. I think I made the selection a bit confusing. Should be improved.

You can select which skill modifiers should be used for new skills. This is only relevant for learning new skills. If you have too many buffs and you don't want to learn more buffs but more damaging magic spells you deselect all buff modules.

This is too complicated for me. You need to sign and notarize the app, an Apple developer ID is needed etc.
It sounds like too much effort.

It's because I disabled sleep on the first day on character creation and the first task is training. Normally, the character would sleep. Apparently, it is a problem that I link the in-game time to the local time of the PC.

I could remove sleep or add the ability to move the sleeping time. Actually, I would like to keep the sleep feature. Sleep is underrepresented in games.

More tooltips sounds like a good idea.

I can't reproduce this on Firefox. The features are enabled on the itch.io page. I'm not sure how to enable or disable the feature in Firefox.

The location of the save files depend on the OS. If you use the browser version I think you can't just grab the save file.
I guess it should be

Windows: %APPDATA%\Godot\app_userdata\RNG Quest
Linux: ~/.local/share/godot/app_userdata/RNG Quest

Disabling skill modules in the option tab only prevents the creation of new skills, not the usage of existing skills.

The game is saved automatically when you go to the main menu (by pressing ESC).

I think the auto save feature is not working as intended. I now let the game do auto saves more frequent.

The text output starts from the last day. The stuff before that is not displayed.

There is also a summary with important events that goes back a certain length.

Not sure what causes this bug. I can't reproduce it either but I'll try something.

Your character will continue with crafting or grinding after finding nothing interesting often enough.

I thought about adding raids where random NPCs or some of your other characters would join in. Having a real multiplayer mode would be interesting.

Not sure how feasible adding AI is.

This bug should be fixed by now.

The in-game time is linked to the system time. That could possibly cause this issue.

Disabling sleeping for the first day after character creation is also an option.

1 speed actually grants a 10% bonus to action speed (there is a tooltip with this info). The bonus is only applied to combat actions.

This is true. There is nothing you can do except creating new characters.

I kind of lost interest and I am busy doing other things right now. Maybe I'll find some time for this game later.

I was experimenting with an Android port. The only issue is that a new GUI is required as the existing one is too small.

Right, that dialog should be disabled for the web version.

I'm just porting the game to the latest Godot version and it seams to fix most issues with the web version.

If you tried to open it in a different version of Godot, it will not work. (I think it was 3.2.3.)
Also, the code base was written in one day. I'd make it more modular and less hard coded with more time.

Thank you for your suggestions. I'll try that out, although that kind of hair style could be a bit difficult to make in pixel art.

Is this Portuguese? I guess you don't speak english?

If I got this right, you ask whether you can use the portraits. Yes, the license of the portraits is CC-BY 4.0.

Oh right, glasses are missing! I'm going to add some glasses.

Thank you!
It works. My strategy was to wait for Godot 4.

Yes, it's fine.

Looks nice!

Of course!

The license is CC-BY 4.0. The only requirement is attribution.

Thx
I used GIMP. It's not particularly well suited for pixel art animations though.

Yes, the license is CC-BY 4.0 which allows commercial use.

I made the sprites/masks with GIMP, but they are very simple. More important are the shaders I wrote. Then, I used Godot engine to render the sprite sheets.

Thanks!

Apparently I broke it by another bug fix. Should be working now.

No, I haven't. Usually I contribute to open source games.

I don't explicitly ask for links in the license file included in the zip file. the CC BY license does not require to provide an in-game link either.
Just showing my name is fine.

Nice

I have some free time at Christmas to do some work on this game. Maybe I will even add a title screen ;)

Yes, no problem. The license is CC-BY-SA 4.0