Oddworld Forums

Oddworld Forums (http://www.oddworldforums.net/index.php)
-   Fan Corner (http://www.oddworldforums.net/forumdisplay.php?f=7)
-   -   Text Adventure Fangame! (http://www.oddworldforums.net/showthread.php?t=20910)

DarkHoodness 07-06-2012 12:09 PM

90 MBs for a text-based adventure game? :S

Still, I'll give it a go.

STM 07-06-2012 12:14 PM

Haha, that was really fun, perhaps you could edit your first post in this thread, though, with all the commands you can use, I have a terrible memory and kept forgetting!

Scraby 07-06-2012 12:29 PM

The game is great,cant wait for more updates!
Ugh idk if its a bug but i cant exit the /give menu after I enter it. :(

RoryF 07-06-2012 12:31 PM

:

()
The game is great,cant wait for more updates!
Ugh idk if its a bug but i cant exit the /give menu after I enter it. :(

If you do not give the right itemid, it will reset. Use /itemlist for a list of items and their specific IDs, I'll have to add the little backspace thing there. :happy:

JennyGenesis 07-06-2012 12:51 PM

It doesn't work in wine :'(

Scraby 07-06-2012 01:53 PM

:

()
If you do not give the right itemid, it will reset. Use /itemlist for a list of items and their specific IDs, I'll have to add the little backspace thing there. :happy:

Ah,it works now XDD thanks.Plus rep+

RoryF 07-07-2012 08:48 AM

Updates going on as usual, here's some stuff done, or that I'm working on:

Key:
+ = Added feature
* = Fixed
£ = In progress
# = Considering


Updates on version 0.0.1a_5:

£ Shadows are being implemented, this will allow you to battle against sligs and whatnot to level up instead of having only ones that exist on the map.

£ Stats signposts are being added to notify you of how many muds you have saved.

£ Adding code for picking up items dropped on the floor.

£ Adding code to recognise variables on RP16.

£ Moolah, a currency to work with buying items from vendos is being added at the moment.

+ Vendos are now added! Instead of having to look for items or ask muds for some, vendos now supply them. You will need sufficient moolah to do this though.

+ Finished design for RP16.

+ Linked RP16C01 to RP15C15, you can move between the maps correctly.

* Fixed a bug in which the topmost slig in RP15 could be walked past without being alerted.

* Fixed the bug with not being able to talk to the mud in the middle of the map on RP15 after rescuing the top mud.

# Thinking about adding mudokons that trade you weapons or abilities for moolah, like the ring muds in AO and AE but with money.

# As a follow up to above, if it happens, I will edit the battles to allow using abilities.

# Might add secrets to the game like there was in AO and AE. I'm not sure how I should hide them without being too secret. It's so you would have to work to get all 99 or over 50 since most were out of sight in the originals to challenge you.


EDIT---
Updates on version 0.0.2a_1:

+ Moolah now pretty much added, just doing the load game screen to show it.

+ /balance command now added to show moolah. It has also been added in the console commands section of the main menu.

+ Amount of moolah now gets saved along with your other data.

£ Still need to test if loading the moolah value works.


Scraby 07-07-2012 11:32 AM

Well you could implement secret areas,hiding them behind barrels,wall posters,and stuff like that,then you need to search the area,and move the object to access the secret area.
you could also add some different looking walls,and after Abe goes near it he can search to uncover an entrance to a secret area.Oh and will there be mud losses in slig fights?

RoryF 07-07-2012 11:42 AM

That's not a bad idea actually. I shall try fitting it in somewhere eventually. :)

I've also decided to start logging my progress on each build now and it's changes. I've made quite a bit of progress today. I've sorted out most bugs present in that teaser now at least. I will provide a download link for a build when more is done.

[EDIT]
Some sort of good news...
At the moment I've taken to start learning some C++. Yes, this may delay the project a few days before I know enough to continue but be patient! It's not cancelled unless I say so.

The reason I'm doing this is because C++ has more capability than Visual Basic does. It also means that the file size should be lower and since it doesn't have to be an M$ compiler, it will be compatible with OSes back to Windows 95.

It shouldn't be too difficult to convert, I already wrote the code, I just need to switch languages.