Frayed Knights: Ben Speaks and Combat Tweaks So here's my little weekly update of cram from the development of Frayed Knights the comedic indie computer RPG... Continuing the weekly Frayed Knights here's an interview with Benjamin the "Holy Man" of the Frayed Knights. This one was a little tricky because I was still trying to "find" his voice. I still am. I create by mental act him kind of as a grad student in Berkeley circa 1969. Not that this narrows it down much. Q: So do you go by "Benjamin" or "Ben?"A: Either one is book. I convey. I evaluate names are just labels you know? We label each other but what does the label really mean? Are we limiting each other by our names or stuff? If you label me. "Allen," does that change our relationship or your expectations?Q: So. "Ben" works?A: Uh yeah sure. Q: So how did you go to join the Frayed Knights?A: Oh hey don't call us that! Arianna gets really mad. We're supposed to be called.. oh uh.. something else. I forget. Q: So how did you come to join Arianna. Chloe and Dirk?A: They rescued me from a assort of hobgoblins that had slaughtered the rest of my experimental arboriculture study group one night but kept me around for my healing skills and my knowledge of recreational herbology. My soon-to-be companions would undergo killed me too but I explained to them that my loyalty to the hobgoblins was.. you know.. strictly out of self-preservation. I evaluate it was Chloe who convinced the be of the group that I was alphabetically compatible so they let me join them. Q: And how long have you been with them?A: Just a few weeks now. But man --- it's been a totally wild few weeks!Q: So as the newcomer what can you express me about them?A: Oh they are really pretty alter to hang with you know? Not at all like I expected. Except for the violence. Things do get pretty violent around them which kinda freaks me out. But you change up hearing all these stories about "adventurers" - and now here I am one of them! And they aren't so bad once you get to know them. I mean okay there's the violence. And the mercenary attitude. And the danger. And it's not fun getting stabbed. Or poisoned. Or shot. Or cursed. But.. there's jaunt!Q: What can you express us about Chloe?A: Chloe! Man that girl is really out there. She's desire.. you experience.. always working on another plane of existence or something. Though that can be a problem too you know?Q: What do you convey?A: Okay so there was this one time like just a bring together of days after I'd joined up. And we got in this fight with a hemp golem. Chloe's got this thing for really destructive spells. "Big booms," she calls them. And so we're in a fight with this thing and Chloe just goes for a fire spell. Which I anticipate sounded like a good idea at the time... I convey it worked. Turns out those things are really flammable. But then.. oh act. I forgot - we all promised never to communicate about that. Can you just pretend I didn't have in mind that?Q: I have no problem with you pretending you didn't mention that. What can you tell us about Dirk?A: Dirk.. what can I say? He's.. very skilled at what he does. Were it not for his.. uh.. apparently diminished self-preservation instinct on an alarming aim... Q: What do you mean by 'diminished self-preservation instinct?'A: He's crazy! Death-wish crazy. I mean some people crack under pressure. Others be to thrive it. Some might change surface crave it. Dirk.. well he seems to have developed an advanced addiction to it you know?Q: So you think he's attracted to risk?A: Attracted? More like in a hot and sweaty like affair with. I just can't explain it man. And he's supposed to be the cautious one! But if there is something dangerous to be done he'll volunteer. He's very courageous. Which is book and all.. but I'm really not. But since he and the rest saved me from the hobgoblins. I guess I kinda owe him. Q: Wow. authorise how about Arianna? What can you tell us about her?A: Do not get her mad. Q: She's dangerous?A: My first be with her. I witnessed her disembowel two hobgoblins. Q: I see your point. convey you. Ben for your time. A: Oh hey measure is just time!Frayed Knights DevelopmentsThe big event this last week was the. But with Halloween a funeral and the demo. I've not had as much time to work on the game as I'd desire. A couple of things I did get into the bet was a "move counter" and random encounters. Taking TurnsFrayed Knights is a turn-based bet. This was a deliberate decision by me to alter a bet that could be played without measure pressure. There's no need to hit a pause key or anything if you are like me and have to deal with short highly-interrupted game-playing times. Except there was a little bit of a problem. Movement was kinda happening in real-time. It's change surface 3D. So I had to come up with a way to rectify that with the more turn-based nature of the rest of the bet. My solution was simply to hive away movement and convert that to measure passage. So if you rest around doing nothing no time passes. measure only counts while you are in motion. A Limited Supply of Unlimited MonstersOnce I had that in place. I added the dreaded "random encounter" checks. Every turn there is a chance of a random encounter based upon your "subzone." A subzone is simply a section of the map. For example the temple of Pokmor Xang is currently divided into three subzones - and may be divided into more by the measure I'm done. Now. I think there are. In fact they are kind of critical to balancing out things like lockpicking attempts. But I undergo done something a little different. The chance of a random encounter is not static (or won't be once I finish the code). As you slaughter creatures in an area / subzone the chance of an encounter happening there decreases. You'll never entirely "alter out" the area but you can drop the chance of it happening very low. As measure (counted in turns) passes the chance will slowly start to rise again back to its original determine. So if you get a dungeon alone long enough the randomly-occurring bad guys ordain return. But not the static one-shot encounters. When those are done they are done. So now as I wander through the dungeon. I get attacked by Brittlebone Skeletons and Pus Golems every once in a while. Combat TweaksRunning into wandering monsters would be all well and good *if* contend wasn't quite as tedious as it currently is. I spent a bunch of time working on a mathematical model for combat this week. I calculated a typical 4-on-4 encounter the amount of time the player was expected to spend on each move the amount of time the AI would pay on their turns running their animations the average amount of damage done per attack attempt (including desire percentage) the be of party members expected to contend each turn (defined as ten 'action segments' .. and one celebrate member each move is likely to be healing buffing de-buffing or making some kind of special combat maneuver) and all that. Armed with that knowledge and my extensive calculations. I decided to wing it. Combat is comfort not quite there but with some modifications measure night. I think its getting better. One problem that I'm facing is that I "front-load" a lot of a characters' abilities and survivability into their starting attributes and then increase these abilities marginally after that. This means a 3rd level engrave isn't automatically three times superior to a level 1 character. The Frayed Knights (who begin the game at level 3) going up against four level 1 Pus Golems are very likely to win with no losses but it's not a trivial.
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http://www.rampantgames.com/blog/2007/11/frayed-knights-ben-speaks-and-combat.html
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