Court of the Crimson King: Weekly Update

Welcome back to another update for our game, Court of the Crimson King! In this post, we are going to be covering our second round of iteration.

The first issue we aimed to fix that was brought up during our first round of playtesting was that the pacing of the battles felt too slow. To fix this issue, we adjusted the damage that monsters do so that monsters would die in fewer turns, which speeds up the overall pace of the battle. After implementing this change for the second round of playtesting, our testers felt that the battles were pretty well paced.

A smaller and more broad change that we implemented after getting complaints was tuning the game UI to fit together nicer. Clashing fonts and UI styling weren’t sitting well with our testers after our first round, so we went back and adjusted everything to fit sensibly.

The last big change that we implemented between playtests was the addition of a quest log. This was a highly requested feature after the first round of playtesting, and the reason is clear. The quest log should improve the overall ease of playing for new players. This feature was liked by our second iteration playtesters.

Well, that’s all for our section on our second iteration of playtesting. We hope that everyone is excited for the game’s launch!

Court of the Crimson King: Weekly Update

Hello and welcome back to another update for our game, Court of the Crimson King! Today we’re going to be taking a deep dive into a large component of the game that has seen some massive overhaul: the battle manager.

Previously, the battle manager had been a plentiful source for many of the game’s bugs, from subtle issues like lingering status effects all the way up to controlling the enemies’ health bars with the arrow keys (explanation pending). To understand how this class became problematic, it’s important to understand the history of its development in terms of the game’s development cycle.

The battle manager was created at the very start of the game’s development, since battling in our game is one of the core mechanics of the game. At this time, a lot of the game was not developed, and we didn’t have a solid structure for our managers. Michael, our team member in charge of the battle manager and overseer of its development, had designed the basic manager using flags as the primary means of controlling events. This proved to be quite confusing and lengthy as the size of the class grew. As more functions for battling were added, more and more fixes were made, until the class started to become quite unwieldy. It was at this point that Michael decided to overhaul the battle manager.

This is where a massively useful component was introduced, taking the place of flags and restoring the battle manager to its former glory. Its name: coroutines. By replacing the use of flags with coroutines, code execution could easily be paused and resumed to reduce the number of logical errors that occurred during execution. When asked about the switch, Michael commented “The switch from flags to coroutines really helped to make everything easier to read and work with…”.

Post-overhaul, the battling is smooth and bug-free. As the end of the project deadline draws near, the game is one step closer to being polished and gameday-ready. Thanks for reading, and we’ll see you in the next update for Court of the Crimson King!

Court of the Crimson King: Weekly Update

Welcome back to another update for our game, Court of the Crimson King! As we approach the final stages of our game creation, we are finally getting to add in a lot of the flavor for the game, which will make it feel less like a mechanics demonstration and more of an experience. Now that the biggest challenges are out of the way (core game flow and dungeon generation), we are working hard to buff up the battle experience, and in the major story elements, and polish the gameplay.

Additionally, we are working to bring more monsters into the game for a more unique experience on each play through. We don’t currently have any major roadblocks, but are working hard to get all the additional content into the game.

We’ve implemented the monster dictionary for players to use in-game, and we’ve added tooltips and multiple places to learn about different monster abilities and interactions. This should ensure that new players will have a much easier time picking up the game for the first time, and should reduce the learning curve to play the game properly. We think that, by the end of development, the game will be very user friendly, similar to the intuitive nature of picking up Pokémon for the first time.

Well, that’s all that’s new with our game for now, but make sure to stay tuned in these final weeks as we approach release!

Court of the Crimson King: Weekly Update

Welcome back, fans of our game! Our first playable presentation went well, but had some bugs that need to be worked out. In this update, we are going to cover some of the issues, as well as discuss tips and advice we received and want to implement.

The first bug is result of how we handle user input. When the game starts and pauses, if a player is holding down a movement key, the character will get stuck travelling in that direction. The way we handled this is by checking the player’s velocity and what keys are being pressed. If no keys are being pressed and the player’s velocity is not zero, then we know the issue has occurred. Sadly, this didn’t save us on test day. We encountered a special instance of this bug where the player is up against a wall. This bug would keep them running into the wall and, since their velocity is zero when they run against the wall, the bug isn’t caught. Luckily, some additional checks for proximity to walls will fix this bug completely.

The other bug that came up was that enemy status effects were carrying over into the next fight. This was also another easy fix, which just required us to go back and maker sure we were resetting all our variables.

Now, for the exciting part, some possible additions!

The first idea was to add a Pokedex-like compendium of all of the monsters you’ve found in game, and to log them as you discover them. We think this will be useful for two reasons. The first reason is because it’s fun to look at what monsters you’ve discovered and track your progress. The second reason, though, is a bit more helpful. This book will allow you to read about your monsters’ abilities, so you have a better understanding of how they will perform in fights. This should improve the battle experience.

Another idea is to add tooltips for the monsters’ moves during the battle. It would be tedious to open the book multiple times during every fight. So quick popup tooltips will make it easy to plan your attack while not feeling disengaged from the battle.

Major work has gone underway to polish the battle process, as well as development on story and boss aspects of the game. And of course, look forward to new monster additions! That’s all for this week’s update of the Court of the Crimson King.

Court of the Crimson King: Weekly Update

Welcome back to another weekly update for our game, The Court of the Crimson King! This time around, we’ve made some major changes to our game!

This time around, we’ve developed a fully fleshed out battle sequence, as well an inventory system for players to use items during battle! Here is a sneak peak at some of our items…

Wow, look at those colorful potions! In addition to that, we’ve made big progress on generating our dungeons, and even added a boss at the end, if you can make it there.

Additionally, we’ve added NPCs and a unique questline that the player can take from the hub world. Here is a sneak peak at our current hub world…

Well, that’s all for this week. But stay tuned for more updates on the game to come!

Court of the Crimson King: Weekly Update

Exciting developments have taken place since the last update for our game, Court of the Crimson King. We’ve introduced a new tile set, as well as a dynamic camera and player animations.

In game screenshot of our character.
In game screenshot of our character in one of our dungeons.

Additionally, monster abilities and stats for 9 of our monsters have been completed, and are ready for in game play. One of the monsters you may find in this game…

https://cdn.discordapp.com/attachments/292037131059068929/629110264146427944/unknown.png

We are currently implementing animations and completing our battle sequence, which should be a big step in our development of this game. We hope others look forward to playing.

Project Proposal

This game will be a cross between Pokémon Mystery Dungeon and Pokémon Masters. It will be a 2d RPG roguelike with turn based combat.

Here are some examples of what we are going for…

We all enjoyed playing Pokémon Masters, but we wanted a more dungeons like experience out of it, complete with items and more in-depth combat. There will be four dungeons in which the player must complete randomized missions given to them at the hub world to become strong enough to fight the boss at the end of each and unlock the next dungeon. We hope to have a total of 4 procedurally generated dungeons, 40 monsters, and a captivating story to play.

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