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Messages - peewee_RotA

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General Discussion / Re: So what is the solution to acid
« on: October 20, 2017, 10:50:15 AM »
It would be hilarious if there were some kind of antacid food item. Like milk. The description would be vague and the effect probably wouldn't last that long.

Editing A&A / Re: Peewee Mod Fork 1.3.2
« on: October 09, 2017, 12:12:14 PM »
I'm glad you enjoyed it.

The majority of adding a new class comes from adding a new numbered .dat file and .bmp portrait in that classes folder, but there should still be some hooks in game that identify total number of classes and try to check which classname it is. I didn't intend to make adding them easily a feature. It was more about moving away from an array of classes that was hardcoded all over the source. Especially for features like picking locks.

The biggest challenge is really the custom skills. They have to be changed in code and there's lots of work in the source files for magic and rune placement. If this were to be a feature, there should definitely be some scripting to help out.

Putting in LUA hooks wouldn't be that hard, especially with the existing effort to port to LUA from a while ago.

Anyway, just spit balling.

General Discussion / Eschalon
« on: August 19, 2017, 11:59:37 AM »
Been playing this series lately. The first one is absolutely amazing. 2nd, not so much. Haven't tried the 3rd one yet. Overall it's a great game for people who like AA

General Discussion / Re: Multiplayer activity
« on: June 18, 2017, 08:52:44 AM »
Welcome. Unfortunately the weekly multiplayer games kind of died off quite a few months ago. If you want to start them again and there's a particular day and time that works I'm definitely interested.

Bug Reports / Re: Wand of Lightning - Divide error
« on: June 14, 2017, 09:13:28 AM »
I thought this got rolled into main

I'll see if I can take a look tonight. If it did, there's also a strong chance that the executable on the downloads page was not updated.

The short of it is that it's trying to damage you but you don't exist yet.

Off Topic / General / Re: Starcraft and Brood War is free
« on: April 30, 2017, 01:07:43 PM »
I was a huge fan of warcraft 1 & 2, never got into starcraft. Couldn't put my finger on why before, but now that I got significantly into the single player... it's the micromanaging.

I loved 90's RTS's. Red Alert, AOE, Krush Kill n Destroy... Man such a golden age. But starcraft is the only one where you can lose a fight because one of your units decided to take a detour through cleveland and triggers the entire enemy's defenses.

The plus side, the music heavily reminds me of Blizzard's first game Rock n' Roll Racing. It absolutely does not fit Star Craft's theme, but thinking back to RnR Racing is so nostalgic. "Tarquin takes the lead!"

Off Topic / General / Re: Starcraft and Brood War is free
« on: April 27, 2017, 08:18:05 AM »
Wow, good find. Thanks!

Cracked it open and have it a try

Editing A&A / Re: [COMPLETE] Quest Pack 10 - The Sorcerer's Keep
« on: March 04, 2017, 10:29:06 PM »
thanks. enjoy!

Editing A&A / Re: Peewee Mod Fork 1.3.2
« on: March 03, 2017, 10:11:59 AM »
1.3.2 available. See original post

Download is available here:

If you already have the mod, remember to back up your save files before installing!

Changelog from 1.3.2:
Quest 10 included in installer
Added silver weapon bonus for hitting through immunities. i.e. banshee can be harmed with silver weapons
Rebalanced weapon vs monster bonuses to keep axe from being stronger than longswords
Updated store item order based on finished quest numbers
Updated elemental damage bonuses to be more inuitive. i.e. lightning doesn't only add damage to plate armor monsters
Added XP for pushing monsters off cliffs
Lots of multiplayer fixes as discussed in other threads.

Editing A&A / Re: [COMPLETE] Quest Pack 10 - The Sorcerer's Keep
« on: February 26, 2017, 12:36:33 AM »
Quest pack 10 is officially complete. Download link is below.

Take a peak at these Screen shots to get your mind in the right headspace for this one. Lots of traps, secrets, and surprises. Enjoy!

Download Here: Quest Pack 10

Installation and Notes
To install, extract to your main amulets and armor directory (Default: C:\Games\Amulets & Armor)

Quest packs 8 and 9 are included because the game requires the numbering to be in order.

For players new to AA
You can install the latest version of the mod with the map included.

Editing A&A / Re: Quest Pack 10 - The Sorcerer's Keep [WIP]
« on: February 22, 2017, 07:48:41 AM »
Quests 10 maps 1-5 are essentially complete. Doing some play throughs to rebalance and then I need to assign music to levels. After that expect a new download!

General Discussion / Knights of Andrew map 2
« on: February 20, 2017, 08:43:04 AM »
There's a lot of strange architecture in this one with a lot of doors that lead to the same places as other doors. Was there a different design that got reverted for this one?

I've seen a couple spots where it seems like a couple sectors got moved up instead of down by mistake in other levels. Are the walkways in the room next to the tomb supposed to be stairs?

Editing A&A / Community Mapping Repository
« on: January 14, 2017, 11:48:35 AM »
Greeting folks!

One of the great challenges for making community maps is making sure that our quest numbers and map numbers do not conflict. So far we've just discussed this in the forums, but now we can kill 2 birds with one fireball spell. There's now a Github repository for mapping.

All of my existing quest sources (including script sources) have been added. Quest 10 map 5 is being developed on a specific branch.

How to contribute?

Use your favorite Git client (I really like Source Tree) to clone the repo. Create a local branch. When you are done, submit a pull request and you're map is on the list!

I think that this will really help people get started in making maps, and as we go on there can be more tools to support development.

Editing A&A / Re: Quest Pack 10 - The Sorcerer's Keep [WIP]
« on: December 30, 2016, 05:41:41 PM »
After a long break there, I'm finally back on development. Looking good so far. I hope to get screen shots out by next weekend.

General Discussion / Re: Action RPGs
« on: December 16, 2016, 08:43:44 AM »
I've been planning and prepping for a big cross country move. So I have only had little spurts of free time. During which I picked up never winter nights for the first time.

I had heard of the similarities to Ultima VII and VIII before but I definitely understand the comparison now. But those similarities aside, it reignites a game design principal that I think is important and is very relevant to A&A...

Should every character be able to see every piece of content in the game?

Well that backs up to a much more fundamental concept. Is a game about playing within the rules and winning the best way possible, or is a game about seeing all of the content.

The classic example is Super Mario Bros. 1. The purpose of the game is winning and getting a high score. Skipping levels and enemies is encouraged. The latter example is Super Mario World for SNES. The goal is to find every secret in every level.

Now there are definitely good and bad parts to both approaches. Both are perfectly valid types of game design. But the best games know which category that they fall into and stay there. You'll notice that the much hated pay to win games violate this regularly.

Many RPGs are in the second category. Bashing brains for juicey XP and finding sweet loot means getting to every piece of content.

However this is not as cut and dry as it seems. Most RPGs randomize loot drops, especially games like Diablo. To the point that trying to see all the content can take decades. Not to mention games that make it hard to find useful loot on purpose (Diablo II, report to the principal's office)

That's one of the areas where A&A falls short. It is entirely a "see all content" game. There are challenges but even the spells require only memorizing a combination. Once you see a spell that is part of your phone number, you'll never forget it.

But I argue that action RPGs should be the first category. Try to win and only dive into content if you truly want to. It just takes some careful planning and patience.

 So what are some of the strategies used by RPGs to fall into the first category?

The first is secrets and puzzles. Now simple puzzles and secrets have the opposite effect. It's the really challenging, incomplete, and obscure ones that make the finding of the secret less of a goal. A great example is in Shining force 2. There is a secret battle room which is hard to find, but only exists to help you level. Not to see it. Players are split on whether it is worth completing.

Along the same line is side quests. When the choice is between beating an obvious main quest and diverting to a side quest then the question of whether or not it is worth it comes up. There are plenty of games where side quests do the opposite of intended, but Ultima VII is a great example where side quests are not really necessary.

Nonlinear design is another approach. Allowing players to take on challenges at their own pace let's some areas seem more exciting when taken on at a lower xp level. A&A does this surprisingly well in that taking g on a higher challenge is exciting, not that the game is actually nonlinear.
(Word of warning. Level design is an art and nonlinear levels is almost the exact opposite of good level design.)

After covering those topics I'll get back to the original point. In content consumption games, every character should be able to get to all of the content. See MMOs for this. Every character is an island, and all roads point north. It might just be a little harder.

The original Elder Scrolls were better in this regard. Some characters just sucked and died. Some could only bash ahead on the main quest. Some had abilities that made exploration easier. Other games have other things that exclude certain classes like lock picking, invisible treasure, and magic portals.

So players have to play in the style of their choice and can't make decisions about seeing all the things. They have to worry about winning.

I think that A&A almost got this right. It's got a lot of freedom to encourage different play styles, and it's also fun to play. Engaging in wizard battles is cool. Scraping for resources at the end of a battle is exciting. Creeping through corners wary of traps is full of suspence.

Where bit falls short is that once you memorize these experiences, there is little to do to make it fun again.

Adding in tiny features for this has been a strong opinion of mine in pwmod. Limiting wand use and making skills that have to be learned was an attempt to counteract this.

I don't think that it was the best solution ever but at least here is some explanation behind it.

You'll also see hints of this in my level design.

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