Menu in Open Horizon is now lua-scripted, with the ability to load other scripts from campaign/ folder. And that means that all the power of lua can be used to create custom campaigns with their own logic. Example campaign will be included in the upcoming demo.
I wish THE Ace Love iDOL: Live Combat M@STER! was a real thing.
I’m going to release new version of Open Horizon this year.
A few of my colleagues and me decided to try our hand at creating an RPG. Now, this is a long process, and we’re presently at the very beginning, and none of us are experienced game designers. So the only way to go is to prototype, iterate and playtest.
Today, I invite you to test a combat system for this RPG. It looks a lot like JRPG/Dungeo Crawler combat, but I tried to make it a bit different from the usual fare in these genres, by putting emphasis on difficulty of each combat, instead of dungeon (a sequence of combats) as a whole. So, health and mana of all characters are fully restored after each battle, like in many modern western games.
The test is quite simple: you have to fight 5 battles of increasing difficulty until you defeat a boss. This should take less then an hour, I believe (and so there are no save/loads). I’ve been working on this for some weeks in the evenings, so don’t expect much of it, especially visually, but I think it should be playable enough for more-or-less experienced players now. The test is programmed in C++, but is compiled for web via Emscripten.
I welcome all feedback you can give: what did you like, what frustrated you, what was funny etc. Please do not hesitate to write a comment to this post, or drop me a line by e-mail.
I’ve got some success on loading AC6 locations.
As for now, I have working sky, tiles and heights for AC5, Zero and AC6, and also buildings for AC5 and Zero. Hope I’ll finish the convertor this year.
More than year has passed since the release of Return of Dr. Destructo, my remake of ZX Spectrum arcade Island of Dr. Destructo. Soon, the work began on the mobile version of the game, but I only finished it now. Go ahead, and give it a try if you own an Android phone or tablet!
Download Return of Dr. Destructo Android for Google Play
What’s new since the desktop release (besides the necessary adaptations to make the game playable on mobiles):
1) Planes now have super-weapons, including powerful bomb, bullet spray, mines and the ability to freeze enemies.
2) 5 new planes! Each with its own look, speed, turn rate and super-weapon
3) Tutorial to make things smoother for new players. Hopefully, this will do away with the confusion some players felt about the goal of the game.
I also have some further plans for this game, but I’m not ready to announce them yet, as I want to see if there is any interest in it first. Google Play no longer gives you any organic traffic, as the new games do not appear anywhere in the store, so I’ll have to fight tooth and nail for every player.
I’ve got some progress loading ps2-era locations. Still a lot of research to be done until I’ll actually start implementing the converter. I’m going to implement locations convert tool instead of direct loading to support HD restoration.
Recently, I’ve been spending all my free time on Open Horizon to get the demo out of the door. As a result, I now have a huge unread pile of ranobe that has been recommended to me. So I’m taking a break from development until I catch up on my reading.
This demonstration features mission system, air-to ground missiles and bombs, and many improvements. Some example missions included to teach the basics, mission editor help page is also available.
Download: Open Horizon 7th Demo
Shocking truth, but significant part of Open Horizon’s code wouldn’t pass my own code review. It’s probably ok for pet-project, because if I will rewrite code every time I want, the project would be in development forever. The reason code isn’t perfect from the start is quite simple.
First of all, I don’t know how the original game worked before some research so I write first implementation, then, when problems occurs, I research again with updated information, making new assumptions. This is a continuous process, but other code is already depends on what I wrote previously so every time such problems appears I can’t just rewrite it all.
On the game mechanics side, I often choose ugly solutions right before the release, because I want it to be done already so I cut corners and struggle with my own architecture. While I’m complaining about architecture, the other aspects of the code quality, like checking ranges and pointers, are mostly fine, because it’s critical to the stability and sanity. Any unnoticed null pointer reduces game’s value to zero.
Something works already, still a lot of work to be done.
Flying in formation with ai is fun