05-19-2010, 04:07 PM
Ninja Penguin
It is a game about penguins who are ninjas.
I am creating a topic a bit early because I need some people to bugtest what's done so far. Mostly the item grid. I keep finding tiny little things I messed up on that cause huge problems. For example, '/ 2' instead of '/ 2.0' breaks the flipping of items.
Anyways, here's some info on the game:
Features
-Sort-of Real-time battle system-
Action speed is not based on agility, but on the equipment you choose and how you fight. Equip a heavy weapon for powerful attacks with significant delay, or equip a lighter weapon to trade damage for a smaller delay.
Sort of. It also uses a kind of turn queue thing, so everyone will always get their chance to act. See, battles in Ninja Penguin are polite battles. No reason to be rude just because everyone wants to kill each other.
"Pardon me, good kobold, might I trouble you to let me hit you in the face with this spiked club?"
"Oh, go right ahead my good man, as long as you'll grant me the same priveledge when my own AT guage fills up!"
"Oh, but of course!" *BAMF*
etc.
-Visual equipment-
Because who doesn't want to play dress-up with a bunch of giant talking penguins?
-Skills based on equipment-
Everything you equip has some effect on the skills and abilities your character learns. I mean -everything-. Even your hat.
Basically, everything you equip has hidden 'affinities' on it. When you equip it, it adds the affinities for all your equipment and you get skills based on the total.
Say, for example, you have 5 'healing' affinity. You get the 'Cure' spell. If you also have 3 'poison' affinity, you might get a skill to cure poison as well. If you have 3 'darkness' affinity, you could get a spell that drains health from an enemy.
And so on.
-True dual-wielding of any weapon-
Equip any single-handed weapon in either hand. Wield two swords, or a mace and a shield, or a wand and a sword, or brass knuckles and a garden spade, or even dual-wield shields. Why? Because you can, that's why.
This system also extends to skills, in that you can choose which hand you want to use a skill with. Wielding two swords with different stats? Pick the one that has the best stats for the skill you're using.
-Unique inventory system-
The party has a shared inventory as in other games, but each character also has their own individual inventory. The catch here is that characters can only equip items in their own inventory, and can only use items from their own inventory during battle.
Also, it's based on a stupidly complex grid system.
-Overly complicated stat system-
Man I don't even remember how this works. There's like eleven bajillion things affecting every action you take.
Story
There is none, yet. Currently, I'm working on finishing all the base systems before I start on the actual gameplay again. I'm maybe around half finished with them so far. Also, lots of spriting to do.
Screenshots
Demo
Ok, so, here's what I need help with.
http://www.mediafire.com/?kjoxnynmnmj
The gulim font is apparently included with windows, but you might have to install the east-asian language stuff for it. If you you don't want to bother with that, here's the font by itself:
http://www.mediafire.com/?xntlwmetzgz
Let me know of any bugs you find.
Controls:
Item Menu: Q(L) = Page up, W® = Page down, A(X) = Toggle grid/Rotate item counterclockwise, S(Y) = Toggle grid coloring/Rotate item clockwise, D(Z) = Toggle info window/Flip item, Z(A) = Open option menu for grabbed item
Equip Menu: Z(A) = Hold to view info for selected item
Aether Menu: Z(A) = Hold to view info for selected rune
It is a game about penguins who are ninjas.
I am creating a topic a bit early because I need some people to bugtest what's done so far. Mostly the item grid. I keep finding tiny little things I messed up on that cause huge problems. For example, '/ 2' instead of '/ 2.0' breaks the flipping of items.
Anyways, here's some info on the game:
Features
-Sort-of Real-time battle system-
Action speed is not based on agility, but on the equipment you choose and how you fight. Equip a heavy weapon for powerful attacks with significant delay, or equip a lighter weapon to trade damage for a smaller delay.
Sort of. It also uses a kind of turn queue thing, so everyone will always get their chance to act. See, battles in Ninja Penguin are polite battles. No reason to be rude just because everyone wants to kill each other.
"Pardon me, good kobold, might I trouble you to let me hit you in the face with this spiked club?"
"Oh, go right ahead my good man, as long as you'll grant me the same priveledge when my own AT guage fills up!"
"Oh, but of course!" *BAMF*
etc.
-Visual equipment-
Because who doesn't want to play dress-up with a bunch of giant talking penguins?
-Skills based on equipment-
Everything you equip has some effect on the skills and abilities your character learns. I mean -everything-. Even your hat.
Basically, everything you equip has hidden 'affinities' on it. When you equip it, it adds the affinities for all your equipment and you get skills based on the total.
Say, for example, you have 5 'healing' affinity. You get the 'Cure' spell. If you also have 3 'poison' affinity, you might get a skill to cure poison as well. If you have 3 'darkness' affinity, you could get a spell that drains health from an enemy.
And so on.
-True dual-wielding of any weapon-
Equip any single-handed weapon in either hand. Wield two swords, or a mace and a shield, or a wand and a sword, or brass knuckles and a garden spade, or even dual-wield shields. Why? Because you can, that's why.
This system also extends to skills, in that you can choose which hand you want to use a skill with. Wielding two swords with different stats? Pick the one that has the best stats for the skill you're using.
-Unique inventory system-
The party has a shared inventory as in other games, but each character also has their own individual inventory. The catch here is that characters can only equip items in their own inventory, and can only use items from their own inventory during battle.
Also, it's based on a stupidly complex grid system.
-Overly complicated stat system-
Man I don't even remember how this works. There's like eleven bajillion things affecting every action you take.
Story
There is none, yet. Currently, I'm working on finishing all the base systems before I start on the actual gameplay again. I'm maybe around half finished with them so far. Also, lots of spriting to do.
Screenshots
Screenshots
Demo
Ok, so, here's what I need help with.
http://www.mediafire.com/?kjoxnynmnmj
The gulim font is apparently included with windows, but you might have to install the east-asian language stuff for it. If you you don't want to bother with that, here's the font by itself:
http://www.mediafire.com/?xntlwmetzgz
Let me know of any bugs you find.
Except for these.
Item Menu: Q(L) = Page up, W® = Page down, A(X) = Toggle grid/Rotate item counterclockwise, S(Y) = Toggle grid coloring/Rotate item clockwise, D(Z) = Toggle info window/Flip item, Z(A) = Open option menu for grabbed item
Equip Menu: Z(A) = Hold to view info for selected item
Aether Menu: Z(A) = Hold to view info for selected rune