Inaria Release Candidate 1: ...But Finally Prevail!
  • Viridian May 2011
    'Sright, folks. From a feature and bug perspective, I think it's ready to go.

    I'd VERY MUCH like a yay or nay from each of you guys on whether or not you agree, as well as whether or not you think it's worth the asking price of $4.99. Rather than do it in mail, I want to do it here so we can hash out opinions.

    Frankly, there's too much new stuff to list and I want you guys to be surprised by most of it, so I'm not going to do a change list for this version.

    Again, I can't thank you guys enough. But I'll try! Thank you!
  • cfx May 2011
    Ooh, pretty...
  • cfx May 2011
    I love how close the opening battle is now, too.
  • Outlaw May 2011
    I have to say that I notice a little graphic improvement in sprites and tiles, more colourful, more definition, yes!!! Looks much better!!!... I think it's ok to charge 5 bucks by the way! Also regarding the menu, I think it'd be great that buttons and background could be made with textures or something other than black. I like the particle FX. Good work!!!! And I have to admit it's a grateful surprise to see me among the betatesters!!! It's an honor truly!
  • cfx May 2011
    Being killed makes the noise, but doesn't indicate anything. A 'game over' in the middle of the screen, maybe pointing to the 'Exit' icon where you can reset your game... something of the like.

    The text at the bottom of the screen is good, but a sense of "what now?" occurs when dead. I'd love a 'Game Over' box which let you know you're hosed (since the screen doesn't otherwise dim) and let you easily access 'New Game' or 'Load Game'.
  • cfx May 2011
    After dying and returning to the main menu, Slornite forces and Inarian forces just kinda chill out, and have no interest in fighting each other anymore unless you restart the game.
  • Outlaw May 2011
    When it's the first time you play the game it should make sense that the continue button doesn't appear but when you play and save once for example. (Fresh download, then I decided to click continue and it did the same as new game, except that there was no tips screen). Also I think the floor in dungeons look good now, maybe adding some details like skeletons or such would improve the atmosphere...
  • cfx May 2011
    Okay, so I suck at this game. :D

    But! What did I get killed by?
    http://dl.dropbox.com/u/6306287/viridian_7ca68/inariarc1-killed-by-what.png

    If it was a poison counter, it would be cool to know. Other people might not be so understanding.

    Suggestion: "You have been killed by %s!"
  • cfx May 2011
    Return button, for 'Return to the Main Menu?' dialog box can probably be skipped if you're dead.

    if(!isDead()) showDialogUnsavedProgressWarning(); // pseudocode!
  • cfx May 2011
    Trying to buy Health Potions vs. other items (Mana Potions, Cloth armor)...

    Health Potion: Not enough money.
    Mana Potion: Not enough money!
    Cloth Armor: Not enough money!
    Dagger: Not enough money!

    One of these is not like the other... :)
  • cfx May 2011
    Was Inaria supposed to drop sound when blurred (does not have focus)?

    Is this a regression, or did I ride the short bus today (expecting something that isn't supposed to be)?
  • Outlaw May 2011
    Good idea adding fog of war!
  • cfx May 2011
    Okay, so I've discovered that the black tiles are a visibility thing. It just LOOKS like an error at first, because it isn't gradual. Maybe make the black tiles greyer?

    (Moving back and forth across an entryway is really cool. It just doesn't QUITE give the right impression at first, and it's a little distracting to roll through the first dungeon with "random" squares turning black.)
  • HenryK May 2011
    The starting game info ("here's what strength does") is nice, but I would like to be able to see it whenever I want. Can a 'help' or 'info' button be added someplace?
  • HenryK May 2011
    New non-whiffing combat is awesome so far as well :)
  • HenryK May 2011
    Seconding request for displaying that player character is currently poisoned.
  • HenryK May 2011
    BUG - Inaria should have an application icon.
  • HenryK May 2011
    - save game in dungeon
    - die in same dungeon
    - load a game while death music is playing
    - dungeon music won't play for duration of time in dungeon
  • HenryK May 2011
    new visibility code reveals hidden doors (they turn black) that you can't see otherwise

    http://www.simisen.com/inaria/inaria04.png (this is level 1, the door is to the bottom left)
  • HenryK May 2011
    Did potion effects get nerfed? I was quaffing mana potions and getting 1/8 or so of total mana. Might have been my stats?
  • HenryK May 2011
    Treasure chests block vision, not sure if that's intentional.
  • HenryK May 2011
    This healer no longer heals or restores mana, but acts like he does. He's in the top left of the original castle, right next to the throne room.

    http://www.simisen.com/inaria/inaria05.png
  • HenryK May 2011
    Also you can use my full name in the credits :)
  • Viridian May 2011
    "Was Inaria supposed to drop sound when blurred (does not have focus)?"

    Um...I haven't coded this one way or the other, so right now Inaria keeps playing music when it doesn't have the focus. I guess I'll have to fix that.

    "The starting game info ("here's what strength does") is nice, but I would like to be able to see it whenever I want. Can a 'help' or 'info' button be added someplace?"

    In progress, as is another page that lays out the basic story and EXPLICITLY TELLS THE PLAYER THAT THE FIRST DUNGEON IS SOUTH OF EMERALD.

    "Seconding request for displaying that player character is currently poisoned."

    Fixed. You now get a big red warning with every step you take (every move you make, every smile you fake, etc, etc).

    "BUG - Inaria should have an application icon."

    After much gnashing of teeth (since Visual Studio Express doesn't have a resource editor) this is finally done. I found a free icon plugin for Paint.Net, if anyone is interested in how I did it.

    "- save game in dungeon
    - die in same dungeon
    - load a game while death music is playing
    - dungeon music won't play for duration of time in dungeon"

    Fixed.

    "new visibility code reveals hidden doors (they turn black) that you can't see otherwise

    Treasure chests block vision, not sure if that's intentional."

    This might take a little doing. Right now items marked passable (like hidden passages) don't block LOS but items marked as impassable (like treasure chests) do.

    "Did potion effects get nerfed? I was quaffing mana potions and getting 1/8 or so of total mana. Might have been my stats?"

    Yes, potions and healing got nerfed. Both would heal you by up to 75%; I felt that was a little high so I bumped it down to a max of 50%. Getting your Will score up still makes them more effective.

    "This healer no longer heals or restores mana, but acts like he does. He's in the top left of the original castle, right next to the throne room."

    Fixed. That's what I get for changing his name.

    "Also you can use my full name in the credits :)"

    I'd love to! Um...what is it? I couldn't find it anywhere in my correspondence.
  • a_p May 2011
    You can't heal while poisoned and at full health.

    Healing with the Heal spell while poisoned gives the message "The cure your poison."

    While poisoned, save, heal, and load. You will no longer be poisoned. If you are poisoned and load a game, you will be poisoned. Exiting and opening the game always cures poison. In any case, any poisonous enemy will recharge its single poison shot when you load.

    Will and dexterity skills have been switched (you get Iron Will at 5 dexterity, Sniper at 5 will, and so on). The Lockpicking skill can't be used. Sniper has the effect of the Poison skill (+2 damage), and Poison has the effect of Sniper (as far as I can tell).

    Magic Unlock can't disable poison fields (poison fields, doors and lightning fields are the only things I've tried so far). It's not very accurate, either (I went through at least 10 uses to get through the two mandatory, otherwise-impassable lightning fields).

    Endurance now controls the effect of healing Health and Mana as far as I can tell.

    You can Smite and shoot friendly NPCs, even on the overworld. Shooting requires using the attack command on some NPCs, while others are targeted with a right-click.

    After defeating The Evil One, you are transported to the special Inaria map. Entering and exiting a dungeon will send you back to the normal Inaria overworld, though the Retreat spell works perfectly, as far as I can tell (After killing The Evil One, Retreat always takes you to the special Inaria overworld. It works even if you don't take the secret passage and immediately Retreat after killing The Evil One).

    On the special Inaria overworld, only the king (and the dancing girl) acknowledge you did anything. Also, the dancing girl can't tell when the dance theme has stopped due to you moving around or shopping (she toggles between on and off regardless of the song being played).


    Remaining things:

    If step switches and attackable switches do anything, I haven't noticed.

    Why are there so many dragons around if none of them will ever attack unprovoked?

    If you attack an enemy in one of the four far corners of the screen, it will become hostile and stand still as it can't find you. As long as you don't get closer, it will let you shoot it to death.

  • a_p May 2011
    Other big remaining thing:

    Exit to the main menu and start a new game. You'll inherit all the unlocked abilities from your previous game.
  • Viridian May 2011
    Heh...I take it your vote is "nay", a_p?
  • Viridian May 2011
    You can't heal while poisoned and at full health.


    Fixed. Same with potions.

    Healing with the Heal spell while poisoned gives the message "The cure your poison."


    Fixed.

    While poisoned, save, heal, and load. You will no longer be poisoned. If you are poisoned and load a game, you will be poisoned. Exiting and opening the game always cures poison. In any case, any poisonous enemy will recharge its single poison shot when you load.


    Fixed, except for the "enemy gets his poison shot back" which I can't fix unless I save the state of the entire game, which I'm not going to do for Inaria 1.

    Will and dexterity skills have been switched (you get Iron Will at 5 dexterity, Sniper at 5 will, and so on). The Lockpicking skill can't be used. Sniper has the effect of the Poison skill (+2 damage), and Poison has the effect of Sniper (as far as I can tell).


    Grah! How does stuff like this keep happening? This occurred because SOMEHOW the ability list got out of order. Fixed.

    Magic Unlock can't disable poison fields (poison fields, doors and lightning fields are the only things I've tried so far). It's not very accurate, either (I went through at least 10 uses to get through the two mandatory, otherwise-impassable lightning fields).


    Magic Unlock most certainly can disable poison fields; it's just that its effectiveness is based on your adjusted INT. Get your INT score up and some INT-boosting items and it should work (almost) every time. Same thing for DEX for lockpick/untrap.

    Endurance now controls the effect of healing Health and Mana as far as I can tell.


    Nope, it's still Will, it's just that healing got a bit nerfed.

    You can Smite and shoot friendly NPCs, even on the overworld. Shooting requires using the attack command on some NPCs, while others are targeted with a right-click.


    How. The Hell. Does this. Keep happening. I have so many checks in the code to prevent you from attacking on the overworld!

    After defeating The Evil One, you are transported to the special Inaria map. Entering and exiting a dungeon will send you back to the normal Inaria overworld, though the Retreat spell works perfectly, as far as I can tell (After killing The Evil One, Retreat always takes you to the special Inaria overworld. It works even if you don't take the secret passage and immediately Retreat after killing The Evil One).


    Fixed.

    On the special Inaria overworld, only the king (and the dancing girl) acknowledge you did anything. Also, the dancing girl can't tell when the dance theme has stopped due to you moving around or shopping (she toggles between on and off regardless of the song being played).


    Still working on the "reward" aspect of the game.
    Remaining things:

    If step switches and attackable switches do anything, I haven't noticed.


    It's because I'm not using them enough and not putting them close enough to the things they affect. I need to use them earlier and more often.

    Why are there so many dragons around if none of them will ever attack unprovoked?


    Because I'm an idiot and keep using the mommy dragon instead of the normal, will-kill-you green dragon.

    If you attack an enemy in one of the four far corners of the screen, it will become hostile and stand still as it can't find you. As long as you don't get closer, it will let you shoot it to death.


    Just need to increase the aggro range; haven't done it yet.
  • HenryK May 2011
    Sent you an email with my name, which for some reason years of internet use has prevented me from writing in a forum where everyone already has my email address :)
  • ok, here are the bugs, I encountered, I think all are already mentioned.
    and yes: I would pay the 4.99 for it.

    healer northwest of emerald doesen't heal
    unlock symbol doesen't show up
    baby dragon still doesen't stop following you
    after the kings final speech, there's still an army out there with the slorn king. interesting dramatic twist.
    after killing the evil one: many friendly NPCs have the same text as before


    suggestion: some nice mousecursor as default
  • a_p May 2011
    "Magic Unlock most certainly can disable poison fields; it's just that its effectiveness is based on your adjusted INT. Get your INT score up and some INT-boosting items and it should work (almost) every time. Same thing for DEX for lockpick/untrap."

    When you left-click on a poison field (or a sleep field, step switch, or attackable switch, all which I just tested) with Magic Unlock active, nothing happens. The spell doesn't fail or cancel or anything. I tested with 12 natural INT boosted to 18 from Sol's Sword.

    ---

    Attackable switches can't be attacked.

    I finally noticed what the step switches do.
  • Viridian May 2011
    Yeah, it was malfunctioning. Fixed now.
  • DIntent May 2011
    I get a fatal crash In the Cube. Seems to happen whenever I go more than 3 tiles left of center.
  • Viridian May 2011
    Crasher was due to me calling CheckPath all over the place due to the new visibility code. Fixed.

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