Releases: AshfordGraye/ProjectRPG
v1.0-rc
v0.6-Beta
This release nerfs the enemy hp values and fixes a bug where stat booster items could not be used out of combat.
For now, the typewriter text speed has been increased to 0seconds between animations to allow for faster testing. It will be slowed down again once it reaches release.
v0.5-Beta
This release sees the project into a feature-complete program, ready for testing and balancing (I think/hope)
All placeholder text for locations and NPC's have been replaced with functional storytelling text, so the game actually feels alive now.
Further expansions to story elements have been included to clue the player in on what they should do next.
Dock Porter now has some conversation elements to describe the area around the player to them
Homeless Guy character has some brief conversation elements
Station Boss will no longer appear until the player has asked the Homeless Guy about him.
Field Droid and Medic characters now have completed character and story elements
UI of conversations has been modified so that text doesn't look quite like a book - NPC conversation text is now inset
Vendor sales screen now has GM narration from the previously removed vendor conversations.
Further work required
-some kind of usefulness for the Soldier, Officer and Scientist classes - plan is to add a special weapon for each of them that can be accessed after the fourth arena round via the vendors.
-major balancing of enemy stats required - particularly hp stats. combat currently takes way too long.
-testing for bugs
priority:
adding soldier, officer and Scientist class weapons to the vendors.
nerfing enemy health stats so that combat doesn't take so long.
v0.3 Alpha
In this release:
The game is now seemingly 'feature-complete', in the sense that all required systems exist and the game can be played from start to finish with no major bugs I can find (for now)
More Items have been added to the game for use on the player and enemies
-more grenade varieties
-new arma grenade with varieties
-new stat buff items that are unlocked at the items vendor as the game progresses
-more hp and ap buff varieties
Store vendors now have improved inventories that are updated at the end of each arena round - there are updates for all five rounds now.
Final Boss has now been allocated it's own moveset.
The Skytrain Dock and Power Station Grounds areas have been combined into one - now the Skytrain simply visits the Power Station which our player is visiting. It makes more sense from a gameplay perspective and reduces unnecessary travel.
Vendors no longer have any kind of conversation pieces in the same vein as NPC characters - instead, when talking to a Vendor character the sale screen will start immediately. This smooths out gameplay and reduces unnecessary menu traversal - also there's nothing to really talk to them about.
Ability objects and their effects in combat have been refined - instead of using an IF statement in combat to determine effect, Ability objects now call on an AbilityEffectList object in the same way that consumables do. It's way better for adding more complex abilities to the game and massively reduces the work involved.
Further Work Required:
Placeholder text for Game Master scene introductions, NPC interactions and Story beats need adding. (This one needs keeping simple for now as the due date for this project is fast approaching and I need this game finished - I'm not starting my career behaving like AAA publishers)
Dock Porter needs conversation options.
Homeless Guy needs conversation options.
Item/Ability/Enemy stat balancing needs looking at.
Extra Armatek abilities need adding.
Priorities:
Placeholder text replacement is an absolute priority for now.
v0.2 Alpha
In this release, the game reaches a stage where it can be played from start to finish. All combat enemies have been added, including the final boss - a 3 on 1 battle. This boss is triggered by trying to board the skytrain out of the city after all arena combat rounds have been defeated. Once the boss is beaten, the endgame sequence starts automatically and the story ends.
Further improvements needed:
-more consumable items
-more weapons to use
-more armatek gear
the above improvements also need to be added to the store vendors as arena rounds are completed.
-in game functions that relate to player class - this one might be reduced to simply giving the player different items at the game start based on class so that it's functionally
-story elements need to be padded out. this must be kept simple for the purposes of actually having something there for them all.
-NPC interactions need adding for the Dock Porter and Homeless Guy
-NPC interactions need padding out a bit.
-Final Boss moveset needs creating, it currently borrows the Asssassins moveset.
priorities -
-getting the items and weapons added
-getting vendor inventories updated as the game progresses.
of course bugs will exist.
priorities will exist in Alpha 0.3.0
v0.1 alpha
this alpha build can be played mostly bug-free to experience the game in it's current state. core functionality including combat is all present.
remaining game functionality to add -
-final game boss needs to be added.
-endgame function to complete the game after final boss.
-more items
-more weapons
-more armatek gear
-in game functions that relate to player class.
Priorities:
-final game boss
-endgame function
these features will exist in the next alpha