Saturday, January 18, 2014

10 video games that impacted me

As a game developer/programmer, at one point I feel that it is worth reviewing what games impact my life, to find out the reasons behind the design decisions I make. This is obviously a difficult list to construct as I have played so many games up to this point. Being born in 1988 and having cousins and friends that grew up playing games means that I have the wonderful exposure to a great variety of games before my time on top of games during my time, and also after my time (i.e. games that I am not supposed to be playing at a certain age).

I decided that these 10 games are somewhat not listed in any particular order. It's hard enough to come up with a list of 10 games that impacted me. This means that I not only enjoy these games, but they also impacted me with its genius gameplay/music/mechanics/dynamics/aesthetics/art/concept that they made me view games development differently in some ways and also the reason behind some of my game design decisions. Then again, it is highly likely that maybe the top 5 are ranked higher in my opinion to the bottom 5. 

Anyway enough words. I can rant about it all day. Here are my top not-listed-in-any-order 10 games that impacted me.


1. Final Fantasy 6
I might be biased with FF6 because it is the first RPG I ever played. However, I can't bring up reasonable reasons to debunk it from my list. FF6's cast of 12 unique characters and 2 secret characters were amazing. They all had their own unique mechanics, most stole a good amount of time explaining their background stories and they were ALL memorable in many ways. 

I just find FF6's storytelling very special because there is no real main character. People have debated over who the real main character is. Celes? Locke? Terra? My answer is that they all are main characters. The characters take turns being the driving force behind an arc. Sabin/Mash led an arc. Edgar led an arc. Even Cyan led an arc. It feels like you know the real reason behind every character's motivation to save the world.

Of course, there's the awesome artwork. Since I am trying to create an sprite-based RPG, I realized that what they did to their sprite animations were very creative. Not forgetting the genius music of uncle Nobuo too. Not much to explain here; his music has always been highly regarded.

In my opinion, FF6 is very darn near perfectly developed. Story is great and did not interrupt gameplay pacing, mechanics incorporated made sense in the game environment, almost every of the 12 characters were given the spotlight in the main plot, music was awesome, art was fantastic, the list just goes on. Sometimes it gives me a headache on how the game developers manage to put all those ideas together and not cause the game to implode.



2. Everquest
Seriously, I didn't want to explain my reason behind this because it is difficult. I wanted to go like "You old Evercracks understand why" and leave it at that, but that obviously won't do, right? =)

So here I go.

Everquest was introduced to me by my good friend John. At that time, we were kids at 14 years of age and were really interested in fantasy stuff like DnD unlike other kids. Thinking back, I guess I would've been really into Diablo 2 or Ragnarok Online if not for Everquest and things might have gone differently. Either way, let's talk about Everquest.

Everquest, to me, is like the USA Basketball Dream Team of 1992. Due to its circumstances, luck and what its made of, it became a legend that will never be repeated again. To put it bluntly, it was an accident. At my time of playing (think I missed the vanilla bandwagon and entered at Velious or Luclin when the game was arguably supposedly declining), I think there were like 12-14 races, almost all of them having their own unique starting location. Classes were each remembered for their uniqueness. Raiding, even if it was invented in some other game before, started with this game.

The game was also one of the exemplary "immersive" games. Lighting played a role, along with Dark Vision/Low-light vision. I remembered creating a Human after playing a Wood Elf for so long and was surprised at how I couldn't see in the dark (I had to max out my gamma settings). The games was also mainly played in first person, mainly because the third person camera sucks, adding on to the immersiveness. And yes, those were the days of exploration with maps, following roads hoping that you were walking in the right direction, asking passer-bys to confirm, memorizing the whole of Kelethin and leading lost newbies to their destinations.

Everquest was also extremely brutal, especially now when you consider other MMOs that arise. Experience loss upon death, begging for cleric rez to get your experience points back, respawning naked and needing to travel back to your corpse (like Diablo 1/2, but definitely a lot worse), begging necromancers to summon your corpse because you cannot remember where it was lost, easily more than half the classes cannot solo, the list just goes on. It's not necessarily a good thing, but this post is about games that impacted me which does not necessarily bring up good points (usually it will though). I remember mourning (at myself) for every death that happened in the game.

I had tons of memories in the world of Norath, both good and bad. Wandering in the game felt just as fun as leveling up. Thinking back, the grind was seriously ridiculous though, but hey it's one of the first MMOs to ever be created. Games made back then tend to be harder.



3. Fallout 2
It was hard to decided between this and Fallout Tactics, and much harder to say which comes up on top because both are essentially very different games. I have to give Fallout 2 the lead in the end though. Fallout 2 was the first open-ended world game I have played that has no time limit restrictions (Fallout 1 had). The pacing was great and blends well with the story, giving you a crappy spear (since you start as a tribal), then giving you a really crappy gun and finally when you first get your handgun you fell like a god. Everyone who played Fallout 2 remembers the dumb spear you have to live through the starting part of the game. Also, speech dialogues and dialogue options were so good that it makes you wonder why games nowadays fail to accomplish such depth (probably second only to Planescape: Torment). Did they spend so much time on 3D animations and graphics that they neglect storytelling as a whole? Entirely possible.

The amount of content was immense. There is just so many things to do that you will forget what is the main objective in the first place. It was like the Skyrim of the past, though Skyrim was nowhere as complex mechanically (sorry, I'm not a Skyrim fan so don't hate me). The NPCs that follow you were really memorable, whether they have a bone through their noses or not. You have no idea how shocked I was when I saw what happened to Harold in the later Fallout games. Harold, to me, is the second most memorable non-party NPC in Fallout 2. First, of course, goes to Lynette whom we all love to hate.


4. Baldur's Gate 2
After mentioning Fallout 2, it's only fair to mention Baldur's Gate 2 from Bioware. In my opinion, Baldur's Gate 2 was the best game Bioware ever made; better than Old Republic, better than Mass Effect, better than Neverwinter Night, better than Dragon Age and without debate better than Jade Empire.

Baldur's Gate 2 had very memorable characters, most of them complete with background story and their own OST. Speaking of OST, this game had a pretty decent one. Side quests are epic, involving plane shifting, fighting demi-liches (as if liches were not epic enough!), dragons that lag your computer for no reason, beholders that run a cult, etc. Itemization and loot were done well compared to RPGs of today. Just an example, do you remember what killing dragons yield you in Dragon Age? I don't. Killing dragons in BG2 yields you a whooping +5 Holy Avenger that can be upgraded to +6 later in the game.

Overall, the game has pretty good replay value considering that some party members you obtain don't really get along with each other and considering how many different classes and kits there are in the game. You will replay just to form a different team of characters and try out different classes and their nonsense.



4. Capcom vs SNK 2
This game got me into the fighting game scene many years back and is still one of my favorite fighting game of all time despite how broken the game is. The ability to select UP TO 3 characters, choose your meter-type (groove), and adjust their power level (ratios) allows for theoretically tons of combinations. The game boasts over 40 characters, very distinct OST that loops in my head even today and a very memorably annoying in-game announcer.

In all, the game is very polished (except for Morrigan and her really badly done sprite sheet) and has been one of the fighting game community's major tournament games back than before Street Fighter 4.





5. Ultimate Marvel vs. Capcom 3
For basically the same reason as CVS2; UMVC3 is a game with tons of possibilities. Because I missed the MVC2 bandwagon back then, competitive fighting games that can have 6 characters on the screen at the same time is totally new to me. On top of that, this game is extremely hype. No matter how much I hate it for its brokeness, just commentating or watching people play the game is fun.

I don't think I have played around in any fighting game's training mode longer than UMVC3's. It's not just to figure out frames, setups and combos, but also to experiment with other teams and making them work decently. It's like forming a deck in trade card games but with your skills coming into play.


6. Atelier Rorona
And we are back to JRPGs! Rorona is quite an eye-opener for me because up till 2011, I have been playing RPGs (not just JRPGs) with the usual "follow the storyline, level up, get epic loot and kill the boss" type of gameplay. Rorona, or rather, the Atelier Arland series, did not have that. It was essentially a crafting game. If you are familiar with MMOs and tradeskills, this is a game that revolves around it more than fighting.

Basically in Rorona, you need to craft to save your shop. To craft, you have to adventure to pick materials or fight monsters for them. But you see, unlike other RPGs, fighting monsters (or bosses) are just obstacles and a means of getting better material so that you can craft better objects. I find that I spend most of my time in the game looking at my inventory than figuring out dungeons (as if there is a need to figure them out). It was an eye opener and I figured that there are indeed other ways to run RPGs other than "go to dungeons and save the world".

And the reason to craft isn't the same for its other games. The game after it, Atelier Totori, was not about saving any shops, but about crafting to aid Totori's adventures in search for her long lost mother who was also an adventurer. The crafting mechanics is actually very simple to understand but deep, which makes it beautiful.



7. Nethack
I found Nethack around 2004 I think, and it was the game that introduced me to the world of roguelikes (I haven't played Rogue though). The amount of things you can do is insane to the point where I thank the existence of Google, wikis and the Internet. Nethack made me seek other roguelikes old and new: Rogue, Dwarf Fortress, Civilization, Desktop Dungeon, Faster than Light, etc.

I find Nethack to be a nice, light and free game to carry around to play these days. It constantly amazes me that so much content can be stored in under 5MB AND I am playing the graphical version (the text-based version is waaaay smaller). A floppy disk WAS enough to store a playable game!

How did I find a 1980s game at my time? I have no idea, probably stumbled upon it over the Internet.





8. Disgaea
I think Disgaea is the first game that showed me that hitting the maximum level isn't enough. The amount of hours I threw into this game over the course of a year is retarded, and it pales in comparison to other players who have a lot more time in their hands. This is on top of it's unique storytelling, lovable characters and over the top sprite animations. As the series evolved, Nippon Ichi just went nuts with adding crazier animations and grinding mechanics (as if it wasn't enough).

Words just cannot explain the insane numbers the characters' stats can hit in this game. We are not talking thousands, or ten thousands but millions or even billions (I have no idea what kind of numbers Disgaea D2 has). Honestly, when you start playing the game, you have no idea that it is possible to reach those kind of numbers. You can just imagine the feeling of accomplishment when you manage to hit those numbers and also the despair when the monster you challenged ripped you apart with multiples of the same numbers.




9. Touhou: Imperishable Night

If you are searching for free japanese indie games, you will eventually come across this bag of worms (not in a bad way). This game is more inspirational than anything. It was single-handedly developed by ZUN, one of the few game developers out there I really give my hats off to.

The amount of other indie games, fan-comics (doujins) and even music remixes made by other people based on the characters from this series is incredibly phenomenal. Those who know or went to events like Comiket will understand. It's certainly inspiring that a simple bullet hell game made by ONE person could create such an insane craze in Japan, even today.




10. Sengoku Rance
They say leave the best for the last. As if Rorona wasn't eye-opening enough, this game is ridiculous. It's one of the most popular H-game in Japan with incredible amounts of replayability. Sengoku Rance blended RPG with RTK-style games beautifully (supposedly the official genre name of RTK/Civilization games is "Historical War Simulation). It is painful to think that people shun away from this game just because it's a H-game.

Believe it or not, this game has decent storytelling. It is part of Alicesoft's long running Rance RPG series, and has a pretty large English fanbase who are hard at work translating the games for us. Mechanics-wise, this game has much to offer. Equipping characters, recruiting fallen enemies, performing negotiations, multiple endings, different troop types (ninjas, spearmen, foot soldiers, monks, mikos...), conquering enemy countries, dungeoneering for loot, the list just goes on. I think amongst the Rance series, Sengoku Rance is the most popular with the English fanbase and with good reason.

And there's soooooo many unique characters in this game. Again, replayability is the strong point of this game. People have reported to spend 200+ hours just playing this. I obviously have not completed it but I do want to return to playing it.



Thursday, January 2, 2014

Merry Christmas and Happy New Year 2014!



I guess New Year is a great time to sit back and reflect over how everything went for the past entire year. This is gonna be yet another 'New Year Reflection' post that is most probably meant for no one else but mine to see. Why post it? Well, I dunno, maybe some bored people at home are curious.

Seriously though, I have never done a post like this before, but this year is special. It marks the end of the first Japan trip and my return from studying a semester abroad, my graduation, obtain my first job, finishing a hobby project, starting another hobby project, getting a new computer, my second japan trip which I JUST returned from...I don't think THIS many things happened in a year before. I can just imagine writing a New Year reflection post 2 years back and go "well, studies hurhur" or 5 years back and go "well, NS herpyderpy".

Many great things happened it's gonna be hard to recount them all, but the best part was going to Chihara Minori's concert in Japan. Goddammit I so want to reverse time again and again  to see her perform. I loved her latest singles and albums more than the others so in a sense my attendance there was incredibly timely! I cannot thank Weiwei and Yonghan for making this happen enough. It's enough to make be happy for the rest of my 10-day stay in Japan.

Then to recount other great things. AFA2013 Anisong was awesome as I recounted before in a previous post. The 'bo liao' moe-moe animes this year was godlike with Kiniro Mosaic and Non Non Biyori that lightened my day every morning before I go to work. Then we go on to talk about graduation and work...generally it was great despite the ups and downs. Sure I miss my free time and all, but work is still fun. I'm actually happy that I finally managed to achieve my childhood dream of 'doing something I enjoy and get paid' that I yearned for, grind for and studied for many many years. In that sense, thank the Singapore government, NYP, SIT and Digipen for literally what feels like giving me and my friends the red carpet towards our working life. It's insanely coincidental how everything just piece together.

そんなこんなで。。。

Next year will be so busy. Games to play (esp with my spankin' new 3DS LL!), animes to look forward to (Yuki Nagato-chan?!), hobby to work on, etc. Tons of stuff to look forward to! 

Oh well, I'll just keep it as short as I can and end it here. 

Merry Christmas and Happy New Year everyone!




Sunday, December 15, 2013

[HobbyRPG] Menus!

Progress seems slow for the past couple of months, with my weekends either packed to the brim with events, or just me falling sick. Either ways, progress must somehow be made so here goes:


As expected, this inventory system takes a pretty long time to develop behind the scenes, especially since we were busy these 2 months, with concerts, live viewing, fighting game events, forcing myself to clear my backlog of games and being sick during my free time. I did felt that it would take under 2 months to complete so thankfully it did.

Only that I am absolutely clueless about RPG UI design on touch screen.

It's annoying when I could probably whip out a non-touch-screen design easily but couldn't do the same for touch. There is just so many considerations to take note of and it is rather painful at this moment to shift elements around. So I just whipped up the basic functions and moved my elements so that it is at least usable to me. Making sense of it and catering to players will have to wait =(

Setting up the UI requires a lot more work at the background. XML loading, LUA, additional macros to my XLS and new CSVs started popping out as development progresses. It may not look like much but it's feels like more work done compared to the other components that are in place now. It even involves a rather retarded bug fix within cocos2d-x that should not have happened.

Well, at least I'm going to start moving on to other gameplay elements like transitioning to another map. 

L2P thoughts



So last week, L2P came and went mostly uneventfully thankfully.

I was there on Saturday signing up for Blazblue's 3v3 tournament mostly expecting to lose so that I can provide commentary alongside Yensen. I did play my best, though I feel that I am very out of sync with the game mechanics. Overall, I need to thank Doctor for being such a nice guy and letting go of his spot despite the screw ups within my team, allowing 1 new face and 1 oversea player to experience the tournament. Again, with every major Blazblue event, there seem to always have new people joining in.

Marvel tourney was surprising as well, reaching over 30 players AND running smoothly on top of all the other tournaments. Seriously where did all these Marvel players come from? It's great to play Marvel again despite our love-hate relationship. It's great that I can still do my combos without warming up! I didn't get very far though after failing to beat Zero May Cry. Yensen did pretty well, except for dying to Rx who never really played the game.

I spent most of my time hungry, thirsty and doing commentary. Looking back at the stream, I think I did fine except that I really need to cover my mike when I'm talking to others. I was really enjoying myself there too much. Blazblue really changed a lot. Long ago during CS1 days, I found Blazblue really difficult to commentate. The game was slow and the top tiers were running clinics and 'movies'. Heck the 'movies' weren't even fun to watch since chances of dropping it were close to none. Now the game is faster and characters have more flexibility to cater for player's creativity. Really fun to commentate.

Marvel is insane though. Seriously, commentating Marvel is an enjoyable experience. Yensen needs to stop giving up commentating because it was 'too hype' ^^; 

Overall it was a great week. I won't be there for the next event at The Gaming Entertainment E-sports Exhibition because I'm going to Japan!

Really appreciate everyone running and helping out in the event. Jjjjynx, Moca, Yongde, Xian, Farp, Edz and many many others. The event would be nothing without them.


And of course, our cosplayers!

Sunday, November 24, 2013

Totori+ Othogalaxen Boss guide (patch 1.02)

First of all, I am not sure at this time of post whether other versions outside the Japanese one received patch 1.02. If you have been following guides that promotes Dark Water, I am afraid to say that it no longer works. In 1.02, I think the bosses' resistances were increased to the point where Dark Water is impossible to land.

So obviously I have been following those guides (including Japanese ones) without considering that 1.02 screwed all of them. With the absence of Dark Water, this means that you cannot lame out bosses with Sleep/Poison effects. It also means that you other end game items need to be stronger.

For end game equipment, this guide still works.  The most important part is getting as high defense as possible, as well as at least 1 Shadow band on Totori. The Shadow Band is, of course, to be used in conjunction with a very good Dimension Egg. You will get 6 turns in total if your Egg is built right. Also, I find that on Totori, it does not matter if the Shadow Band has high quality (higher quality Bands drain more health per turn) since it does not kill. It's nice to have it as low quality as possible, but not THAT neccecery.

For characters, it does not really matter as long as they are well-equipped and around level 45-ish. I manage to beat the bosses with Sterk and Mimi, which shows that you don't really need Rorona and abuse her ability to use items. All you really need your party to do is to defend Totori as much as possible. If Totori dies, you will lose.
Now let's talk items. I won't go so much into details on how to transfer traits because that's the fun part of the game. All items list are more or less equally important so try not to compromise them.

Elixir
This item is what keeps your party alive and healthy. You cannot compromise this item at all in my opinion. Drache's guide's Elixir covers it perfectly so I'm just reiterating it. Effects needed are HP Recovery from having it made high quality (so that Shadow Band isn't that painful), HP Healing L from a high quality Nectar, and MP Recovery L from a LOW QUALITY Sage Herb. The MP Recovery is really important, I cannot stress that enough. I personally made one without it and it was hell wasting turns to drink Mind Waters and having my party members out of mana after using their skills a few times. MP Recovery ensures that your party will ALWAYS be able to use their skills, and ensures that Totori do not waste TONS OF TURNS drinking Mind Water JUST to duplicate stuff (especially Dimension Egg).

Traits are also the same as Drache's guide. Healing Essence from Forest Dew, so that it automatically revives your members should they randomly die for being unlucky (it happens). Cure-All will naturally be there with Sage Herb, so that it heals everyone. Also Source of Life from Bless Stone to restore LP. Having low LP is pretty much one of the causes of death due to the reduction of defense. And of course, what else to spend on the last two traits? Simply, Effect Boost L and Rank Boost L.

Totori Brunch
This item is especially useful if bosses hold the threat of one-shoting your characters. Most (if not all) the bosses notoriously tries to lower your characters' attack and defense by a good amount. Feeding them this Totori Brunch would mostly likely negate the effect. Again, not as essential as the other items, but still occasionally useful when all else fails.

Effects are:
Final Strike L
Rank Boost L
Beginners OK
Lone Slayer L
Boost Effect L

Dimension Egg
You probably heard this item tons of times. With Shadow Band, this essentially gives the user 6 turns (I confirm that it's 6) at the expense of depleting all available mana (this is where and should be the only time Mind Water comes in). It lasts for 2 rounds, so on the second round you don't have to waste 2 turns duplicating Dimension Egg and then drinking Mind Water. You might be able to compromise this by giving it lousier traits somewhat, ending up with less turns but still able to function. Keep in mind that less turns might give you more trouble against bosses that regen or heal. For the purpose of this guide, I'm using my 6 turns Dimension Egg.

Effects are:
Effect Boost L
Boost Effect L
Rank Boost L
Final Strike L
Lone Slayer L

Himmelstein
Othogalaxen bosses have retarded elemental resistances so N/A supposedly won't work on them (unless they changed their resistances this patch which I didn't check). Either ways, this bomb is non-elemental damage so patch or no patch, this is a reliable source of damage. I made 2 versions of this, one to debuff enemies (so that I don't really need to make Magic Chains like some guides do), the other for pure damage. The pure damage Himmelstein should be doing around 2000 damage after debuffing enemies and bugging yourself with Ether Ink. It can critical for even more!

For the damage Himmelstein, effects are:
Beginners OK
Rank Boost L
Effect Boost L
Lone Slayer L
Giant Slayer +

For the debuffing Himmelstein, effects are:
Soul Steal
Giant Slayer +
Rank Boost L
Effect Boost L
Strength Steal

Ether Ink
This item just boosts all your items when you use them! To top it off, it is relatively easy to make a good one.  You just have to get it to a quality where it has the Item Effect + trait. It's an easy to make item which you spend 1 turn using which increases your Himmelstein damage by around 400 (this of course depends on how good your Himmelstein is in the first place). You can live without it though.

Mind Water
Simple item. It's best, of course, to make it such that it has MP Recovery XL but as long as your Elixir is giving MP too, MP Recovery M is enough since you are going to use it only when you totally run out of MP (after using Dimension Egg, or if you miscalculated and don't have MP to use duplicate). Wholesale THIS. You are not going to duplicate this. Wholesale and buy. Bring a bunch to Orthogalaxen. You don't really have to give it crazy effects and stuff so don't waste too much resources working on it.


Strategy
With these items, the strategy for all bosses is pretty much the same, with only a few minor notes to take care of.

Basically your team members will keep using their most damaging skill on the boss(es). ALWAYS choose to protect Totori. If Totori dies, the team is as good as dead (unless the boss is down to a pixel). I repeat, ALWAYS protect Totori, if Totori dies, party dies.

So obviously the main focus of the fight is Totori herself. With Dimension Egg and Shadow Band, you will have 6 turns. The first turn goes something like this:
1) Ether Ink
2) Duplicate Dimension Egg (this will wipe your MP)
3) Mind Water (this will restore some MP)
4) Duplicate Elixir (this will heal the whole party, give them regen and give tons of MP)
5) Duplicate Debuffing Himmelstein (this will weaken your foes by a ton)
6) Duplicate Himmelstein

Then the second turn goes something like:
1) Duplicate Elixir
2) Duplicate Himmelstein
3) Duplicate Himmelstein
4) Duplicate Himmelstein
5) Duplicate Himmelstein
6) Duplicate Himmelstein

Then third turn goes something like:
1) Duplicate Dimension Egg (this will wipe your MP)
2) Mind Water (this will restore some MP)
3) Duplicate Elixir (this will heal the whole party, give them regen and give tons of MP)
4) Duplicate Himmelstein
5) Duplicate Himmelstein
6) Duplicate Himmelstein

After doing it awhile, you will get used to the strategy. Then you can start being flexible about the decisions like maybe throwing an extra Himmelstein, or using Totori Brunch, etc. BASICALLY the big picture is:

1) Debuff enemy (Debuff Himmelstein)
2) Buff with Ether Ink
3) Dimension Egg
4) Regain mana
5) Bomb the crap out of the boss
6) Go back to step 3 and repeat

This will more or less work for ALL the Orthogalaxen bosses. The only problem I had was Blood Element, where she has the potential to wipe my team easily. If I survived her first round, I did the following instead for my first turn:

1) Duplicate Totori Brunch (on first member)
2) Duplicate Dimension Egg (this will wipe your MP)
3) Mind Water (this will restore some MP)
4) Duplicate Elixir (this will heal the whole party, give them regen and give tons of MP)
5) Duplicate Debuffing Himmelstein (this will weaken your foes by a ton)
6) Duplicate Totori Brunch (on second member)

This will ensure that her attack will be reduced and your party member's defenses will be greatly increased to the point where her attack can potentially (for my case) deal 1 damage per hit. After doing so, it's pretty much smooth sailing.

Well that's all I have to share. Good luck!





Monday, November 11, 2013

Anisong 2013 Aftermath

Wow.

What can I say?

Anisong and AFA has grown so much since the first time it was held in 2008. This is by far possibly the most draining. I only went for Saturday's and Sunday's lineup, but I know friends who were overwhelmed with Friday's lineup. 

Friday was Egoist, Hachikoji P, livetune, motsu X DJ Kaya and Valerie. I can't comment much since I wasn't there but if you are a Vocaloid fan, Guilty Crown fan or a motsu fan (he was from the now defunct m.o.v.e group which I MISSED LAST YEAR BECAUSE I WAS OVERSEAS T_T), you are probably missing out on a lot. 

Saturday was crazy. LiSA is as cute as ever since she randomly turned me into a fan due to her awesome performance the first time she came over at 2011. And she got better. A lot better. She doesn't seem to tire out easily anymore. Eir Aoi; I was expecting a crazy godlike perf ormance because I know her singing voice is very powerful. I think she just blew everyone's ears and the sound system away, and also the main cause of my ears ringing that night. Then Milky Holmes randomly appeared on stage -_-; and I happen to know some of their songs without watching any of their animes (thanks animelo -_-;). May'n came out last. It was a really emotional moment as she brought us back to remember the first AFA which I still clearly remember because before that concert started back in 2008, there were images of the song "Don't be late" all over the stage and she was late. May'n also improved a lot. There were a couple of her new songs. Finishing the day with Diamond Crevasse was...epic.

But I think everyone knows that Sunday is going to be crazier. Angela, Elisa, TM Revolution and Nana Mizuki (!!!). It was Valvrave night. Now, if anything can be crazier than getting artists together, it's getting them together with a theme or even better and anime (like Macross Night in 2009 Sunday, or Super Robot Night on 2010 Saturday). Angela got off to a fantastic start, ending their performance with their trademark Shangri-la. Elisa came in next and showed us what a power singer she is, hitting all kinds of notes that sent me chills. Her singing 「愛、覚えてますか?」 really threw me off. My mouth was singing along and my mind was wondering where I heard that song (outside of Macross) and if Elisa really was the original singer.  Her reactions on stage were funny and cute, like her reaction to the people at the front shouting "Elisa-sama". 

Then there was TM Revolution. What a riduculously charismatic performer! He simply brought the roof down, espacially when the FIRST note of Invoke start playing. It felt like te convention hall will collapse.

Monday, October 21, 2013

[HobbyRPG] Dialogs!

Dialogs!

Anyway, the last week was basically trying to get the game running on the device since we wrote so much code since the last time we tested (which is like...the beginning of time when we had only like 2 files or something). The thing is that we code in Visual Studio because it's an awesome environment, but our android is setup to use GNU compiler (cocos2d-x has some script that sets up for us). The screwed up thing is that it relies on a Makefile, which means I have to manually indicate which files need to be compiled. Fortunately, after some googling, modifications and thanks to the linux 'find' function (big hint here!), we now that a script that searches for all .cpp files and include them into the Makefile!


Anyway, so far LUA was pretty much pain in the ass. I was constantly trying to convince myself what is the right way to this X and Y mostly because I have like zero experience working with scripting languages on top of a native language. I can potentially write my whole game in LUA if I really want to; that's how much power it has. The only thing that's stopping me is that C++ is still our native (hurhur) language it probably has better performance and memory management (well manual memory management). There are other minor reasons too like wanting to make full use of our IDE, increase performance, etc. This is still a game that runs frame-by-frame, so it just does not make sense to me to write update loops in LUA.

Still, as the game progresses, the stuff that needs to be data-driven starts coming in and that's causing a few decision problems. It comes to the point where attempting to create 'generic systems' need to have feasible and reasonable boundaries, which also means NOT making it too generic. It's normally not a problem, but because I have loads of RPGs to reference in my head, I keep trying to hit all their features. It's really hard. Just the inventory and item system (which I am currently working on next) is giving me a headache. I could easily write out a chain of inheritance in C++ like having a UsableItems derived from a base Items class and then chaining a Armor class out of UsableItems class, but this is really unproductive especially since I have LUA. I'm trying to derive some way to just use one nice Item class. There's just too many variables to consider if it works for the limited RAM in my head, so I'll just code it out and see how it turns out.

Once the inventory is done, hopefully we can get item shops and equipment in and we'll be ready to FINALLY get started on combat. This might take awhile though ^_^;;