Baricanna - most game objects added in

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Published on ● Video Link: https://www.youtube.com/watch?v=scenX7t97KI



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https://www.patreon.com/ulillillia --- Baricanna has seen an immense amount of progress since the last progress update video. Nearly all of the game objects are added in. There are still some omissions though as I have yet to work on them. But, on the list of what I have so far: signs, save points (can't implement saving until near release), NPCs (which feature a complex, rich conversation system), ladders (covered earlier), spikes (covered earlier), treasure chests (currently set to spawn objects based on standard difficulty without accessories to affect it or the enchant status effect, based on as if you defeated an enemy), 7 HP recovery balls (the green ones), 7 MP recovery balls (the blue ones), 6 coins, 3 diamonds, 20 different items (can't be used as it requires the menus), 6 stat potions, 4 keys (including what the green keys are), shop doors (no functionality yet beyond drawing), passages (covered earlier, but enhanced), water (color and opacity varies depending on the environment), 3 splashes, 3 bubbles, and the air meter. There are 240 cycles per second. This allows you to run Baricanna on a 240 Hz gaming monitor.

I've reworked the debug panel significantly so I can monitor just about anything in the game (and it's helped me find plenty of bugs and get clues to the causes of bugs). I've implemented a spawn priority system where, should you reach the 2000-object limit, lower priority stuff gets replaced by higher priority stuff (you can see this in action in the song preview part for Vinneres Coast). This limit can be reached pretty easily under normal means with the ultimate accessory and enchant status active when "running Larine" (as I call the ultimate way to level up). Basically, an object like the small copper coin or an HP 1 ball (which are priority 3) will be replaced by any object of priority 2 or lower. Fixed level objects are priority 0 and can only be replaced by changing area maps. High priority dynamic objects of priority 1 can only be replaced by their timers expiring (I don't have that implemented), collecting them, or they go out of bounds. Priority 4 is the lowest, reserved for purely decorative dynamic objects only like the splashes, puffs, and bubbles (fixed level objects are always priority 0, even if it's decorative). I've even gone as far as implementing the leveling up and stat growth system, simulating what it would be like playing as a warrior with a first tier sword and heavy armor, and no accessory to boost stats.

The conversations with the NPCs detail future plans, like what's in store for the future and what not, and various exploits and tricks you can use. If you'd like to read them, pause the video (I try to give about 1 second).

The first roughly 41 minutes explains and shows off all the progress I've made. After that, I showcase not one, but two of my songs (I'm up to 6 so far.). Vinneres Coast is first. This very catchy song has a wide range of good-sounding speeds. I use 100, 90, 80, 70, 62, 55, 50, 45, 110, 125, 140, then 160% speed. It starts halfway through part 3 of the song (the song has an intro), goes through part 4, loops back to part 1, and covers 3/4 of part 1. While this is going on, I set the object speeds rather high so the treasure chest, when reset repeatedly, spawns objects in such a way that it resembles a firework. I've linked the amount of experienced gained from that treasure chest to being based on the hero's current level. Glide, in water, behaves very differently. It's a way to quickly rise to the surface.

The second song is my town song, an upbeat jazz type song that's also very catchy (especially the piano). It also has a wide variety of good-sounding speeds, and it gets quite high. I use 100, 90, 80, 70, 60, 110, 125, 140, 160, 200, and 250% speed. It starts with the intro, does all of parts 1 and 2, then half of part 3. There are 5 parts total. This town plays in all settings, so long as it's a town map (or related, such as shops, as opposed to the wilderness maps). I use Deslust Swamp for it. The leveling is a bit different. It starts off really fast, to show gaining tons of levels at once, but then, hit level 94, about when you'd be dealing with the end-game enemies under normal means, the chest gives a fixed amount of exp, simulating what it would be like having the exp ring accessory equipped (50% more exp). Stat potions spawn far more frequently along with items.
What's next? Reorganizing my code (especially the header file defining global variables and defines), fixing that bug with the water in Vinneres Coast, and another bug with items I found... then, after all that, working on getting the level builder up and going. I'm hoping I can get an early access version released before I move out, for an initial taste of things. It'd be rather limited on things, but enough to get the idea. Look forward to #Baricanna!







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ulillillia
Baricanna