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Mythic Hero

April 3rd, 2007

After a LONG time, I’m finally updating. It’s a pretty huge update, but unfortunately, there’s no new content =/ sorry guys. Next update though should have some new content, because I have the whole basic engine done except for a little bit, which I can’t really do until I have some content.

I also have an AWESOME artist now Yidi Yu, who is in the process of redoing all the current graphics. Her website is deadend-detour.com and you can see a bunch of her other art there.

A hopefully not too technical list of the updates is:

  • I created the shop system, which you should be able to observer in town.
  • I made monsters able to drop items
  • I improved text boxes so that they are ideal width and always centered
  • I made elemental damage/resistances, which won’t be noticeable until I create more content. If you have over 100 resistance though, the game allows negative damage, or absorption. Like a flame monster would absorb fire damage.
  • I made status effects. For now, poison is the only one. You should have the spell and the Hornets should sometimes try to poison you as well.
  • I fixed most the rest of the menus in the game so that ESC or Backspace go back or cancel
  • One of the hardest updates, I made scrolling available for in shops, the menu, or in battle when selecting items or magic. At the moment you can’t really test this out, but before if you have too many things to fit on screen it would just keep printing off screen but now it works like it should where you can scroll down by keeping pressing down. Anyway, it was really hard to do!
  • The player can now make choices in dialog. The only example for now is if you act upon the campfire in the first map.
  • I tweaked gaining power a bit so that now your strength and magic are completely independent of each other. It ok if you don’t know what this means, but it makes unbalancing of your character reversible
  • I also cleaned up some on the code itself to help both performance and my own readability so that I may expand easier in the future.

-David

Mythic Hero

January 26th, 2007

Well, after winter break I bust out with an update to Mythic Hero! YAY!

The biggest update is the menu, which you can get to by pressing [Esc] or [Backspace]. I think that’s a crucial part to any RPG. Manage your items, magic, equip, and quests. Another pretty big update is that Epos now has equipment. Woohoo!

Now for the small updates. I balanced battles a little better so that the boar isn’t so hard and the rest of the enemies actually do some damage. Also, when you cast spells or use items in battle, there is now unique text to the magic/item instead of a generic “x did x to x for x damage.”

There was a TON of stuff I did that aren’t noticeable by the player, so you guys don’t need to know about those technical aspects =P.

Anyway, feedback would be greatly appreciated as I want to know what you all are thinking about Mythic Hero. Suggestions, comments, criticism, hate mail, and anything else are completely welcome.

Ok, well I think it’s time for me to sleep now.

-David

Swordfight 1.9

December 29th, 2006

New Swordfight up. I changed the way combat works. I like it better this way, seems to have more depth and more room to grow.

I built on the Archery code so now I got this crazy 2d/3d camera that doesn’t really work well cuz software renders too slow, but maybe I can use it for something else… somehow…

- Jesse

Archery

December 15th, 2006

Posted a new game today - Archery. I took the mechanic from Bowman, a Flash game which has made its rounds on the net. My version’s got a nifty pseudo 3d camera though :)   I hope to integrate it with Swordfight soon. Attack enemies at long range with your bow, then drop down to swordfighting mode when they get close. Then again, people seem to rather enjoy the game as it is. Maybe I’ll leave it seperate. Maybe I’ll do both. Hum!

Did I mention that I’m also converting everything to Flash? I’m actually working on a program that’ll take my .java files and convert them into .as (actionscript) files.  A huge pile of technical difficulties there, but the obstacles are being surmounted, one by one…
soon… soon…

(maybe)

-Jesse

Mythic Hero

December 8th, 2006

Wow, it’s been a while since my last update. The obvious update if you place through the game is that it’s longer now, and a subtle new thing is health and MP regen when you walk.

I did a bunch of internal stuff within the code to make it easier on myself to add content.

Anyway, I hope the dialog is up to par for you RPG fans, but remember, I’m not a writer.

-David

Mythic Hero

November 10th, 2006

Hey guys, I’m David and I’m new here at crookedgames.com. You may have seen my game Rivalry a few weeks ago, but there’s a new version up now.

Mythic Hero is the new name for Rivalry. I have a pretty good notion of what I’m going to do story-wise, and where I want to take this game, but as far as game play differences in this version, I’ve only really added acting upon tiles (talking to NPCs, etc), making the game look a LOT prettier with better graphics (better, but still not good = P) and sound, and making Quests.

There’s one quest so far, defeating the wild boar. So the game doesn’t have much content for now, but it’ll get there soon with the engine pretty much complete. Anyway, I hope to get a lot of feedback for this version so I can see if people like the idea so far.

-David

Swordfight

November 3rd, 2006

There’s a new version of Swordfight up. I added a system for recognizing mouse gestures. Now you can drag a certain line over the enemy and do a double slash attack. Note that you don’t gain the ability to do the move until you complete the first level.

I’ve also been working on getting the game engine ported to Flash so that we can get more exposure for the games and hopefully bring more people to the site. Hopefully, Flashified versions of our stuff should be popping up over the next few weeks (or months depending on how the porting goes).

And what the hell, I guess Paul’s little blog icons are looking pretty sweet, so I’ll add one too. But I’ll be damned if I’m going to turn my entire post blue!

-Jesse

Rivalry

October 20th, 2006

This is the first version of an RPG style game that I’m working on.
The map system and battle system seem to be in pretty significant
stages, but don’t expect any kind of storyline yet (or even decent
graphics for some parts of the game). Also, because of the lack of
story, expect a name change once a story is conceived.

-David

Swordfight 1.5

October 6th, 2006

Latest version of Swordfight is up. A pretty big step forward, if I do say so myself. I added movement. For a long while I was hesitant to add movement to the game as I feared it would disrupt the simplistic mechanics. But the game needed to expand. While I was thinking of ways I could deepen the gameplay, I decided to do some research. And by that I mean I downloaded the Diablo 2 demo and played through it. I was struck by how the simple act of clicking to move seemed to create a much deeper bond between the user and their onscreen avatar. So I added movement, and adjusted the gameplay accordingly. As you can see, the end result is a beginning; the beginning of what I hope will be a sweeping action/adventure/rpg. Excitement abounds.

-Jesse

Swordfight 1.4

September 22nd, 2006

I posted the fourth iteration of Swordfight earlier today.  I got rid of the circles and the health bars.  I added the structure that will contain a story.  I got combos working (the boss has a 1-2-3 attack).  Most importantly, I added soldiers and wizards that fight on your side.  Gives the game a nice chaotic, “battley” feel.  It’s too short right now, as I ditched the neverending loop for a linear start, stop structure, but I should change that before too long.

I also redesigned the game page.  I like it.  And I also included instructions on how exactly to steal our games.  So hopefully they will spread and draw in traffic, like a handful of pamphlets scattered on the four winds…

-Jesse