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Author Topic: Stone Story RPG  (Read 5077 times)

( Tchey )

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Re: Stone Story RPG
« Reply #30 on: September 26, 2018, 09:48:41 am »

I am amazed.
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Re: Stone Story RPG
« Reply #31 on: October 08, 2018, 01:04:34 am »


Higher difficulty levels - Pallas, the Skinless


Raeborga's Harmonic Repeater - Unique Item


Bashing Shield


Angry Shroom transitions into phase 2 of the boss fight

Change logs:

Version 0.9.14

Improvements
- Adjusted position of ability abbreviations label on Anvil slots.
- Adjusted Quarterstaff icon pivot.
- Increased the color to full white on the Pause button during "Open All" treasures.

Balance
- Nerfed the Repeating Crossbow's critical chance from 5.5% + 2.5%/Level to 7.5% + 0.5%/Level.

Bug Fixes
- Fixed a bug where the character would not do the small pause it's supposed to after defeating some bosses.
- Fixed a bug where it was possible for the character to keep walking at the end of a location and the location would never end.
- Fixed a bug where armor abilities were not calculated correctly for some enemies.
- Fixed a bug in the Stone Staff where it would not damage Ghosts at melee range even though it deals Magical damage.
- Fixed a line-ending issue with parsing the data files on Windows.


Version 0.10.0

New Features
- Higher difficulty levels added to locations. Can you get all Cyan ☆s?
- Star Stone can now be equipped.

Improvements
- "Open All" treasures now only stops if it finds an enchanted item that is better than any of your other items.
- Changed the Caves of Fear background and foreground to give it a more claustrophobic feel.
- Cleaned up the Fungus Forest foreground layer.
- Inverted the interaction between Dysangelos' Yes/No options and the Ouroboros Stone. Now it loops around if you choose No.
- Added a scroll container to the difficulty selection submenu to fit more than 3 rows.
- Fixed Pallas' arm where the color was off for a brief moment before the first attack.

Balance
- Changed the Hammer's ability to deal double damage to armored foes into a scaling ability that deals from 2x to 3x damage to armored foes.
- Removed mini-stun from basic War Hammer and increased it's base damage by 1.
- Changed Stone Hammer's Splash damage to be a rare stat instead of on all Hammers and increased their base damage by 1.
- Fixed a balance issue with Lifesteal where it was healing 1 HP per enemy hit with Splash. Probability of heal is still higher with Splash on many enemies, but only 1 heal per attack is the intended design.

Bug Fixes
- Fixed a bug with Pause menu buttons where the keyboard shortcuts would not work reliably. E.g: P + L quickly to exit location.
- 2 abilities had the same abbreviation 'p'. Changed one to 'P'.
- Fixed a rare ability bug where the attack target was missing at the time the ability triggered.


Version 0.10.1

Features
- Added a re-roll for realocating the Enchantment on items.

Improvements
- Added a space at the end of the messages that are shown when you switch loadouts with the Utility Belt, so they don't get confused with resource numbers.
- Star Stone is now colored correctly when equipped.

Bug Fixes
- Fixed a critical bug where the character would walk straight past enemies if two items that cannot attack were equipped.
- Fixed a bug where the player would often start levels with double armor.
- Fixed a minor issue where the "Open All" treasures behavior could continue even after you interrupted it and tried to open a single treasure.


Version 0.11.0

New Features
- Added Dashing Shield.
- Added Bashing Shield.
Can you discover the craft recipes?

Improvements
- Replaced Stone Sword's Splash damage with Critical Chance and Multiplier.

Balance
- Slightly lowered Splash gain per upgrade level so it doesn't go over 100%.
- Increased Sword and Stone Sword damage per level from 1.5 to 1.55.
- Increased Stone Sword attack speed gain per level from 0.75 to 0.9
- Increased Big Sword's attack cooldown by 2 frames.
- Decreased Big Sword's enchanted base attack speed bonus by 1.

Bug Fixes
- Fixed a problem with slow motion going too long when you hit many enemies with a Splash weapon.

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Re: Stone Story RPG
« Reply #32 on: October 15, 2018, 02:58:29 am »




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Re: Stone Story RPG
« Reply #33 on: November 22, 2018, 12:25:41 am »


The Angry Shroom transitions into phase 2 of the fight. Those two are called Morel, the Sporeadic and Enoki, Fungi to be with


Some enemies in the Boiling Mine have a helmet mechanic which you have to break before dealing any damage to them.


Fun time making little UI animations.


The Cauldron can brew 10 different kinds of potions.


The Fissure Stone will be used to break apart items or turn them into Ki.


Was called Whip Beast, now calling this foe Dominotaur.


Boiling Mines Boss! It's great when the design goes all the way from concept to finish and it just works as imagined.

A lot has changed with the game in the last month. Development is going at full speed, with the Boiling Mines location now complete. I've started work on the Icy Ridge location, and after that, there will only be the Temple left to create. Getting real close.

The Discord server has become pretty active. I post day-to-day development there and I'm available to answer any questions about the project.
http://StoneStoryRPG.com/Discord

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Re: Stone Story RPG
« Reply #34 on: December 28, 2018, 09:07:13 pm »

In the last few weeks I worked through and completed the Icy Ridge, a frigid location that follows the Boiling Mines. It's a savage region of the world, full of strange foes. Here's some of them:


Ki Gobbler




Ki Slerper


Ice Elemental


I also created an awesome laser area of effect attack that appears here in the Fissure Stone (but will probably move to another unique item).





Also had a lot of funcoffee working on the boss fight. His name is Hrímnir.


Hrímnir summons an ice wall as one of his abilities.


At the end of the Icy Ridge there is a Broken Bridge. Where does it lead?



I also received my copy of Canard PC's October issue, where Stone Story is featured in a 4 page article! Pretty cool

My next goal is to complete the Temple, which is the final location in the game's main arc. So far it's coming along great and has some ambitious designs.

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Re: Stone Story RPG
« Reply #35 on: February 02, 2019, 04:53:16 am »



Nagaraja, the Supreme Serpent
Boss for the Temple, which is the last location in the game.
Trying to complete all animations for this fight over the weekend.

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Re: Stone Story RPG
« Reply #36 on: February 25, 2019, 10:28:24 pm »

Mid February saw the completion of the final location in the game: The Temple. For this location I held nothing back in terms of quality. It has some of the most fluid animations in the entire game, intricate backgrounds, foes wielding weapons and an epic boss fight that is highly organic. If you've been following this project for a long time you may recognize some of these designs, concepted years ago!


Entrance to the Temple


This NPC has a lot to say


Poison Adept


Cult Sorcerer


Worm Riding is a serious job that takes countless moons to master


Slithery fiends pepper the Temple


The Bell Ringer does not take kindly to intruders. This suggests the Temple actually has a large bell. It does. But, this will not appear in the main arc of SSRPG. It will be a back-pocket design element for a future expansion:

          __!__
        .´     `.
        |-- - · |
        !-- - · !
       /         \
 O   .´           `.
/|\ ||||¯|¯|¯¯| ¯ | |
/ \  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



Someone suggested Flying Snakes. I deliver



Old ritual VS new and improved, after full concept of the location and characters


Nagaraja, Eater of the Torch welcomes you for a meal. There are many designs that went right in this location, but the candle on the wall is one of my favorites, for its simplicity.

The game is now rather close to content-complete. I'm working on some unique items that introduce core mechanics to the game. Meanwhile, Rafael is wrapping up the OST. We are adding 7 alternative tracks for each location! Depending on the difficulty setting.

One of these new mechanics comes from the Mind Stone, and it's a player-facing scripting language that anyone can use to automate the game. More on that in a future post.
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