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Author Topic: Stone Story RPG  (Read 4076 times)

standardcombo

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Re: Stone Story RPG
« Reply #15 on: June 30, 2018, 02:50:39 pm »



Some shield designs. I'm currently experimenting with new shield mechanics to explore more varied combat depth.

afilmforthefuture

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Re: Stone Story RPG
« Reply #16 on: July 01, 2018, 02:24:03 pm »

Jaw-dropping art. PTW!
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Doomblade187

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Re: Stone Story RPG
« Reply #17 on: July 02, 2018, 11:31:39 am »

P. T. W.

My gods.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.

standardcombo

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Re: Stone Story RPG
« Reply #18 on: July 14, 2018, 06:53:37 pm »



Fun with NPCs

Askot Bokbondeler

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Re: Stone Story RPG
« Reply #19 on: July 15, 2018, 02:48:33 pm »

<3

standardcombo

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Re: Stone Story RPG
« Reply #20 on: August 01, 2018, 12:32:01 pm »

Working on remaining assets for the Copper Mine location



Bronze Guardian - Power Up



Fire Elemental




Mine Walker

Gabeux

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Re: Stone Story RPG
« Reply #21 on: August 01, 2018, 01:51:49 pm »

Wow. Looks great!
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Ygdrad

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Re: Stone Story RPG
« Reply #22 on: August 02, 2018, 01:41:58 am »

O.O I think this qualifies as masterwork. We have witnessed the pinnacle of ascii.
ptw
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A yawn is a silent scream for coffee.

standardcombo

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Re: Stone Story RPG
« Reply #23 on: August 05, 2018, 03:12:25 am »



How I have refined the ASCII style used in Stone Story over the last few years.

chevil

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Re: Stone Story RPG
« Reply #24 on: August 06, 2018, 02:35:02 am »

Beautiful.
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Caz

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Re: Stone Story RPG
« Reply #25 on: August 06, 2018, 03:21:36 am »

Quote


it's... beautiful
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huh?

standardcombo

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Re: Stone Story RPG
« Reply #26 on: August 06, 2018, 03:34:57 am »

Thanks.

I'm particularly happy with the minimalistic tail animation.

standardcombo

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Re: Stone Story RPG
« Reply #27 on: August 25, 2018, 03:06:37 pm »



Icons for the questline which unlocks the new Cyan locations.

standardcombo

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Re: Stone Story RPG
« Reply #28 on: September 05, 2018, 01:17:58 am »



This weekend I showed the game at Pax Prime for the first time. It went great. Setting up the booth by myself was surprisingly laborious and took a good 6 hours or more to get every detail correct. The chosen layout was effective and there were no technical malfunctions aside of minor software glitches like the system cursor rarely appearing on top of the DOS-style cursor. Despite some help manning the booth on the final days, after 4 days of talking non-stop I feel like my voice has evolved into its next form.

I ordered what I thought was enough marketing materials to fill the tables. If someone had told me I needed 2,000 buttons I would have called bullshit. I only ordered 500 and they were gone on the first day! 750 business cards, 750 pamphlets.. all gone. The pamphlet quality was another minor problem. I trusted Vista Print to get the job done, and they did a shitty one. The black color was all over the place, from light gray to off-black and in some of them you could even see vestiges of a previous company's print job. Quite unprofessional.

The Convention Center in Seattle is huge and confusing, with the event split between 4th floor in one building and 6th floor in another. Otherwise, it was very well organized and there was a lot to see. It felt like the entire games industry was there, except for a notable lack of mobile games. I managed to play some games but only really had fun with Dunk Lords.

10/10 would go again.

standardcombo

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Re: Stone Story RPG
« Reply #29 on: September 21, 2018, 10:37:48 pm »


Bronze Guardian - Different weapons. Its hammer evolves each time it powers-up.


Bronze Guardian death animation.

Change logs:

Version 0.9.3 - July 15
New Features
- Added new Shield ability: "+X Armor for each engaging <Element> enemy".
- Old Shields and Staves which were missing an ability get this new one.

Improvements
- Tweaked animation threshold on Staves so they play the melee animations from 1 step farther.

Balance
- Buffed player armor degen from -1 to -0.5 armor per second.
- Reworked how armor degenerates if you swap to a weaker shield or to no shield.
- Reworked Staves: Range from 20 to 10; Damage from 1+1/Lv to 1+1.4/Lv; Health stat replaced with Armor.
- Buffed the Punch cooldown on Angry Shroom ☆5 by -0.5 seconds.


Version 0.9.4 - July 17
- Hammers now deal double damage to Armored foes instead of having a Health stat.
- Fixed a possible memory leak with the new ability "+Armor per engaging enemy".


Version 0.9.5 - August 6
Improvements
- Added custom exception handling which copies the errors to your clipboard.
- Minor tweak to player position when talking to Dysangelos.
- Swapped order of resource costs in the Craft Utility Belt workstation task, to be in line with other tasks.
- Added item loadout to the diagnostics info.

Balance
- Nerfed the attack cooldown on the Hatchet by 2.
- Buffed the Stone Scarab hitpoints from 8 to 10 and damage from 2 to 3.
- Adjusted Mosquito distribution in Deadwood Canyon ☆1 so the outcome is more deterministic.
- Removed one Scarab from Deadwood Canyon levels ☆3-5 to keep the difficulty as intended.
- Nerfed Xyloalgus' ☆3 hitpoints from 220 to 210.
- Removed one Crossbow copy from the Rocky Plateau ☆3 treasure.

Bug Fixes
- Fixed a critical bug where dying or leaving a location while a treasure was in mid-air would cause some subsequent levels to get stuck at the end.
- No longer is it possible to advance past Deadwood Canyon ☆2 without upgrading the Sword.
- Harvesting the first Boulder on Rocky Plateau is now a requirement for completing the level and getting the first star.
- The first treasure to drop in the game now plays the correct bounce SFX.


Version 0.9.6 - August 6
- Simplified early game acquisition of the Metal Chunks and their surrounding progress flags to reduce bugs.
- Added time scale and frame delta time to the Diagnostics UI.


Version 0.9.7 - August 7
- Added more error handling to catch the treasure data failing to load.


Version 0.9.8 - August 8
Balance
- Buffed base armor on Stone Shield by 1.

Bug Fixes
- Fixed the parsing of decimal numbers from the treasure data to account for internationalization.


Version 0.9.10 - August 26
Improvements
- Adjusted Green enchantment color to be more visually distinct from the Yellow enchantment.
- Added crafting instructions to the last page of the Booklet

Bugs
- Fixed a bug in Xyloalgus where play would get stuck if you activated the Sight Stone at the same time you defeated the boss.
- Minor adjustments for trying to catch strange bug on OSX when right clicking on an item.


Version 0.9.11 - September 8
- Fixed a crash when right-clicking on empty Anvil slots.
- Fixed a bug where Armor was not scaling correctly on Staves.
- Fixed the collision size on Pallas. It was really small and some weapons were missing.
- Version number added to the diagnostics info (Tab key).


Version 0.9.12 - September 9
- Added item ability abbreviations so it's possible to distinguish similar items at a glance.
- Lowered duration of some Workstation quests by a second or two.


Version 0.9.13 - September 15
Improvements
- Small improvement to location of green ! notification on enchanted items.
- Renamed Battle Hammer to War Hammer.
- Removed "L:3" from one of the "Upgrade Workstation" quests.

Bug Fixes
- Fixed a bug where music would sometimes not resume after being faded to silent (e.g. Ouroboros used on Rocky Plateau).
- Fixed a bug where Bolesh's awaken animation would sometimes not play from the start.
- Added a max lifetime to Skeletimmies produced by Pallas, so they can't pile up infinitely.
- Fixed a bug where some of the tiling sprites (e.g. Crypt ground fog) were not moving.
- Fixed a bug where some of the stars would be frozen in place at Rocky Plateau.
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