Alternate Reality X: Added levelling up

Managed to spend several hours working on ARX focused on levelling up and investigating correct experience point awards for combat. I’ve noticed that many people playing ARX have managed to get up to level 5 very easily and part of the reason for this is that in many cases the experience awards have been way too high.

I’ve removed the level cap that was in place at level 5 so you should now be able to develop your ARX character up to a very high level. I’ve also added the missing stat bonuses which you should receive when gaining a level so your seven primary stats may now improve for each level of experience you gain.

Investigating the experience gained from encounters in the Dungeon I believe I now understand that the Dungeon awards it’s experience on 2 levels:

  • Firstly you receive half the experience for any hits you land on an opponent e.g. if you hit for 6 points of damage you would instantly gain 3 points of experience.
  • Secondly on winning an encounter you appear to get an experience bonus which is based on the opponent’s initial hit points multiplied by a factor – in many cases this is two but in the case of say a Ghost this could be as high as eight.

I’ve added these into ARX for all encounters as it’s my intention now to have only one method of calculating of experience in the game rather than differentiating between City and Dungeon. I will however spend some time playing the City to see what level of experience awards it provides.

Alternate Reality: Attention to Detail

I’ve been working away on adding the Dungeon Oracle to ARX so that we can sign up for all those Dungeon quests but while I was sifting through a capture of the binary for this part of the game I noticed something that interested me as someone with a long time interest in game design. Whilst many games of the era (and most recent games too!) are happy to have a single response or set of outcomes from the gameplay The Dungeon designers always added two, three or more varied responses to each of the modules. It’s a simple thing to do but so few designers or programmers bother to do it. I think this shows attention to detail that is so often overlooked or not considered. They didn’t take the easy route or quickest options to finish things but added extras to the game which is probably why we still play these two games.

Did you know that if you upset the Oracle repeatedly he will tell you not to come back for a month? I never knew that and if you return before the month is up then be prepared for trouble.

One of the other things I’ve been looking at is the design of the City shops. Where most games would provide you with a stock selection of clothing, in the City we have four values for each possible item – value, material, colour and type – giving us literally hundreds of possible clothing items some of which we will never see within a game. We have a similar feature in the shape of the Weapons Enchantress who can modify numerous attributes of your weapons (based on your choice) allowing us to potentially create some very interesting custom weapons of our own if we have sufficient patience (and precious stones).

For me this means I need to alter my object code for ARX as it currently doesn’t allow for the flexibility and custom nature of items such as procedurally generated clothing from the City (the D & P apparel items are static) or the custom weapons of the Dungeon. I overlooked the complexity of attention to detail in The City and The Dungeon when I first set up the object code and took a simpler route like most games do. Once I’ve done this and I want to do it soon then I’ll be able to add City shops, the Dwarven Smithy and the Weapon Enchantress to ARX.

Despite playing this game on and off for over 25 years I never realised those features and details were in there. This is one of the key things I love about Alternate Reality – I’m still discovering things about it 25 years after it was created – how many other games – past or present could we say that about.

Alternate Reality X: Release 0.58

Release 0.58 is now available from the downloads page at: www.crpgdev.com. Please note that you may need to download the Microsoft Visual Studio C++ 2010 x86 Redistributable Runtime from Microsoft’s site. Release 0.58 includes the following additions and bug fixes:

  • Switched development to new version of SFML 2 media library
  • Switched development to Visual Studio C++ Express 2010
  • Added Barred door interaction in Dungeon – Locked, Bolted and Enchanted
  • Added some Dungeon unique treasures – Razor Ice, Sword of the Adept, Map Stone & Amethyst Rod
  • Expanded weapon format to include bonus to hit, parry, 2 handed, alignment, minimum stat requirements
  • City Enclosed areas added by Dalimar
  • City deathtraps fixed by Dalimar
  • Fixed some Dungeon zone colour schemes
  • Started work on Dungeon Oracle module
  • Bug fix: Fixed so more than 44 rectangular map zones can be defined
  • Bug fix: Fixed crashes relating to songs with longer sequences of lyrics
  • Bug fix: Fixed images for staircases,
  • Bug fix: Goblin Lord & Troll Tyrant now carry a Sceptre of Evil (not a dagger)
  • Bug fix: Lyrics strip image overlapped with shop image for 800×600 resolution

Hope you find something of interest in this release. Thanks for your continued support for this project.

All the best,
Acrin1

Alternate Reality X: Dungeon Door Madness

Firstly thanks for the messages of support for the project following my previous blog post. It’s good to know that people are still interested in ARX. I think the post possibly sounded more negative than I intended but I felt an update on progress (or lack of over recent weeks) was required.

One of the causes of my frustration…

Anyway I have made some progress in recent weeks. I’m now using the latest version of SFML 2.0 which is the multimedia library used for ARX. SFML 2.0 is supposed to fix some of the display bugs that some people were experiencing but only time will tell. I also switched over to Visual Studio 2010 Express for development. Unfortunately Visual Studio 2010 seems significantly slower that 2008 which came as  a big surprise and annoyance to me. The web is littered with tales of frustration. It seems to have settled down a bit now though generating new executables still seems slow.

A few weeks back I thought I would add “barred doors” to the Dungeon. If you’re familiar with the Dungeon you might remember that you come across some doors which require some effort on your part in order to pass (screenshot above). Now I thought this would probably take me a couple of hours to implement. How wrong I was. I should know better that the things that look really simple will always take me much longer than expected. I’ve just finished coding up these doors this morning and I’m pleased to say it now seems to be working properly for both forward and backward movement through the doors. ARX will also remember the most recent couple of dozen doors you “opened” for a while. Don’t be surprised if you start to find some of these doors added to future versions of the City map.

Dalimar has also kindly tweaked the City map and zone data so that all the enclosed areas on the map show up correctly (e.g. they have roofs and can have other behaviour added such as no rain). He’s also modified the 2 Deathtraps so they are no longer traps which result in the loss of your character. Now I need to add something interesting into those 2 areas… If you have any ideas you’d like me to consider then drop me an email – encounters, special treasures or maybe a special passage or teleport to some previously unexplored area of Alternate Reality…

Alternate Reality X: Hitting the Wall

I’ve been struggling a bit over the last few weeks to get enthusiastic about my next update for Alternate Reality X and found myself thinking about other game designs for my own original games. I pulled out some old design documents for my space exploration and trading game for example – some of the oldest designs dating back to when I was a teenager (which was a long time ago).

The Palace Entrance – Still some way from going through those doors

After following a link from the Rampant Coyote and reading Chris Kaitila’s blog about his 12 Games in 12 Months challenge (create 12 games in a year) one bit in particular caught my eye. The bit that interested me most is where he writes about “hitting the wall” where a project is no longer fun, is very complicated or the finish line is much further away than you originally thought.

I think this is the point I’m currently at with ARX. I’ve been there before of course where I’ve felt really burnt out and the thought of working on the project seems like work without any fun or achivement. It’s only a temporary state but when a project which I’m supposed to be doing for fun feels like work and the prospect of firing up my programming environment fills me with dread then it’s time to take a break. I’ve totally failed to keep on schedule with my ARX development roadmap but it was useful in that I can easily pin point where the time went (adding other features to ARX not on the original roadmap). I’ve even considered starting an AR project from scratch so I can fix all the issues I know about which I feel are bad design decisions I made in earlier times.

So don’t panic if you don’t see any updates for a little while and don’t be surprised if you see an update on some new project. These other projects allow me to keep my outlook for ARX fresh and come back with renewed enthusiasm and energy. I really want to see the project through to completion but there is still a lot of work to do and I don’t want to get burnt out along the way so that I get to the point where I want to abandon the project altogether.

All the best,
Acrin1

Visual C++ 2010 Express and SFML 2

Based on some issues that players of Alternate Reality X reported, I was keen to try out one of the more recent versions of SFML 2.  Hopefully this would resolve problems relating to the use of RenderTextures on machines using integrated Intel graphics. Using a very helpful tutorial by SFMLcoder over at http://sfmlcoder.wordpress.com/2011/06/15/building-sfml-2-nmake/ I was able to build my own SFML 2 binaries and libraries successfully for the first time.

I also used this as an opportunity to switch from Visual Studio C++ 2008 Express to the 2010 edition. It looks like there are a few changes between 2008 and 2010 but no major issues just now.

One thing to remember if that players will need to install the Visual Studio 2010 runtime for the next ARX or SOTC release.

Alternate Reality X – Release 0.57

 
Release 0.57 is now available for download from www.crpgdev.com/downloads.html

New features and bug fixes include:

  • Added Encumbrance / object weights, messages and some side effects
  • Added “Use timepiece” option to display hour and minutes
  • Added menu option to select new music where available (Tavern, Smithy, Troll King, Goblin King, Guild, Death)
  • New versions of Tavern, Smithy, Troll King, Goblin King, Guild and Death music from “Furious”
  • Added on screen song lyrics for Death and some other music
  • New song from Furious – The Nightstalker added to Taverns
  • Bug fix: No longer start a new Dungeon character in a “Creepy Room” location
  • Bug fix: Now correctly registers death whilst exploring
  • Bug fix: Stopped loading shop interior images every frame!
  • Bug fix: “Get” command didn’t display armour names when picking up from ground
  • Bug fix: Tavern opening and closing time checks prevented access sometimes
  • Bug fix: Corrected Tavern opening and closing times message
  • BUg fix: Paying a tavern membership fee bypassed opening time checks
  • Bug fix: Object buffer tidy routine would sometimes remove carried objects
  • Bug fix: Use / Drop routine would sometimes not display carried objects
  • Bug fix: Apparel wasn’t being saved in save game
  • Bug fix: Large encounter images for fixed encounters appeared out of proportion to doors

Help to Enhance Alternate Reality X

Hi there,

I’m trying to raise some additional funding through Paypal donations so that I can invest in better graphics software, off the shelf resources and/or some commissioned art. If you feel you could help out with any donations (however small) towards the project they would be greatly appreciated. Donations received will go directly back into the project to enhance it and allow Alternate Reality X to reach its maximum potential.

 
 

The project is now very lucky to have a professional musician working on the project and he’s doing some great work including content for the Arena, Palace and Wilderness scenarios. The new sound effects and music are really going to add significantly to make ARX come alive and have an even better atmosphere than the original I feel.

How will extra funding help? If the project can obtain some more substantial funding (don’t worry I’m not thinking Project Eternity here!) then it will give the project a lot more options about how we can develop it. The most common request I receive is to develop the remaining scenarios and whilst I have plenty of ideas of how the gameplay, mechanics, new features and story may develop, these scenarios will all require new visuals and graphic content if they are to be effective and enjoyable.

For basic graphics work I’ve been using Paint Shop Pro and its ok but it would be good to upgrade as it’s several major versions / many years behind and a bit buggy. Some 3D modelling software would allow us to produce 3D models and renders for new animated encounter graphics, animated shop interiors rather than the current static ones and some rendered 3D objects for the other scenarios to make the environment that bit more interesting. Maya was one I looked at briefly but I would look again before spending any money / funds. Another option would be software that can export to a 3D object format as well so that I could display the model geometry using OpenGL (Milkshake I think is one) for real 3D encounters which could maybe even be visible in the distance rather than just appearing at point blank range.

I have attempted to attract a serious artist to the project but no one seems interested and I’ve asked in several quarters where I thought I’d get good responses. I also contacted someone who had done art for a similar project which I liked but he has no interest in contributing to ARX. I am also considering commissioning an artist to do graphics but I would expect this to cost a fair bit which the project / I can’t fund at the moment.

I’ve also come across some excellent graphic resources such as textures and images which would be ideal for ARX but you need to pay for them – using these would save considerable time in developing my own and provide much better quality results than I can manage or that free resources can provide.

Some more funding will allow us to be able to consider these options seriously though and to produce the quality of imagery and potential of  what ARX could be and that we all hoped for with previous Alternate Reality related projects.

Thanks for your continued support for ARX.

All the best,
Acrin1