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23:54 | NOTE | Another check |
23:48 | DEBUG | Let's see what this debug line has to say |
23:37 | TEST | Well? |
23:37 | MAP | Floor 025 |
23:32 | FOE | Fake Aziëlla |
23:27 | AI | I've set up an AI for "Fake".... Now basically all it does is just copy the stats of the characters who are being faked.... |
22:34 | CONFIRMED | It all works now |
22:03 | TEST | Take IX |
22:03 | FIXED | Crash |
21:54 | TEST | Take VIII and on will show me if I can defeat this boss... at all |
21:54 | STATUS | Yup! |
21:51 | TEST | Take VII is to see if the boss kills all in one go when cancelled |
21:51 | STATUS | So far so good.... But this test is not yet over |
21:46 | TEST | Take VI |
21:46 | VOID | let's void that issue |
21:46 | SOLVED | I think I see where it went wrong |
21:40 | TEST | Take V with estra debug lines |
21:35 | COCKROACH | I tried to void that, but the void is ignored |
21:35 | BUG | All party dead, yet counted as victory |
21:15 | TEST | Take IV |
21:15 | FIXED | ... |
21:15 | FUCKYOU | CRAP! |
21:05 | TEST | So now for Take III |
21:05 | TEST | Take II was done |
21:05 | FIXED | Definition Error |
21:01 | FIXED | Instant kill revenge error |
20:50 | TEST | Take I |
20:50 | STATUS | Wish me luck! |
20:48 | MAPSCRIPT | I've configured the boss from the Abyss Map Script |
20:40 | NOTE | Not there yet! |
20:39 | BOSS | Soul Consumer |
20:34 | SCRIPT | Armageddon counter |
20:27 | SCRIPT | Ultimate Vengeance |
20:20 | ABILITY | Ultimate Vengeance |
20:01 | AI | AI setting done for the boss on floor 20 |
18:54 | FIXED | Blockmap issue |
18:17 | FIXED | Plasma field forgotten |
18:05 | FIXED | Every kill was a magic stone |
17:56 | FIXED | GameVar Reference Error |
17:47 | OFFTOPIC | |
17:37 | DONE | Real life crap |
13:24 | FIXED | Many insignificant fixes |
13:16 | FIXED | Coordinate retrieval error for treasure hider |
13:13 | CLOSED | |
12:52 | LINK | Linked onto the map |
12:32 | SASKIA | Loreen |
12:14 | STORE | Loreen's item shop |
11:29 | NOTE | I did decide to make the shopkeeper only sell items, and to include a jewel crafting salesman no sooner but floor 65 or even 90. This voids the need for a boxtext selector which I never included here, and will also save me headaches in the future |
11:02 | OFFTOPIC | |
9:37 | STONEMASTER | Alexander |
1:23 | BACKUP | Running |
1:23 | STATUS | I'm tired... And I need a break.... The last stone master and the merchant are for tomorrow |
0:47 | LINK | I linked it all together |
0:43 | NOTE | So far the most complicated Stone Master |
0:42 | STONEMASTER | Johnny |
0:37 | OFFTOPIC | |
0:34 | ITEM | Mystic Powder |
0:05 | SASKIA | Script adapted |
- = 26 Jul 2020 = - | ||
23:57 | STONEMASTER | Rosetta (Abyss version... differs from her regular game counterpart) |
23:57 | STONEMASTER | Lena |
23:09 | ENHANCEMENT | Savegames will note the floor number when in the True Abyss |
22:53 | FIXED | Treasures not placed after floor 10 |
22:13 | TEST | Take VII |
22:12 | RECOVERED | Placed it back |
22:12 | HUH | Oddly a macro disappeared from my code |
22:05 | TEST | Take VI |
22:04 | FIXED | Treasure hide error |
22:01 | BUG | |
21:17 | TEST | Take V |
21:17 | VOID | Layer conflict |
21:13 | TEST | Take IV |
21:13 | FIXED | Code typo in Abyss compiler |
21:06 | TEST | Take III |
21:06 | FIXED | Map reference error |
21:05 | FIXED | Calculation error |
21:01 | TEST | Take II |
21:01 | FIXED | No chainthrough |
20:58 | TEST | I gotta put it all to the test now, baby! |
20:57 | NOTE | I've deliberately not set the script to remove them, due to the fact you can get there again after a wipe and maybe then the treasure CAN be reached, and still taken... For resets it doesn't matter as the game clears all swap data then anyway also unremoving taken treasures |
20:56 | SCRIPT | Hiding treasure out of range |
20:43 | NOTE | None of the city objects here are tagged yet.... This is a later concern, for when I actually get there |
20:43 | MAP | Floor 15 |
20:18 | MAPSCRIPT | Chain to next set of floors |
20:14 | CONFIRMED | That all works... well so far, it does... |
15:27 | NOTE | First boss 1, 2 or 3 Big Tigers (depending on your chosen difficulty setting). |
15:26 | MAPSCRIPT | Boss script set up.... |
15:17 | DONE | Achievement will be awarded after defeating the bosses |
15:16 | CONFIRMED | I got the error I expected (as the boss initiation script has not yet been written) |
14:39 | SASKIA | Boss start up event |
14:38 | LINK | Linked |
14:36 | LINK | Linking |
14:36 | GAMEJOLT | Trophy counterparts |
14:36 | ACHIEVEMENT | Boss #030 |
14:36 | ACHIEVEMENT | Boss #020 |
14:36 | ACHIEVEMENT | Boss #010 |
14:17 | FIXED | Blockmap issue on floor 10 |
13:24 | BOOST | The Abyss score bonus on skill experience has been doubled in the Casual mode and tripled in the easy mode... No bonuses in the hard mode.... Sorry! |
13:23 | BOOST | I've decided to make the treasure drop greater.... I could find none in my last test run... |
12:13 | TEST | Let's see.... let's see... let's see.... |
12:13 | NOTE | Treasure spots are technically fixed... So some treasures may lie on spots you cannot get to... This is not a bug... This is just something I'll take care of in a later stage |
12:09 | C# | And I've made the generator able to put them in |
12:09 | CONFIG | I've configured the level generator to ignore random treasures |
10:56 | FIXED | Syntax error |
10:53 | STATUS | Let's roll another test! |
10:52 | MAP | Fixed Map Floor 10 |
10:42 | STATUS | I do need to sort out how to put in Random Treasures in an adequate manner, but that's a later concern |
10:41 | BOOST | In the True Abyss you'll now get 1 extra AP per 5 points Abyss Score in the easy mode and per 25 points in the casual mode...> The hard mode does NOT have such bonuses |
10:37 | DONE | Magic stones will drop in the True Abyss *if* you have Abyss score V in the easy mode... X in the casual mode and XV in the hard mode |
10:35 | MAP | At least a few treasures will be there on the fixed floors |
10:31 | NERF | The Scorpion has in the easy and casual mode been removed from the original spot and be moved to later in the abyss |
0:08 | FIXED | More trivial crap |
0:04 | FIXED | Syntax Error |
0:00 | TEST | Let's put it to da test! |
- = 25 Jul 2020 = - | ||
23:46 | ART | Yellow Orb |
23:29 | TEST | next shot then, I guess... |
23:29 | NERF | Orc will not appear in the first 10 levels anymore |
23:28 | VOID | I voided that issue |
23:28 | FUCKYOU | Whatever |
23:12 | FIXED | THAT should fix it! |
23:10 | NOTE | That was NOT the fix for the crash on the Random Encounters... It only makes sure enemies that came too early will stop doing that |
23:10 | FIXED | Enemy configuration error by builder |
23:04 | TEST | And let's first see if that works |
23:03 | FIXED | Plasma Dominance FUCKED up |
23:02 | BUG | But BEFORE I get onto that I saw another issue, which is more important to get done first! |
23:02 | BUG | Didn't work, quite on the point I expected |
22:59 | STATUS | From here I'll need to work out if the random encounters work... (may probably not be the case due to some different workout requirements here). |
22:44 | CONFIRMED | Works |
22:40 | DONE | Disabeled personal actions in the True Abyss |
22:28 | BUG | I can at least say that non-True Abyss stuff does still appear in the achievement list, so that's something to sort out later |
22:23 | FIXED | I need to remember now to use the Abyss builder as it does hold some significance now, eh? |
22:23 | STATUS | Closing in |
22:17 | TEST | Well let's see |
22:17 | MAPSCRIPT | Conchita Welcome |
22:13 | BUBBLE | Alias config |
22:09 | TRANSFER | Scenario |
22:06 | STATUS | Next issue will be to get Conchita to talk |
22:06 | TEST | Take IX |
22:06 | FIXED | MapScript |
21:58 | STATUS | As far as I can judge all appears in order in the start up... But I can only check the if I can check the field menu... Unfortunately, the mapscript causes a crash now |
21:30 | TEST | Take VIII |
21:29 | NOTE | Yeah, because I used her name to access the database (for her character info), that lead to a crash! |
21:29 | FIXED | Rebecca's name misspelled |
21:24 | TEST | Take VII |
21:24 | STUPIDITY | Yeah, I know |
21:24 | FIXED | Forgot Skill number |
21:21 | TEST | Take VI |
21:21 | VOID | ... |
21:21 | FUCKYOU | .... |
21:17 | TEST | Take V |
21:17 | FIXED | Forgotten levels in character creation |
21:17 | STUPIDITY | SUKKEL! |
21:14 | TEST | Take IV |
21:13 | FIXED | Adressing New game plus start from main menu not working (this would cause the game to start as a normal game, when it had to be a True Abyss game). |
21:09 | TEST | Take III |
21:08 | FIXED | Identifier misunderstanding |
21:05 | TEST | And I wonder who many it will be |
21:05 | TEST | And now Take II |
21:05 | TEST | Well I had take I |
21:05 | FIXED | Syntax error |
21:05 | FIXED | Code typo |
20:53 | STATUS | From here, the first test for "The True Abyss" can begin.... Are you ready? |
20:53 | BACKUP | I've archieved the first grand test savegames.... I can still recover them if I still need them.... |
20:38 | SCRIPT | Music script for the True Abyss |
20:28 | STATUS | Before I start this up (as a crash is now guaranteed) I must sort out the music right.... |
20:25 | NOTE | I will not yet activate Conchita's welcoming story.... That is the least important party... Plus the map has been set up that way, that I can easily make "her" kick off as soon as you star there.... |
20:24 | SCRIPT | All should be fine now.... I think.... It will still be some issues I think.... |
20:01 | SCRIPT | In the main menu you can now opt to start a True Abyss game.... Please note, doing so will likely make the game crash... for now... |
19:55 | SCRIPT | Well, that should do it! |
19:44 | BUBBLE | in the project I've set these to enable all floors to use the same script.... Saves me a lot of work.... |
19:43 | MAPSCRIPT | And a basic MapScript |
19:32 | BUBBLE | I've just aliased this script for all floor groups.... Most of the scripts are the same anyway. |
19:32 | SASKIA | Set up the basis script.... All it does not is starting the fader, but perhaps a more elegant fader may be done here, and more script will come later when I start to script out the towns |
19:27 | STATUS | NOT THERE YET! |
19:27 | C# | Random Encounter configurator |
19:27 | C# | Random Treasure configurator |
19:20 | C# | Setting the basis for the random generated floors (It needs a few standard objects and the rest is generated afterward) |
17:32 | C# | I've set up the Abyss base generator to copy stuff from my model... And that appears to be working, yay! |
16:12 | STATUS | Now we get into the harder part as I now must start generating some basic Kthura files.... Kthura normally doesn't like that.... |
15:57 | SECRET | Nope, not gonna tell you :-P |
15:57 | NOTE | Normally ALL enemies that can be encountered in a non-boss encounter can be encountered in the True Abyss, with the notable exception for some enemies only encountered in the secret Game Jolt Only dungeons. This is because some of them play too important a role there, and one dungeon is even that secret that showing those enemies here would spoil that secret until you've seen it.... |
15:54 | NOTE | It should be noted that more enemies specifically for this place will very likely be created, but my generator will automatically keep those in mind, so nothing to worry about.... |
15:52 | GENERATION | And I've generated the first enemy list |
15:52 | C# | Enemy list generator |
14:46 | NOTE | Unfortunately my Kthura Launcher tool doesn't like this way of working, but who cares.... I can easily script my way around that. |
14:44 | KTHURA | I've made a model in Kthura. This model will not be used by the game itself, and should not even be included by the Bubble Builder. My generator is going to use this model to generate the actual fixed Kthura levels, plus their required meta data files |
14:29 | VERIFIED | I've checked the code... I can verify that the level cap is fixed to level M (1000) |
14:27 | STATUS | In order to set my mind to other things now, I decided to set my mind to the True Abyss first... |
13:33 | STATUS | Time for a little break now! Before I start testing the easy mode, the hard mode, the New Game + and the develop The True Abyss |
13:31 | STATUS | And GRAND TEST I has hereby been completed! |
13:07 | VERIFIED | Brendor ability check |
13:05 | ABILITY | Quake Strike |
11:49 | GENERATION | Of course this require me to regenerate the neg.... Oh well |
11:49 | RECOVERED | Well the big advantage of a remake is that loads of stuff is availale from the old, but it does remain kinda ... odd |
11:47 | HUH | For some mysterious reason the Orc Rogue picture disappeared |
11:33 | NOTE | Important notice! This is all the planning board.... Some things can still be changed due to development issues and setbacks on the way |
11:33 | DOCUMENTATION | |
10:56 | FIXED | Anyway issue fixed |
10:56 | TECHNO | Working with " is always nasty business in code generators |
10:55 | VERIFIED | Yup the code looks cool to me now.... |
10:55 | C# | I've adapted the Foe compiler |
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