- Joined
- Dec 11, 2011
- Messages
- 14,888
- Location
- Louisville, KY
- NNID
- RedTheMastermind
- 3DS FC
- 0576-4747-0597
- Switch FC
- SW-4098-7445-3995
Keeping it short and sweet because I got a bed calling me.
TL;DR: I spent the better portion of my night working on a recreation of the main castle from Dragon Warrior. And I'm half done. That should probably be enough for you, but if it's not:
Least it would if I weren't falling asleep at the keys.
TL;DR: I spent the better portion of my night working on a recreation of the main castle from Dragon Warrior. And I'm half done. That should probably be enough for you, but if it's not:
In order to gather intel on the inaccessible parts of Tantegal Castle, I Game Genie'd the sweet **** out of my PC-emulated file (the RetroPie one, where I plan on doing the game legit, remains unaltered). Unfortunately I couldn't find a code to give me a Magic Key and couldn't be arsed to test until I found one on my own. Instead I hijacked the shop in Brecconary, got them to sell me Erdrick's equips for a total tab of four gold, and blitzed my way to Rimuldar to get one single Magic Key. From there I hacked the monsters around Tantegal to drop absurd amounts of gold, stuffed myself full of Magic Keys from the now-accessible castle shop till the dude cut me off, and then went on a breaking and entering spree.
All this for some NPC dialogue. Good times.
That all said, Tantegal Castle is about halfway done. The map's fully built, the NPCs and chests are placed, and, now that I've got confirmation of it all, I've begun scripting for their dialogue prior to the Princess' rescue.
Still brooding over what the **** to do about the sideways doors, and I probably also get to go back and set variables on the Magic Key chests and doors to update a variable telling how many keys the player has every time he gets one, since for some baffling reason the editor doesn't have that option. And there's some saving dialogue weirdness I gotta figure out.
So there's a couple of hurdles to overcome. Just a pile of things. But I get those pinned down, and I'll have a more-or-less fully functional replica of Tantegal Castle, and I can move on to the real big pain in the ass - the Overworld.
I've also implemented all the game's weapons and most of the armors. As part of the deal I went back and cleared out all the default item and skill designations and replaced them with relevant ones (except for magic, which I just cleared out for now).
Don't have options outright to heal the player as they walk or turn off floor damage, least as far as I know, so some of the late-game stuff doesn't work yet, but that's kind of a moot point right now. And the only non-equipment item fully implemented so far is the Magic Key, mostly because it does nothing unless you interact with a locked door. But when we get a Slime to beat, we now have the Bamboo Pole we'll probably be beating it with.
Finally, I set the player's HP, MP, and Strength for every level between 1 and 30. By hand. Because that's just how we roll now apparently. And there's more to go.
Ah well. Any progress is good progress.
All this for some NPC dialogue. Good times.
That all said, Tantegal Castle is about halfway done. The map's fully built, the NPCs and chests are placed, and, now that I've got confirmation of it all, I've begun scripting for their dialogue prior to the Princess' rescue.
Still brooding over what the **** to do about the sideways doors, and I probably also get to go back and set variables on the Magic Key chests and doors to update a variable telling how many keys the player has every time he gets one, since for some baffling reason the editor doesn't have that option. And there's some saving dialogue weirdness I gotta figure out.
So there's a couple of hurdles to overcome. Just a pile of things. But I get those pinned down, and I'll have a more-or-less fully functional replica of Tantegal Castle, and I can move on to the real big pain in the ass - the Overworld.
I've also implemented all the game's weapons and most of the armors. As part of the deal I went back and cleared out all the default item and skill designations and replaced them with relevant ones (except for magic, which I just cleared out for now).
Don't have options outright to heal the player as they walk or turn off floor damage, least as far as I know, so some of the late-game stuff doesn't work yet, but that's kind of a moot point right now. And the only non-equipment item fully implemented so far is the Magic Key, mostly because it does nothing unless you interact with a locked door. But when we get a Slime to beat, we now have the Bamboo Pole we'll probably be beating it with.
Finally, I set the player's HP, MP, and Strength for every level between 1 and 30. By hand. Because that's just how we roll now apparently. And there's more to go.
Ah well. Any progress is good progress.
I just condensed somewhere north of eight hours worth of shenanigans into a handful of paragraphs you hypothetical cloaca ****er.Sass Mouth said:hey what the hell you said short and sweet
This kind of makes me want to go dig up Skitchin music again.In which I post a banger from an obscure as heck 32X game.
Least it would if I weren't falling asleep at the keys.