It would be interesting to have an event where they are fattened and imprisoned, although it may not be a bad ending called the fattening ending in the plain Cubone room
Also, please add Ralts to the main character! Please…!
It would be interesting to have an event where they are fattened and imprisoned, although it may not be a bad ending called the fattening ending in the plain Cubone room
Also, please add Ralts to the main character! Please…!
As you may have noticed on PWGG, PWGD development is on hiatus.
The main reason was that I felt like I had reached a rut with development, so I wanted to do something different.
So right now I’m developing PWGG, and also thinking about other games.
But I have a lot of ideas, so I’d like to complete them (as long as I’m alive).
(Also, I’ve been feeling depressed lately… I have a d*ath wish.)
In the future, various species will be unlocable, but as I said in PWGG, I would like to add custom species.
Not sure if this will be seen but whenever i try loading the game up the all the .js scripts keep error coding but the game runs just everything is broken
Hope i aint too much of a bother asking here about this
You have to extract the file after downloading it.
That i have done but when loading it the .js files error out but the rest loads
It’s been a while since I’ve written about my future plans for this game. Don’t worry, it’s mostly good news.
The game I released recently was testing the system used in this game. (It’s not that I made that game just for testing from the beginning. I simply wanted to create a system that could be used with PWGD in the process of making that game.)
And with my experience with PWGG, I think I can now do the following:
A long-awaited key input system.
More original game like inventory system.
A clear path towards implementing buffs and equipment.
Using items, throwing, using move, running away, etc. are all expressed as a single action.
More reliable temporary effects for stats. And a weight penalty system.
A new item and move object framework. It will be easier to add items, equipment, and moves. And it will free us from hellish switch cases.
Make it possible to handle players and enemies with the same widget, reducing the number of widgets and making coding easier.
A new enemy AI system. Simpler, yet flexible, and more dynamic action branching.
I feel like I can do this now. And if I can do this, it will make future development much easier. But to do this, I will have to rewrite the whole system… So that’s what the updates will be like for a while. This may be a long wait for explorers who have been exploring the small plains for over a year, but we appreciate your patience.
And now, about the system changes I’m currently considering.
The biggest one is the Original like inventory system mentioned in the previous post.
https://cdn.discordapp.com/attachments/1298994167934091314/1299357817857376287/image.png?ex=672ac084&is=67296f04&hm=91a9ac8c8883b6fbe23f8fce8c1cddd3e5eb911714241219502c5d650654c957&
This will make balancing easier, but it will also be the most difficult task, and it will be a hassle for players as they will no longer be able to hold infinite items. I plan to add it, but I’ll ask anyway.
I’m asking here because it doesn’t seem like you can configure the keys.
I’m planning to make it possible to operate with Numpad. On top of that, I’m planning to key bind the path according to a certain rule. Basically, I’m going to assign Enter to select to move forward, and 0 to go back. In Base, I’m planning to make it possible to go to the player’s room with 0 spam, and to go directly to the exit with Enter. In Dungeon, I’d like to be able to proceed by repeatedly pressing Enter unless a choice appears. If you have any other ideas, please let me know. Do I really need to operate with Numpad in the first place?
Currently, moves and items are managed in separate files, but I think I’ll stop doing this. I thought it would help reduce the bugs, but it seems like this itself is the cause of the bugs. Also, because it’s exposed to the outside, it’s easy to rewrite the effects of items.
From now on, I may be able to post as a single html file again.
We’ve introduced the PP system. Moves will no longer be available infinitely.
Ranks were previously based on points, but from now on we’ll be syncing them completely with your game progress.
Looks like this. What do you all think?
The changes look pretty cool to be honest~
Hi, I feel guilty because I haven’t updated for so long, so I’ll give you an update on my current situation.
As I said before, I’m currently starting over from scratch.
I’ve also switched my development environment to tweego.
And now it took me half a week just to implement the “slightly complicated” command system… (And it’s not finished yet).
At the moment, I don’t know when version 0.6.0 will be available, but please wait patiently. See you until then.
Hey, how is it going? I’ve had to rework it and I’ve had to stay in bed with a fever, but I’m doing my best.
The new version of the code will be more object-oriented, not linier. As I said before, this will make it more extensible and allow for more complex processing (also this is a challenge I’ve set for myself).
But it’s already taking too long! I don’t know when I’ll be able to release a playable version!
I’m planning to release it in a playable state at least by Feb 10 (because I have a small event on Feb 12). It’s unlikely that I’ll be able to implement the weight gain element by then, but I hope you’ll wait a little longer until then.
Finally, check out the command system I’ve been working on for a few days (and it’s not finished yet). And a new inventory system. If you’ve played “a certain game,” you’ve probably seen it.
Nice and sleek I like it
It looks good. Looking forward to trying it.
This is very bad news. It turns out that what I want to do can’t be done with Twine. Simply put, Twine’s variable system is very incompatible with object-oriented programming. This is a problem on the Twine side, and there is nothing I can do about it.
That means starting over again. And next time I will do it without Twine. I’m sorry to those who were looking forward to the next update, but the announcement of the next build is unknown. And I’m going to be away from this for a while. I’m despairing that I have to make this announcement, and my motivation is dying…
Don’t worry and take your time, the things you have show us are incredibly good and we are looking forward to whatever you decide to do.
Take your time. We are more than willing to wait for it. So take your time and relax.
I just found this gem a few days ago and I absolutely love it! Whether you continue to pursue this project or another I’m definitely excited for whatever you make next!
I’m glad someone likes my work!
I intend to continue this game. But as I said before, I will probably start from scratch. Besides, I have a lot of other ideas mixed up in my head recently, so I’m confused about what to do next. I’ll probably do a series of small projects for a while. Discord bots, etc.