First order of business!
#1
03 February 2017 - 10:29 AM
So the first issue I'm looking at on returning to this hack is a potential revision to the current Morale system. Currently enemies deploy from their base and their map movement AI has been modified to essentially counter the player's liberation plans by fanning out their troops to key locations.
The new setup I'm considering is: having an initial round of enemy troops that begin on various towns. these enemies would generally sit on the town or patrol near it to fight off your liberation efforts. The upside of this approach is that it really ensures that battles will occur all over the map, and also starting from basically the beginning of the map. It also really gives you the feeling that you are fighting few enemy territory, rather than just snagging a few free enemy towns before you even run into any of their troops. The downside of this (at least to me) is that there is a certain amount of charm to the enemy sort of starting in the same position you do: with all of their troops popping out of their base around the same time that you pop out your own, and you both try to accomplish your own goals on the map. However, this whole idea is really better suited to a map where all the towns are neutral and you and the enemy are both vying for control over them. It doesn't really make sense that you and the enemy would both be entering the map from opposite ends in order to fight over control of the towns that... the enemy already controls.
So what do you think about these two potential systems?
Should I go for the some-enemies-starting-on-towns route, which I am leaning toward, I'll need to make some revisions to the Morale system. Basically, each enemy deployment needs to have their own "morale" (or whatever this winds up being renamed to) that is weighed against how many towns the player controls. After all, I'd have different expectations of how many towns the player controls when attacking the enemy sitting on a town that's right next to their base vs. when they're meeting enemy troops that were deployed all the way from the enemy's main base. Ideally, this stat would be visible on each enemy deployment, so that the player knows who is favored in a matchup against that squad. I will have to look into the viability of that.
In addition to this, I've learned a decent amount more about hacking since the last time I really worked on this, so I'll be making some updates to my development environment, as well.
#2
04 February 2017 - 02:13 AM
where do i go to give you feedback on your nocturne mod? im hyped to play it. and if there are to ever be any post release changes, you probably need to know asap while the games code and layout is still fresh in your memory registry.
#3
04 February 2017 - 08:54 AM
#4
04 February 2017 - 10:50 AM
#5
04 February 2017 - 12:18 PM
dawnbomb, on 04 February 2017 - 02:13 AM, said:
where do i go to give you feedback on your nocturne mod? im hyped to play it. and if there are to ever be any post release changes, you probably need to know asap while the games code and layout is still fresh in your memory registry.
The best places would probably be over in the gamefaqs forum or in the megaten reddit, there's topics for it in both places. Eventually there'll be a forum here. Hopefully, maybe. Or if you wanted to write a review for it, then there's that romhacking.net page for that. There've been a decent number of people who jumped on it immediately, and a couple bugs were found, though very minor ones. I'm just glad nothing has broken completely yet. <_<
#7
04 February 2017 - 12:20 PM
Taylor_778, on 04 February 2017 - 08:54 AM, said:
Yeah, there's only 9 squads to play with and a stage can have up to 20 towns, so they wouldn't quite be everywhere, but there's a lot of possibilities to try there. The biggest hurdle is going to be trying to communicate the modified morale factor to the player so they know how much of an advantage/disadvantage they have against a particular enemy squad in that regard. There's not really any space in the enemy deployment status screen for a new stat, so I'd possibly have to expand the window to make room... may wind up being pretty difficult.
#8
04 February 2017 - 03:03 PM
#9
04 February 2017 - 06:20 PM
#10
07 February 2017 - 08:00 AM
#11
12 February 2017 - 06:21 PM
So, one other possibility for Morale Factor's implementation would be to have player's army begin with a neutral Morale. This Morale decays over time and increases when you liberate towns. The decay would be capped such that maximum decay + all towns liberated would either cancel out or leave the player with an advantage.
While being able to see this version of Morale Factor would be nice, it's not as essential as it would be in the case where each enemy squad has their own individual Morale. The problem that arises with trying to make this effect visible is not knowing where to put it... The reputation meter would be a great place, but obviously that spot is taken!
#12
13 February 2017 - 05:46 PM
zombero, on 12 February 2017 - 06:21 PM, said:
What are you doing to update it?
#13
14 February 2017 - 06:18 AM
#14
16 February 2017 - 06:02 AM
iainuki, on 13 February 2017 - 05:46 PM, said:
Arranging my spreadsheets better and automating more data writes. Creating ASM injection points so that whenever I want to make new changes I can code in (1) ASM instead of hex and (2) not have to worry about physical space, as I can do everything through relative addressing.
iainuki, on 13 February 2017 - 05:46 PM, said:
Hmm well I'm not positive. It would depend on if the color palette used for the meter is used elsewhere on the map, which it seems like a good chance it would be.
However, I seem to keep drifting on how I want to implement this, thus my preferences have shifted again... Fortunately I have this development environment grunt work to keep me busy so this indecision isn't really holding up progress right now. I'm fairly certain that I'm getting close to where I want it though.
So right now I'm leaning toward giving every enemy deployment a hidden "Morale", "Resolve", or whatever you want to call it stat. This stat will be unchanging, with the exception of sending an enemy squad back to base, in which case it would be "refreshed" (updated to be equal to the Morale of the last enemy squad that was deployed). Enemies that initial spawn on towns would have lower values than those who spawn from the enemy base, and enemies spawned from base would have slightly increasing Morale the later they are deployed (all set manually). What will be visible is some sort of stat that can be viewed on the enemy squad itself. This stat would indicate how the player's Morale Factor (towns liberated) compared to that enemy squad's Morale. The most mundane possibility for this stat's name would be something like "Player Advantage:" followed by a positive or negative number. But I'd like to come up with a better name than that...
#15
20 February 2017 - 06:34 AM
#16
21 February 2017 - 06:54 PM
#17
24 February 2017 - 06:12 AM
#18
24 February 2017 - 07:37 AM
#19
27 February 2017 - 06:20 AM
#20
04 March 2017 - 09:40 AM