[Text Based] CMDAdventure Game

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thextractor
Posts: 9
Joined: Tue Apr 21, 2015 12:06 pm

Hello everyone, before I start on the subject of this post. I would like to introduce myself because this is also my first post on the Cohhilition forums.
About Me [+] Show
My name is Leonard and I'm currently 22 years old. I'm from The Netherlands and currently working as a software developer / web developer. Working mostly with C# back end systems and combining that with MVC and html front ends. I have a software engineering degree where I mostly had classes in Java (when it comes to programming). Together with that I also did a game design minor during college where I used Unity3d and C# to create games and such.

I found out about Cohh because of Dropped Frames (basically since the show launched) because I was following JP already, since then I started watching his stream more and more often and subscribed to support him. I enjoy his streams a lot and I think the community is pretty awesome :) .

Okay now onto the real topic!
Since September 2014 I have been working on a little RPG / Adventure like game within the Windows command prompt. Because I am a programmer and am horrible with graphics I decided I just wanted to experiment a bit with coding a game again. So i decided on text based because this would have the quickest results. Half a year later the project grew from just something random for fun into one of my first hobby programming projects that is actually pretty extensive.

The game originated from me thinking 'hey i want to program a thing where you have experience and stats that you can level up when you level and then it changes certain things in the game etc etc'.

So how does this game play?
My game borrows a lot of things from games that I love personally and combines them in a simple RPG/Adventure game where you go from location to location, fight monsters, gain experience, find items, upgrade items, do quests and follow the story to grow from a simple soldier to an awesome hero.

The game does not require extensive typing and complex actions, you simply have a list of options that you can choose from 1-9 and then continue to choose what you want.
As the game is not yet finished, I always try to build upon it and deepen out the mechanics.

How much is there already to do?
The game is current in version 0.9. This means that all the basic systems are in place and the story quests are almost complete. At this point only the last boss and the last quests need to be added to the game to make version 1.0 complete. This will be the 'Basic Release' of the game. After that I will start development towards version 2.0 right away. In version 2.0 I will take all the current systems in the game and add more depth to them, at the release of 2.0 the story will probably be 90% the same as in version 1.0. But the depth and gameplay will be greatly changed. More on that in the 'future' segment.

Things that are already in the game currently:
  • Two different classes with unique differences.
  • An 'open world' / Map of locations that you can travel around freely. (Towns, Roads, Cities, Castles and 2 special locations).
  • A simple turn-based Combat system between you and enemies and special bosses.
  • A drop system for Items and Gold (Weapons, Armors, Upgrade Items).
  • An Upgrade system where Items can have different rarities and can be upgraded to become even better.
  • Simple questing system where you can take quests and get rewards when they are finished.
  • A lot of smaller systems to support whatever I just wrote above :)
Screenshots
Because pictures of text is better than just text?
Screenshots [+] Show
Here are a couple of basic screenshots of how some options look in the game :
Image
Image
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An example with a fight in the current in-development version where Buffs & Debuffs have been added to combat. You can compare it to the above image where less buffs/debuffs are active.

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Is there a story/lore?
Writing is not my best trait, at least thats what I think. But there is a story in the game that you can follow. In the current version you can choose to completely ignore the story and just start killing and leveling on your own. But if you are interesting in following the story, you can do so by doing all the quests in the game. Quests in the game currently function as two different things:
1 Communicate the story by interacting with NPC"s
2 Helping the player with game mechanics by explaining things (tutorialish)

How/Where do I play it?
After all this reading you can finally download it. But wait, its text based so you will have to do more reading :D .
You can download the game here: https://dl.dropboxusercontent.com/u/205 ... 20v0.9.zip
It is a simple .zip file that you extract and then you can run the .exe file. The readme file might answer some basic questions and otherwise. Feel free to post anything here if you need help!
The game is build with C# so it will most likely only work on Windows systems. I myself run Win 7 64 bit so it works at least on those systems. But i expect it to work on almost any Windows system, can't tell about Mac/Linux.

If you want to write your feedback not in this thread, you can also fill in my google form that I made for this game! http://goo.gl/forms/FKdAs3ueH1

What are the plans for the 'future'?
A lot of the systems in the game at the moment are not as interesting as they could be. Let me give you an example. In the current combat system you have no influence on the combat, the game plays out the combat in a turn based system where you attack, monster attacks, you attack, monster attacks etc until something dies.
In version 2.0 this system will be replaced by a pokemon-style combat system where each turn you have a selection of skills/abilities available and you can choose the most appropriate one to use.

Current I am working on extending the combat system with more than just regular attacks, attacks will also have the possibility to stun, apply a DoT, lower hitrates/defence the target. This is especially active during the final boss of the game.

Below is a list of things I plan to add in version 2.0
  • Combat system with Abilities
  • Ability Tree's where you unlock abilities based on your class and level
  • Crafting item system where you get crafting items while exploring or fighting and use this to create unique items that are not in the droptable (sudo-random generated item based on crafting recipe's).
  • In depth questing dialog where making different choices actually results in different results.
  • Adding more trading options for buying/selling goods by adding traders in cities and towns for the crafting goods.
  • Adding a 'wandering trader' AI that actually traverses the game map and you can interact with if you happen to be on the same location. Giving the world a more alive feeling.
  • Any cool suggestions I might still get!
End Note: Thank you for reading this long post, I probably missed quite a bit of information still so feel free to ask anything and i'll do my best to answer.
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Kalejin
Posts: 124
Joined: Mon Feb 03, 2014 3:45 pm
Contact:

Great work, very nice game!
Chceck out my Death Counter & Soundboard for streamers!
thextractor
Posts: 9
Joined: Tue Apr 21, 2015 12:06 pm

Thanks, I've only posted on 2 other forums about my game so its hard for me to do proper testing in things, especially when it comes to balancing out the gameplay since there is quite a bit of RNG in the game so just having myself do things (and ofcourse i know all the details and such) is not very effective.

So im always wondering what kind of results people get when they play.
thextractor
Posts: 9
Joined: Tue Apr 21, 2015 12:06 pm

Hey everyone, since its been a while that I updated the version and quite bit has changed (on the technical side mostly). I wanted to post again with the new version. There won't be any new quests but there will be a new location to go to and a new boss to fight.

You can download the new version here: https://dl.dropboxusercontent.com/u/205 ... v0.9.5.zip

Because this version is mostly about the new boss which is for pretty high level (35 or more) I also added a download of a prefab level 25 soldier you can use to bypass the beginning of the game (since not a lot has changed to that part). Just drop the save folder next to the .exe and it will use it.

https://dl.dropboxusercontent.com/u/20547271/Save.zip


A few known issues with this version:
Charms & Blessings are not yet saved in your save file and will be lost upon restart of the game.
There is no option yet to inspect your current charms & blessings for their effects & duration, but this will come in later versions.


Thanks for reading!


You can read the full update notes below:

Updates Notes Version 0.9.5

Updated combat system 1.0
The combat system code has been overhauled to make updating, extending and improving it a lot better. In addition to that a new feature has been added to the combat system which is required for the last boss. This feature is the addition of Buffs & Debuffs, which I will explain further below.

The overhauling of the combat code while not changing a lot for the player will make it a lot easier to upgrade the combat system to 2.0. These were just the first preparations.

Buffs & Debuffs
Various types of buff and debuffs are now in the game and can be applied/active during combat. These buffs can be either applied through special skills (This is what the boss does) or be active as a passive ability (charms from the temple). The following kinds of buffs exist within the game:

· Damage Dealt Boost/Reduction (in %)
· Defence Boost/Reduction (flat amount)
· HitRate Boost/Reduction (in %)
· CritRate Boost/Reduction in (%)
· Damage Taken Boost/Reduction (in %)
· DoT Debuff (Takes X amount of damage each turn active)
· Stun Debuff (Skip each turn active)

Temple Location
A new location has been opened up in the game, the temple where you as a player can get either temporary buffs or temporary blessings for payment. The temple is located near the city of Stonehall and can be traveled to from that location.

Charms
For a small payment at the temple you can receive a temporary charm that lasts 15 turns of combat. A charm does not expire after combat is finished thus can be useful for multiple fights. The following charms with their bonuses can be acquired:

Charm of Wrath
Damage Dealt +15%

Charm of Thunder
All Attacks have 25% chance to stun for 2 turns

Charm of Resilience

Reduce Damage taken by 10%

Charm of Fervor
All Attacks lifesteal for 10%

Charm of Passion
Attacks have a 40% chance to apply a 5 damage DoT (lasts 3 turns)

Charm of Sharpness
All Attacks have 25% more chance to hit

Charm of Guarding
Gain 15 bonus armor

Charm of Precision
10% bonus crititical chance

Blessings
It is also possible to pay a larger amount and get a special blessing that has unique effects on you for 35 combat turns. The following blessings can be acquired:

Inner Fire
Gain 1 additional damage for each 1% missing health (caps at 99 damage at 99% missing health)

Iron Will
When health reaches below 35%, Heal 15% max health (only occur once per fight)

Focus
Gain 5% Critical Chance after each successful attack, this maxes out at 35%

Weapon Mastery
When wielding a Light Weapon (swords), You gain 15% Critical Chance
When wielding a Heavy Weapon (Axes), You gain 15% Additional Damage
When wielding Ranged Weapons 15% Critical Damage

Demon Lair
The third and last castle of the island has been opened and can be traveled to from the intersection plaza. The last boss will have unique abilities that apply either self buffs or debuffs to you. Recommended level of fighting is 35 or higher.

Also added reward weapons for the final castle.

General Updates

· Added weapon types and armor types to the game and made them visible when item information is shown.
· Reworked the encounter RNG for exploring, the more dots appear on the screen the higher chance you will have for an encounter.
· Fixed a couple of textual bugs (spelling or unintended wording).
· Fixed a bug where navigation choices wouldn’t always work.
· When the player has more than 100% hitrate it will be maxed out at 98%.

Balance Updates
· When wearing Light Armor you have 5% extra Evasion
· When wearing Heavy Armor you have 5% less Evasion
· When using Light Weapons you have 5% extra Hit rate
· When using Heavy Weapons you have 5% less Hit rate
· When using Ranged weapons there is no change in Hit rate
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Vurisa
Posts: 60
Joined: Mon Sep 15, 2014 1:54 pm
Location: The Netherlands
Contact:

i will try it
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thextractor
Posts: 9
Joined: Tue Apr 21, 2015 12:06 pm

Cool :) , Yesterday evening I updated the download with v 0.9.5.1 and 0.9.5.2 if after downloading you have any of those two version you have the latest versions. in 0.9.5.1 I fixed the text wrapping so it doesn't cut off words if it reaches the end of the window. And in 0.9.5.2 I fixed the entering if your age at the start of the game since this wasa bit bugg when using backspace/delete if you made a mistake.
thextractor
Posts: 9
Joined: Tue Apr 21, 2015 12:06 pm

*Bump*

To give a little update on what i've been working on in the game, here is what i currently have done so far:
See update Notes [+] Show
-Added fifth quest to the game (kill the mountain giant)
-Updated menu with 'Character Options' with sub menu's (displaying buffs & quests etc)
-Added Lake location to game with fightable (& repeatable ) hydra which gives out

rewards
-Tweaked the text drawing a bit more to prevent words being broken in half

-Added the following new daggers:
Rusty Dagger (lv 3 Light Weapon)
Basic Dagger (lv 5 Light Weapon)
Iron Dagger (lv 8 Light Weapon)
Hunter's Dagger (lv 11 Light Weapon)
Swift Kukri (lv 13 Light Weapon)
Heavy Khanjar (lv 16 Heavy Weapon)
Bronze Hunting Dagger (lv 21 Light Weapon)
Silver Cinquedea (lv 25 Light Weapon)
Parrying dagger (lv 29 Heavy Weapon)
Gold Plated Knightly dagger (lv 30 Light Weapon)

All Daggers focus on Critical rate as their bonus stat and have slightly lower attack

rates than the other weapons.

-Added the following new axes & shields:
Wooden Shield (lv 2 Heavy Weapon)
Broken War Axe (lv 8 Heavy Weapon)
Steel Shield (lv 12 Heavy Weapon)
Hardened Viking Shield (lv 18 Heavy Weapon)
Spiked Heavy Shield (lv 22 Heavy Weapon)
Barbarian Shield (lv 27 Heavy Weapon)
Gold Plated Knightly Shield (lv 30 Heavy Weapon)

All shields focus on adding large amounts of stamina to make the user more tanky, but

have a lower damage and hitrate because of this.


-Added the following new bows & crossbows:
Roman Crossbow (lv 5 Ranged Weapon)
Simple Bow (lv 8 Ranged Weapon)
Greek Crossbow (lv 11 Ranged Weapon)
Reflex Bow (lv 17 Ranged Weapon)
Composite Bow (lv 20 Ranged Weapon)
English Longbow (lv 24 Ranged Weapon)
Chinese Crossbow (lv 26 Ranged Weapon)

With the addition of the new weapons there are now
17 light weapons, 17 heavy weapons and 16 ranged weapons* (includes starting weapons)

*This is the pool of dropable weapons, the added weapons can only be found from drops.

Market weapons have not changed. There are 5 of each type of weapons available at the

market.

other changes:
hunter's crossbow max damage lowered from 23 to 22
thextractor
Posts: 9
Joined: Tue Apr 21, 2015 12:06 pm

I've been thinking about adding a Block system to the game just to make the Hitrate stat a little more interesting. Since currently it is literally a roll between Damage or No damage.

Thus i came up with this:
Combatants are able to block your attacks based on your current hitrate.
Blocks are calucated at the end of your attack when total damage is already calculated.
Blocked attacks only do half of their original damage. Blocked attacks can also be

critical attacks.

A combatants block rate is determined by the attackers hit rate with a certain formula.

For each 10% hitrate YOU have, you gain 1% block rate. For each 5% of the attackers

missing hirate untill 100% you will gain an additional hitrate.

Example:

You have 50% Hitrate, Attacker has 50% Hitrate.
You gain 5% Block rate from your own hitrate.
You gain 10% Block rate from the attackers hirate (50 until 100% 50/5 = 10).
Total = 15% Block Rate.

Another Example:

You have 75% Hitrate, Attacker has 75% Hitrate.
You gain 7.5% Block rate from your own hitrate.
You gain 5% Block rate from the attackers hirate (25 until 100% 25/5 = 5).
Total = 12.5% Block Rate


Another Example:

You have 100% Hitrate, Attacker has 100% Hitrate.
You gain 10% Block rate from your own hitrate.
You gain 0% Block rate from the attackers hirate (0 until 100% 0/5 = 0).
Total = 10% Block Rate

Another Example:

You have 25% Hitrate, Attacker has 25% Hitrate.
You gain 2.5% Block rate from your own hitrate.
You gain 15% Block rate from the attackers hirate (75 until 100% 75/5 = 15).
Total = 17.5% Block Rate


Maximum Block Rate achieved with this system would be 30%.
thextractor
Posts: 9
Joined: Tue Apr 21, 2015 12:06 pm

Download: https://dl.dropboxusercontent.com/u/205 ... 20v1.0.rar

Hey guys I just want to let you know that I finished version 1.0 of my game. Marking this version as complete. I sadly wont be working on all the great idea's for version 2.0 since I will be starting on a different project and closing this after 11 months of development. See below for the change log for version 1.0 to see whats added still. If you encounter any bugs I can still fix them so dont worry about that :) .


-Added fifth quest to the game (kill the mountain giant)
-Added Sixth quest to the game (kill the Demon lord + End of Game message)
-Updated menu with 'Character Options' with sub menu's (displaying buffs & quests etc)
-Added Lake location to game with fightable (& repeatable ) hydra which gives out rewards
-Tweaked the text drawing a bit more to prevent words being broken in half
-Hydra base strength lowered but now it scales by level and the amount of times killed

-Added the following new daggers:
Rusty Dagger (lv 3 Light Weapon)
Basic Dagger (lv 5 Light Weapon)
Iron Dagger (lv 8 Light Weapon)
Hunter's Dagger (lv 11 Light Weapon)
Swift Kukri (lv 13 Light Weapon)
Heavy Khanjar (lv 16 Heavy Weapon)
Bronze Hunting Dagger (lv 21 Light Weapon)
Silver Cinquedea (lv 25 Light Weapon)
Parrying dagger (lv 29 Heavy Weapon)
Gold Plated Knightly dagger (lv 30 Light Weapon)

All Daggers focus on Critical rate as their bonus stat and have slightly lower attack rates than the other weapons.

-Added the following new axes & shields:
Wooden Shield (lv 2 Heavy Weapon)
Broken War Axe (lv 8 Heavy Weapon)
Steel Shield (lv 12 Heavy Weapon)
Hardened Viking Shield (lv 18 Heavy Weapon)
Spiked Heavy Shield (lv 22 Heavy Weapon)
Barbarian Shield (lv 27 Heavy Weapon)
Gold Plated Knightly Shield (lv 30 Heavy Weapon)

All shields focus on adding large amounts of stamina to make the user more tanky, but have a lower damage and hitrate because of this.


-Added the following new bows & crossbows:
Roman Crossbow (lv 5 Ranged Weapon)
Simple Bow (lv 8 Ranged Weapon)
Greek Crossbow (lv 11 Ranged Weapon)
Reflex Bow (lv 17 Ranged Weapon)
Composite Bow (lv 20 Ranged Weapon)
English Longbow (lv 24 Ranged Weapon)
Chinese Crossbow (lv 26 Ranged Weapon)

With the addition of the new weapons there are now
17 light weapons, 17 heavy weapons and 16 ranged weapons* (includes starting weapons)

*This is the pool of dropable weapons, the added weapons can only be found from drops. Market weapons have not changed. There are 5 of each type of weapons available at the market.

Added new option to the blacksmith where you can imbue your weapon or armor with dragon teeth and dragon armor (1000 gold for each imbue). Imbued items give additional stats based on the type of item that is used for the imbue-ing.

other changes:
hunter's crossbow max damage lowered from 23 to 22

Fixed negative damage dealt if you have too much armor
Fixed boss names not being displayed
Fixed a bug where skeleton bow did not give 10 dexterity, now it does.
Fixed a bug where defence bonus from shard augmentations was not added in the total defence

Added blocking system to the game. A blocked attack does only half damage. Players can gain block rate based on their dexterity and their equipped armor. Bonus block rate is determined by the attackers hitrate.

Base Hit chance for soldier & archer lowered from 25% to 20%
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