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Post by Mikéy on Apr 3, 2011 18:24:51 GMT -5
I lol'd at Common Sense. A definite choice and winover from me. Q15: "I decide to bring back with me"; small error. 1. Aberrant 2. Purifier 3. Gunner This time I SWEAR I chose "normal arm".
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Post by Dashe on Apr 3, 2011 19:50:12 GMT -5
"Backup?" HECK YES. I wound up with: 1. Pirate 2. Digger 3. Spotter And on my second try, 1. Digger 2. Pirate 3. Purifier Also, Chrome let me through this time after a couple of popups involving my computer complaining about Java.
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Post by Raijin on Apr 9, 2011 19:29:50 GMT -5
Finally got around to this. I got:
1. Pirate 2. Digger 3. Purifier
Trying different answers for the questions I was conflicted on netted the same results with 2nd and 3rd maybe switching order, but Pirate remained up top. That surprised me considering I thought my answers were as conservative as last time so I figured I would be going for something less violent and more intellectual again, but looking back I guess my insistence on completionism translated to greediness. Either that or I'm misunderstanding what defines a Pirate in this case.
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Post by Santa Melty on Apr 10, 2011 11:58:43 GMT -5
Sorry again for the Java. There will be an html/php version eventually, I promise. Also, fixed the error Mike pointed out, and changed the wording in a couple of other places just for clarity (probably won't change your answer if you already took it). Anyway, thanks for posting your results. A LOT more consistent with what I was expecting this time. I think the only off one I've seen yet was Pitch's, who got this crazy three-way tie. I'm disregarding that one on account of him being weird. As for how the scores are determined, it's still based on gameplay more than the in-universe connotations of the classes. So pirate doesn't necessarily equate to greed, researcher doesn't necessarily equate to intellectuality, getting aberrant doesn't imply I think you're a nut, et cetera. Basically, I took 5 different semi-relevant personality aspects (based loosely on those 5 big ones) and had each question add or subtract points from one or more of them. Then the traits were mapped to the classes in combinations that I thought best matched each class's gameplay style. Each class was given two positive traits that added to their score, and one negative trait that subtracted from it. Then the highest scoring classes got listed. The traits were: - Inquisitiveness. How curious are you? Are you the kind of person who goes talking to every NPC just to see what they say? In general, classes with this trait have more opportunity for exploration, and can access areas or trigger events other classes can't. - Risk-taking. For lack of a better name. How prone are you to taking risks? Do you stick your neck out or prefer taking the sure bet? Classes with this trait generally involve a greater level of uncertainty in gameplay. You may have to react quickly in situations that are constantly changing. - Sociability. Are you more team-oriented, or do you prefer doing things your own way? Classes with this trait are generally made more for a supportive role, and only realize their full potential when working as part of a group. Most likely won't make much difference in the end, since multiplayer probably won't be a feature in the final version. - Focus. Sort of. Do you prefer variety, or do you like doing one thing and being really good at it? Do you seem like the type to like specializing? Classes with this generally have a more specific purpose. They may be equipped particularly well for certain situations/enemies, but have more difficulty with others. - Initiative. Do you take it? Are you the first one into a new area, or do you bide your time until more information is available? How confident are you? Classes with this are the most combat-oriented, and are generally the ones most fit to do any actual killing. I put together an information sheet showing which classes I mapped to which positive/negative traits. I also combined it with an updated stats-sheet type thing and more sketches just for the hell of it. You can see it over here. I dislike posting here empty-handed. EDIT: Added some stuff I forgot the first time through. 5 in the morning is the worst hour ever invented. ... Those sketches are totally off, but I do like them. They've got personality, I think. Also, "Special" is just a catch-all for abilities I couldn't classify elsewhere. I may have to figure out a better scheme for that eventually. Anticlimactic 1000th post GO.
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Post by Pitch on Apr 10, 2011 13:56:23 GMT -5
I think the only off one I've seen yet was Pitch's, who got this crazy three-way tie. I'm disregarding that one on account of him being weird. As long as that's the reason you're disregarding it, I'm happy. ’cause I can tell you those were definitely my genuine responses — even the ones you pointed out that were inconsistent. (I got Researcher/Pirate/Digger, if anyone's curious.) Yeah, this was interesting, because if I said I don't enjoy being a jerk, I lost Researcher and gained Abberant. Seemed odd to me, but I guess Researchers are jerks. I can dig it. I do like the little insight you gave for the results criteria there. Very interesting stuff. o.o And hey, congratulations!
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Post by Raijin on Apr 10, 2011 15:21:39 GMT -5
It definitely makes sense seeing the breakdown. I know my answers trended towards Inquisitiveness and away from Focus. That's completionism in a nutshell. Also seeing that Pirates are the jumping masters convinces me that will be the perfect class for me. Yeah, I picked "flight" for my super power.
I'm a bit curious about Researcher though. I would think "research" and "inquisitiveness" went hand-in-hand but apparently that's the Researcher's weak point.
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Post by Mikéy on Apr 10, 2011 15:54:22 GMT -5
The aberrant, regarding its health and stat distribution, gives me the idea of "tank". With a mix of Initiative and Focus with a lack of Inquisitiveness, that really does sound like the way I play. I've always got one goal in mind that I work on primarily before worrying about anything else. I mean really, I had less than 40 pokedex pages before beating the main storyline in White, so I guess that has SOME relevance, right? However, when it comes to classes, I do tend to be picky about which one I stick with (although it's usually a support role) so that being said, I should retake it. Results from (honest) old quiz: 1. Aberrant 2. Digger 3. Spotter (Crazy SoB?)Results from (honest) new quiz: 1. Aberrant 2. Purifier 3. Gunner And this time, I did the quiz with my PWI cleric (slight cleavage) in mind, and I get these results- Results from (support) new quiz: 1. Engineer 2. Spotter 3. Pirate That sounds about right. I really love my cleric on that game, and the support role in general. Although it really gets me thinking how being a support role by yourself in a dungeon would be beneficial with the typical lack of power/armor/health. Makes me more eager nonetheless.
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Post by Dashe on Apr 10, 2011 18:23:37 GMT -5
Yeah, my old results were waaaay off. Looking at the stat sheet, I'd probably be best playing as a Pirate, Gunner, or Engineer. Though I'm wondering what Businessman's doing on the list at all, since it appears to have no stats and wimpy HP. And welcome to the Wojigairon club...theoretically. I'm not entirely sure if staff can actually make it to Wojigairon since our titles always read 'Station XXXX' instead.
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Post by Loken on Apr 10, 2011 21:58:07 GMT -5
I really, really suck at R.U.S.H, I can't make it past the first level .
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Post by Santa Melty on Jun 1, 2011 21:41:31 GMT -5
Alrighty. So. A while back, when I said I thought I could get all the classes finished in about a month? Might have been a bit optimistic there. In any case, new demo is now out. Still only one class, and still only one ruin. But there are a few new features of note. It's over at the Arcade, for anyone who's interested.- So what's the holdup, speedy?The usual suspects. A combination of laziness, waning interest, my hatred of Multimedia Fusion 2, work, and my spending a lot of time making quizzes. I still plan to get this finished at some point, but expect it to take a while. - What's different in this version, exactly?Starting from the top, I am now using the hardware accelerated version of MMF2 (why something like HWA would be an add-on instead of a standard feature in this day and age, I don't know, but hey). Using this, the game no longer has to run in 256-color mode, and the framerate is now slightly higher. This translates to better visuals overall. The game also runs in fullscreen mode now. The interface elements should rearrange themselves to fit as well as possible on any given monitor, but due to lack of foresight on my part, people with smaller screens are still probably going to have a tough time with it. Unfortunately, this probably won't change in the future, as I haven't yet come across a simple way of shrinking everything down to accommodate smaller screens. The larger the monitor, the better the experience is going to be in this case. The controls have been tweaked slightly based on comments and experimenting, though I don't think anyone will notice too much. Turning in the air is easier, shots travel a bit farther, kicks have more knockback, and a myriad of other little things. I also worked up enough courage to dive back into the movement engine. It was one of the first things I did when I started, and though it was functional, it was terribly written, with all sorts of unnecessary loops and kludges and what have you. I rewrote the worst bits to be slightly less terrible. Unfortunately, slope movement was interwoven pretty tightly into those bits that got cut out, and so that feature ended up broken by the time I was finished. I decided it wasn't worth the effort to fix, and so just removed it entirely. I may add it back in later, maybe. It was nice to have, but it wasn't integral. And the movement events looks so much cleaner now. Other little changes to things that were already there include the usual sprite improvements, bug fixes, AI improvements, et cetera. The scoring system from 0.2 which rated you based on money, time, health, and items is also gone now. My hope is that the lack of pressure will encourage more exploration, now that the demo ruin is a bit larger and (I hope) more worthy of exploration. The class selection screen is notably unchanged. I know it was suggested to include more art and info on that page just for show, but I have plans to redo it entirely now, and it didn't seem worth it to put the time into adding more stuff to it. As for entirely new stuff, there are now several more enemies. They're not as complicated as the old ones (partially due to laziness, partially due to the older enemies having had more time to be refined), but they'll serve to provide some variety, I think. There are also random drops now, so enemies may release health and possibly items upon defeat. A status effect system is now in place as well. Burn and shock conditions are included in this version, along with some environmental hazards to inflict them. Destructible obstacle are now working. Water is also present, and can be interacted with in a few ways. Water was actually mostly functional around the time of the last demo, but I didn't really have anywhere to put it until now. There are also the beginnings of a stat buff/debuff system (it's used for the shock effect) and an inventory system in place. An info feed in the upper right corner of the screen will note changes to the inventory or your location. The ruin itself is also more expansive, though still relatively simple and linear, its main purpose being to introduce the new enemies and mechanics. There are a few hidden things, though. Enough to keep people's attention, I hope. There were a few things I wanted to put into this demo that I wasn't able to finish. I was considering getting a proper inventory system with its own menu and everything finished, but decide to save it for some later version. A system for displaying dialog almost made it in (there was actually going to be a spotter sending you hints and warnings as you went through the rooms), but that got shelved as well. Next time, maybe. - How many more years until the next demo?Not sure. I want to finish up a couple more enemies and then test/polish up the rough versions of the other classes before the next demo, at the minimum. An inventory system isn't vital here, but I think it'd be nice to have, as it'd open the way for a few other features that could add to the final version's replay value. And new sprites might take a while (besides the new stuff, I want to redo the Digger sprites, and maybe the new flying enemy. Looks too stiff). A system that lets you change equipment would also open some doors, but that thankfully shouldn't be too much work to get working, the way things are structured right now. Also, the energy drain condition still needs to be finished, as well as the buff system. And more stuff I'm forgetting, I'm sure. So, a while, probably. I wouldn't get anxious. Anyway, comments? Criticisms? I am open to them. And if anyone finds anything that looks like a bug, please do tell me.
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Post by Dashe on Jun 1, 2011 23:31:18 GMT -5
It might just be my computer being a pain, but I'm getting some serious PS1 Nino Ruins flashbacks as far as character physics go. I can't get past the paralysis room, either, but that has more to do with me being really bad at this than anything.
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Post by MegaTuga on Jun 6, 2011 15:59:35 GMT -5
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Post by Santa Melty on Jun 6, 2011 21:09:22 GMT -5
Not sure I know what you mean. Does it feel sluggish? I'm hoping it's not a framerate issue. Thought I finally got everything running nice and smooth. :03: As for the paralysis room, I'm afraid I can't help you there. If the twomp-bots are giving you trouble, you can kill them off. They've got a fair bit of health, though. NO clue at all what happened there. Would you mind trying this version? Messed around with some of the options. The graphics will be a bit off, but it might at least run.
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Post by Dashe on Jun 6, 2011 21:55:25 GMT -5
It may be a framerate issue. Everything moves REEEEEEEAAAAAALLLLLLLLY SLOOOOOOOOOWLLLYYYY for me, like the guy was underwater or something ridiculous like that. Naturally, I have no clue why this is, and since the only other person to post a comment couldn't even access the game, I can't tell if it's just my computer or a problem with the game. It's literally near-unplayably slow.
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Post by Santa Melty on Jun 7, 2011 12:33:55 GMT -5
I blame MMF2. :03: I blame it so hard.
Could you try the version I posted for Tuga? I basically just turned off the HWA and a couple of other things so that the settings are almost the same as they were in v0.2. If you didn't have problems with the old version, I'm hoping that'll be enough to get it running. If not, I'ma have to figure something else out.
Fab did try it when I sent it to him, and he didn't mention anything looking wrong, so I'm not sure what's up. Do both of your computers support Direct3D 9+? (Shouldn't be an issue unless your hardware is pretty old, I think)
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