Edit: (January 18, 2011) It's been awhile since I've said anything here. I'm still alive and well. The surprise is still in the works, very slowly. I will not release or say what it is publically until it is done.
Edit: (December 29, 2010) Between work demanding more time, Donkey Kong Country Returns, Christmas, and other misc. things and excuses, the surprise mentioned in the previous post will be released in January... or later. Another excuse is some of my time is being spent in XNA as well.
I hate them and everything they stand for, they are a shit stain smeared upon gaming. That said, I don't hate all achievements, just 99% of them. Things like "You beat Level x", that's not an achievement in the game, you were going to do that anyway. I also don't like grind achievements such as "play this setting 10000 times". This is just my opinion of them though. I don't mind the "Game Cleared" ones. I like the achievements that are more secondary such as clearing it in a certain amount of time or doing things a certain way. Distorted Travesty will NOT have achievements, but if it did, here are a few that it would have:
- Most bosses would have a time limit achievement attached. (Example: Beat the Shroud Lord in under 3 minutes and 30 seconds.)
- Complete the game on Distorted Mode.
- Get 100% items.
- Complete the game while you're still level 1. (It can be done.) (Or maybe not do this, but have an achievement called "404: Achievement Not Found") Basically beating any boss at 4:04 AM. :P (OkageSK idea)
- Defeat all enemies on the train elevator.
- Crush a Goomba, Mario style.
- "1-hit kill" 3 enemies with 1 jump attack.
- Beat the Metallicardian without ever landing on the top platform.
12/23/2010
12/10/2010
Surprises
Edit: (December 18, 2010) You guys have probably noticed I've been updating the game practically every day for the last few days. That is because you guys seem to be working over-time in finding bugs (myself included). Not a bad thing. Version 1.0.1.3 fixes a bug with Kudeku that made the animation loop forever and makes a very minor change to two other skills.
List:
1.0.1.2 - Fixes a crash bug caused by a sound on the train and fixes a minor issue with Wave of Awesome.
1.0.1.1 - The big hit detection update, some graphical updates with custom sprites by OkageSK, plus many other small bugs.
Just want to keep the most up to date version on here right now.
Edit: (December 16, 2010) The update that was uploaded has all the changes made below and a few others, I will list the changes. The new hit detection is in place. The Veiled Detritus theme has been changed. Then of course the sprites from OkageSK. He changed the Muffin sprites, and made a sprite edit for Jerry during the Muffin sequences, which have also been changed. Probably best of all is the custom sprite for Jerry during the intro to Black Rock. It was made in reference to the NES Ninja Gaiden sequences when Ryu approaches the fortresses. It looks great and since this is only viewable one time in-game, I have a video of it here. I'll take out that annoying white line on the left of the video sometime... maybe. Oh yeah... this is not the surprise referenced earlier. As far as work done to DT itself, this should be it.
Edit: (December 14, 2010) I made a change to DT that needed to be there since the beginning. Until now, when an enemy takes damage, it cannot be hit again till it is no longer flashing red, regardless of how many attacks you throw at them. This is no longer the case, each new attack you use will now damage the enemy. Attacks can still multi hit the enemy, but that time has been boosted. For example, Mental Insurrection no longer double hits (however it has a slight boost in power, yay cutting through defense :P ). Some skills have been rebalanced to reflect this update. This also does change Metropolis a bit. You can still blast them to bits like you could before, but your attacks have a slightly longer delay before they multi hit. Mental Insurrection still double hits them. Skills like 'Flame Pillar' were made for this type of system. I was just too shitty of a coder back then to do this. (Even though this was incredibly simple to set up.) Overall, this does boost your damage output a bit and truly lets you stun-lock enemies like you're supposed to. Again, that's what 'Flame Pillar' would be used for. You can lock them in that and still attack them with whatever other abilities you'd like. This update will be available sometime later. For the next bit of news... ... ...
Some of you in the rrr community know of OkageSK, he has been fixing up a few sprites, creating new sprites, franken-sprited a bit, and is currently making some nifty custom art for a certain part of the game. Most of it is done, I'm just waiting on one last animation set from him that will definitely be pretty awesome looking in game. A big thanks goes out to him for all the work he's done. (He replaced my awful Muffin sprites too.)
A video showing some of the things you can do with the new system: http://www.youtube.com/watch?v=9pqJTN26uxA
Edit: (December 12, 2010) Wow, so apparently 'Wind Burst' has been working incorrectly this entire time. It is supposed to auto-destroy when it collides with a wall, something I acknowledged a long while back, but turned a blind eye to. The other is it's supposed to increase its velocity as it goes out. For some reason I made a typo in my code, not enough of one to cause a crash, but enough for the spells effects to be ignored completely. (Even though the actual code for it was correct all along.) I don't really know how I overlooked that this entire time... The difference is the spell has more range and speed with the offset of being destroyed when coming into contact with level surfaces. Anyway, it's not a huge concern to upload a new update for that right now, just something humorous to share since it induced quite a big facepalm on my part.
I've got a surprise for everyone coming up sometime later this month. (It could be next month depending on how busy things get.) It does involve DT and was something that was requested, though I'm very very sure that it is not at all what the requesters thought.
The bullethell is still being made, I'm just splitting my development time. This helps keep me from getting burned out and the ideas from getting stale so fast. Who knows, I may release a tech demo of the bullethell before the thing mentioned above.
Anyway... forget about all that for now, I might make a separate blog for various things. I want to keep this blog to only stuff about DT and stuff related to it. If I happen to make it, I'll link to it from here. That's it for now, no screenshots so this post is fairly boring for those of you that don't like walls of text without supplemental images. Anyway, Christmas is coming up, be safe, have fun, and eat cookies during the holidays.
List:
1.0.1.2 - Fixes a crash bug caused by a sound on the train and fixes a minor issue with Wave of Awesome.
1.0.1.1 - The big hit detection update, some graphical updates with custom sprites by OkageSK, plus many other small bugs.
Just want to keep the most up to date version on here right now.
Edit: (December 16, 2010) The update that was uploaded has all the changes made below and a few others, I will list the changes. The new hit detection is in place. The Veiled Detritus theme has been changed. Then of course the sprites from OkageSK. He changed the Muffin sprites, and made a sprite edit for Jerry during the Muffin sequences, which have also been changed. Probably best of all is the custom sprite for Jerry during the intro to Black Rock. It was made in reference to the NES Ninja Gaiden sequences when Ryu approaches the fortresses. It looks great and since this is only viewable one time in-game, I have a video of it here. I'll take out that annoying white line on the left of the video sometime... maybe. Oh yeah... this is not the surprise referenced earlier. As far as work done to DT itself, this should be it.
Edit: (December 14, 2010) I made a change to DT that needed to be there since the beginning. Until now, when an enemy takes damage, it cannot be hit again till it is no longer flashing red, regardless of how many attacks you throw at them. This is no longer the case, each new attack you use will now damage the enemy. Attacks can still multi hit the enemy, but that time has been boosted. For example, Mental Insurrection no longer double hits (however it has a slight boost in power, yay cutting through defense :P ). Some skills have been rebalanced to reflect this update. This also does change Metropolis a bit. You can still blast them to bits like you could before, but your attacks have a slightly longer delay before they multi hit. Mental Insurrection still double hits them. Skills like 'Flame Pillar' were made for this type of system. I was just too shitty of a coder back then to do this. (Even though this was incredibly simple to set up.) Overall, this does boost your damage output a bit and truly lets you stun-lock enemies like you're supposed to. Again, that's what 'Flame Pillar' would be used for. You can lock them in that and still attack them with whatever other abilities you'd like. This update will be available sometime later. For the next bit of news... ... ...
Some of you in the rrr community know of OkageSK, he has been fixing up a few sprites, creating new sprites, franken-sprited a bit, and is currently making some nifty custom art for a certain part of the game. Most of it is done, I'm just waiting on one last animation set from him that will definitely be pretty awesome looking in game. A big thanks goes out to him for all the work he's done. (He replaced my awful Muffin sprites too.)
A video showing some of the things you can do with the new system: http://www.youtube.com/watch?v=9pqJTN26uxA
Edit: (December 12, 2010) Wow, so apparently 'Wind Burst' has been working incorrectly this entire time. It is supposed to auto-destroy when it collides with a wall, something I acknowledged a long while back, but turned a blind eye to. The other is it's supposed to increase its velocity as it goes out. For some reason I made a typo in my code, not enough of one to cause a crash, but enough for the spells effects to be ignored completely. (Even though the actual code for it was correct all along.) I don't really know how I overlooked that this entire time... The difference is the spell has more range and speed with the offset of being destroyed when coming into contact with level surfaces. Anyway, it's not a huge concern to upload a new update for that right now, just something humorous to share since it induced quite a big facepalm on my part.
I've got a surprise for everyone coming up sometime later this month. (It could be next month depending on how busy things get.) It does involve DT and was something that was requested, though I'm very very sure that it is not at all what the requesters thought.
The bullethell is still being made, I'm just splitting my development time. This helps keep me from getting burned out and the ideas from getting stale so fast. Who knows, I may release a tech demo of the bullethell before the thing mentioned above.
Anyway... forget about all that for now, I might make a separate blog for various things. I want to keep this blog to only stuff about DT and stuff related to it. If I happen to make it, I'll link to it from here. That's it for now, no screenshots so this post is fairly boring for those of you that don't like walls of text without supplemental images. Anyway, Christmas is coming up, be safe, have fun, and eat cookies during the holidays.
11/20/2010
Fun & Stuff
Edit: (December 9, 2010) That crash bug I mentioned in this post... well the fix is finally released, along with another bug that was reported about the game crashing in the control setup window of the menu. A null sound was returned and crashed the game. This update fixes those 2 bugs along with a slight efficiency boost in one of the submenus. (Found that while fixing the sound bug with the control setup.)
Been working on the bullet hell very very slowly. Actually got a small playable prototype out to 4 people. All positive comments, but then again, it was a tech demo of sorts and wasn't much to comment on. People said the idea looks promising though, so yay.
Well I've had a fun and interesting week. Some of the activities include a few unexpected job opportunities, seeing family again for the first time in over a month, being held at gun point, etc. You know, typical daily stuff.
The next game I am making is of the bullet hell variety. It's an idea that I had made a prototype of even before starting Distorted Travesty. When I get something that I feel is worth showing, I'll... well possibly show it. If you couldn't tell already from playing the second half of DT, I like the bullet hell sub-genre. I've just never made a full game from it. The two shooter levels in DT were very basic and easy for bullet hell and this game is nothing like those two levels. I won't give away what the gameplay mechanic is yet. A few know what it is already, but I'm not publicly giving those details out yet. As for progression, it isn't going to be like standard bullet hell, but more like Star Fox where you can change the story path as you play. It probably goes without saying, but I will not be using sprite rips. That was specifically for DT due to what the game world was.
On the mentioning of DT again, a crash bug was found by Slaix when you try to save. It occurred for him when he tried to save on the 4th map of the West Side Jungle. (The map titled "...What? I couldn't think of anything.") It doesn't bug up the save data. This bug should actually happen 100% of the time any time you save, but it seems to be incredibly selective. I fixed it, and will upload the fix for it sometime. It will only be the EXE for now, and remember it is only for the completed encrypted version. (I can make an update to the older version upon request though.)
PS. I need to remember to print an updated copy of my car insurance, it's out this month.
Been working on the bullet hell very very slowly. Actually got a small playable prototype out to 4 people. All positive comments, but then again, it was a tech demo of sorts and wasn't much to comment on. People said the idea looks promising though, so yay.
Well I've had a fun and interesting week. Some of the activities include a few unexpected job opportunities, seeing family again for the first time in over a month, being held at gun point, etc. You know, typical daily stuff.
The next game I am making is of the bullet hell variety. It's an idea that I had made a prototype of even before starting Distorted Travesty. When I get something that I feel is worth showing, I'll... well possibly show it. If you couldn't tell already from playing the second half of DT, I like the bullet hell sub-genre. I've just never made a full game from it. The two shooter levels in DT were very basic and easy for bullet hell and this game is nothing like those two levels. I won't give away what the gameplay mechanic is yet. A few know what it is already, but I'm not publicly giving those details out yet. As for progression, it isn't going to be like standard bullet hell, but more like Star Fox where you can change the story path as you play. It probably goes without saying, but I will not be using sprite rips. That was specifically for DT due to what the game world was.
On the mentioning of DT again, a crash bug was found by Slaix when you try to save. It occurred for him when he tried to save on the 4th map of the West Side Jungle. (The map titled "...What? I couldn't think of anything.") It doesn't bug up the save data. This bug should actually happen 100% of the time any time you save, but it seems to be incredibly selective. I fixed it, and will upload the fix for it sometime. It will only be the EXE for now, and remember it is only for the completed encrypted version. (I can make an update to the older version upon request though.)
PS. I need to remember to print an updated copy of my car insurance, it's out this month.
11/05/2010
Read If You Update
Edit: (November 10, 2010) A few people have had some trouble with the sound extension. It doesn't seem to be loading in the sound effects at times. For those of you that this happens to, you're SoL... okay not really. It seems to be a sound card issue. Your best bet is to update your sound drivers. On the note of drivers, if you get an error message the moment the game starts saying something close to "Failed to initialize surfaces", you may need to update your video drivers. These and/or a restart, I hope will help out some of you.
For what I'm doing next, this screenshot sums it up nicely.

This is it, this should be the last update ever. (Aside from bug fixes that are reported.) It has the new sound system fully in place. The sound changes cannot be turned off anymore, there's no need for it.
The game loads a bit faster now since it streams all the music files into the game, which means it doesn't take as much memory to run. It will stream them in and out of memory now. (I have yet to see any loading breaks in the game due to this.) The sound effects are not streamed however, they are loaded in the same way they were before. The memory leak mentioned earlier has now been completely fixed, yay!
The encryption on the save files is done... it is not "real" encryption. The values are just mixed up when they are saved to the ini file and converted back after the game loads them in. But it does hide everything now. (Feel free to try figuring out what I did, it's probably not that hard to crack.)
-----------------------------------------------------------
-----------------------------------------------------------
I ran through all key points in the game and made sure all the sound changes work. All that should be bug free. A few other minor bugs were found and fixed as well as one crash bug with a boss in Black Rock.
As always, have fun and thanks to those of you who have followed this project for so long and put up with my numerous bugs, delays, and other shenanegans. Oh yeah, file size only went up 8 MB.
Reminder: Slaix is doing a play-through on Hard and posting it here.
For what I'm doing next, this screenshot sums it up nicely.

This is it, this should be the last update ever. (Aside from bug fixes that are reported.) It has the new sound system fully in place. The sound changes cannot be turned off anymore, there's no need for it.
The game loads a bit faster now since it streams all the music files into the game, which means it doesn't take as much memory to run. It will stream them in and out of memory now. (I have yet to see any loading breaks in the game due to this.) The sound effects are not streamed however, they are loaded in the same way they were before. The memory leak mentioned earlier has now been completely fixed, yay!
The encryption on the save files is done... it is not "real" encryption. The values are just mixed up when they are saved to the ini file and converted back after the game loads them in. But it does hide everything now. (Feel free to try figuring out what I did, it's probably not that hard to crack.)
-----------------------------------------------------------
----- READ ME -----
Note: This version is NOT compatible with previous versions of the game. The save files are still read, but your data will be loaded incorrectly. It keeps your progress, but all of your stats will be screwed up and most likely lower. (Some may magically be higher.) Another note about this, since the game no longer uses mp3s, the older EXE versions will not load the new music files. So do not update your music folder, treat this as a separate game now if you make this update. If you are starting over or this is your first time playing, ignore this.-----------------------------------------------------------
I ran through all key points in the game and made sure all the sound changes work. All that should be bug free. A few other minor bugs were found and fixed as well as one crash bug with a boss in Black Rock.
As always, have fun and thanks to those of you who have followed this project for so long and put up with my numerous bugs, delays, and other shenanegans. Oh yeah, file size only went up 8 MB.
Reminder: Slaix is doing a play-through on Hard and posting it here.
10/26/2010
Progress Was Made
Edit: (October 31, 2010) I think I may release an update soon with the new revamped sound system. Everything, including the music will be changed. I'll include an option to turn the sound changing system off if you don't want the various effects from it. This only includes the low health changes, the rest will stay on.
Anyway, this little edit is mostly about Slaix' play-through of the game on Hard mode. He's done a lot of other play-throughs of underground games and Distorted Travesty is his next game. He is actually taking a break on posting his current LP ("Let's Play" for those that don't know the term) as it is a very large game and is now posting Distorted Travesty. He will probably take a break from posting this one about half way through and continue with the other to another major point, then finish up this play-through. Anyway, the link to the playlist is here and on the sidebar now.
Edit: (October 27, 2010) The new version with the updated sound has been uploaded. Since the sound buzzing was the last of the major bugs, I've decided to call it complete. It is no longer considered beta, it is done. I will still fix reported bugs and all that jazz though, I definitely won't abandon the project. The music is still not using the new sound though. It's going to be a bit tricky to get the music to work with how I have the code set up. Gonna have to rewrite a few things, which will take some debugging time. Working with it kinda killed my inner child a bit, so I'm going to put that on hold for now.
On the changed noted below about the sound changing when your life is in critical range, that is disabled if the low health warn is turned off.
Oh yeah, save files are still not encrypted. :P
I did something on the game today. I fixed the sound buzzing bug, yay! The game is now using the supersound extension, however only the sound effects are using it. The music is still using GM's default sound system for now. Until I can find a method for converting the midi to ogg files without a huge spike in file size, it will remain this way... Unless everyone doesn't mind a 20-30 MB increase to file size because I'm estimating it to boost by that much. That really doesn't seem so bad. I'm going to play around with things and see what I can do. Once you see an edit to this post, the new version with the new sound system will be in place.
Note: There might be a few crash bugs that slipped through while I was converting the game's sound. Luckily most of the sound plays through one place in the game code.
Game Changes
The new sound system has allowed me to do something I've wanted to do since the beginning and that's change pitch of some of the sounds based on what is going on. Your attack swing will change pitch based on your hit combo, the higher it goes, the higher the frequency. When your life is in the danger zone, all the sounds will slow down. (When/if I get the music converted, it will do the same, it's quite a humorous effect, especially when you get hit.)
Some of the sound effects will sound a bit different, in my opinion everything sounds much better.
The game runs a bit more efficiently now, GM's sound functions, including the loading calls, eat up more memory than supersound's functions.
Remember the slight memory leak I mentioned before. Well it's gone now... well sorta. It's even smaller, once I have the music converted to this system too, all the memory leaks will be gone.
Anyway, this little edit is mostly about Slaix' play-through of the game on Hard mode. He's done a lot of other play-throughs of underground games and Distorted Travesty is his next game. He is actually taking a break on posting his current LP ("Let's Play" for those that don't know the term) as it is a very large game and is now posting Distorted Travesty. He will probably take a break from posting this one about half way through and continue with the other to another major point, then finish up this play-through. Anyway, the link to the playlist is here and on the sidebar now.
Edit: (October 27, 2010) The new version with the updated sound has been uploaded. Since the sound buzzing was the last of the major bugs, I've decided to call it complete. It is no longer considered beta, it is done. I will still fix reported bugs and all that jazz though, I definitely won't abandon the project. The music is still not using the new sound though. It's going to be a bit tricky to get the music to work with how I have the code set up. Gonna have to rewrite a few things, which will take some debugging time. Working with it kinda killed my inner child a bit, so I'm going to put that on hold for now.
On the changed noted below about the sound changing when your life is in critical range, that is disabled if the low health warn is turned off.
Oh yeah, save files are still not encrypted. :P
I did something on the game today. I fixed the sound buzzing bug, yay! The game is now using the supersound extension, however only the sound effects are using it. The music is still using GM's default sound system for now. Until I can find a method for converting the midi to ogg files without a huge spike in file size, it will remain this way... Unless everyone doesn't mind a 20-30 MB increase to file size because I'm estimating it to boost by that much. That really doesn't seem so bad. I'm going to play around with things and see what I can do. Once you see an edit to this post, the new version with the new sound system will be in place.
Note: There might be a few crash bugs that slipped through while I was converting the game's sound. Luckily most of the sound plays through one place in the game code.
Game Changes
The new sound system has allowed me to do something I've wanted to do since the beginning and that's change pitch of some of the sounds based on what is going on. Your attack swing will change pitch based on your hit combo, the higher it goes, the higher the frequency. When your life is in the danger zone, all the sounds will slow down. (When/if I get the music converted, it will do the same, it's quite a humorous effect, especially when you get hit.)
Some of the sound effects will sound a bit different, in my opinion everything sounds much better.
The game runs a bit more efficiently now, GM's sound functions, including the loading calls, eat up more memory than supersound's functions.
Remember the slight memory leak I mentioned before. Well it's gone now... well sorta. It's even smaller, once I have the music converted to this system too, all the memory leaks will be gone.
10/20/2010
Away + [Insert Title Word Here]
Edit: (October 23, 2010) I might give out the gmk file sometime if anyone would like to see and edit the game code. Then you all get to see my terrible code. A note on that. You can see the code with any version of GM, but if you do not have GM8 Pro, you can not edit it. You could technically with GM 7 Pro, but you would need to change a few things... a lot of things.
Another note, I'm sure some of you may have already caught on, but Distorted Travesty has a minor memory leak. It's been around since version... I don't even remember anymore, it's a memory leak that's over a year old. It's minor and I probably won't fix it, but I just wanted to make everyone aware that there is indeed one there.
Two other things that are actually unfinished. The main one is encrypting the save data and the other is a sound bug. The sound will start to buzz on probably 99% of sound cards out there after you have played DT straight for an hour or so. Restarting the game will fix it, but I don't like that. Sounds like Nintendo's way of dealing with bugs. I may in the future convert DT to use the supersound extension as it will most likely fix the sound buzzing. It will also make sound... sound better, give me a few more tools to edit sound, and lower the file size since I will have to convert the mp3 to ogg. I should not have been using GM's default sound functions as they are shitty at best. To anyone using GM for ANYTHING, do not use the default sound system, use something like bassmod.dll, supersound.dll, or FMOD.dll. Most of them have an extension package you can use so you don't need to mess around with the messiness that is dlls. A google search will reveal their locations to you. If I do convert it, I will use supersound because I am familiar with how it works and it is very reliable.
For those concerned, I haven't been ignoring you, I've just been away and working all week and been without a computer or Internet. (for the most part) I'm back now with nothing TOO much to say on the game. No changes have been made the last few weeks. Looks like the project is at an end now. I'll put in the save file encryption sometime and remember that they won't be compatible with older saves once I do that.
Another note, I'm sure some of you may have already caught on, but Distorted Travesty has a minor memory leak. It's been around since version... I don't even remember anymore, it's a memory leak that's over a year old. It's minor and I probably won't fix it, but I just wanted to make everyone aware that there is indeed one there.
Two other things that are actually unfinished. The main one is encrypting the save data and the other is a sound bug. The sound will start to buzz on probably 99% of sound cards out there after you have played DT straight for an hour or so. Restarting the game will fix it, but I don't like that. Sounds like Nintendo's way of dealing with bugs. I may in the future convert DT to use the supersound extension as it will most likely fix the sound buzzing. It will also make sound... sound better, give me a few more tools to edit sound, and lower the file size since I will have to convert the mp3 to ogg. I should not have been using GM's default sound functions as they are shitty at best. To anyone using GM for ANYTHING, do not use the default sound system, use something like bassmod.dll, supersound.dll, or FMOD.dll. Most of them have an extension package you can use so you don't need to mess around with the messiness that is dlls. A google search will reveal their locations to you. If I do convert it, I will use supersound because I am familiar with how it works and it is very reliable.
For those concerned, I haven't been ignoring you, I've just been away and working all week and been without a computer or Internet. (for the most part) I'm back now with nothing TOO much to say on the game. No changes have been made the last few weeks. Looks like the project is at an end now. I'll put in the save file encryption sometime and remember that they won't be compatible with older saves once I do that.
Hmm, now what else to say...? Oh, I doubt I'll be making another level. The Spire seems like enough. Maybe one day there will be a Directors Cut version or some pretentious thing like that. :P Also the suggestions will be considered if that day does happen to come around.
For future projects, I'll keep them posted here or if they get their own blog, I'll link to them. All my blogs are listed in my profile here. I am still working on stuff, but it is mostly generic prototypes for now.
9/28/2010
No Changes To Water Barrier
Edit: (October 11, 2010) GDC is over and was tons of fun. Not quite as good overall as other years, but had more fun than any other year with the night parties.
Edit: (October 1, 2010) Newest version (0.0.14.5) is out now. The content said below is available now. A change was made to the Distortion 2 boss. The room is a bit taller so you don't bump your head at the top. During its bullet storm, Jeremy will warn you a second before it changes direction. This will be the last update for awhile unless someone finds a major bug. Enjoy the game. :)
I will not be around next week as it will be the week of GDC, but that's next week... Sometime this week I will be releasing the not-really-final version of the game. It will have the finished up ending as well as a ranking at the end. The rank you get is determined by a few things such as death count and the rest you'll have to see. The rank only affects one thing at the end and you don't need a very high rank to "unlock" what it is. I like unlockables, but at the same time, I don't. If this were a much shorter game, I would put in more of these types of things. The ranking (and extra scene) is after the credits, so be sure to stay for them. Once the game returns you to the title screen, your save file will be flagged as having completed the game. Keep that file since, at a later date, I MIGHT release a bonus dungeon that is unlocked after the game is completed.
Other than that, the changes are quite unnoticeable.
I may post some pics from GDC.
Hmm, this post is too short and I don't seem to have much else to say right now... (This is why I should write down the things I want to say here since I tend to forget half of what was going to be said.)
Well I'm on the 5th generation of Agarest War, suddenly the difficulty spiked up. I figured I had overpowered my characters in the previous generation, but apparently the developers knew that would happen. That's okay, I just reoverpowered them, so I'll see how that works out for me. (Had my first loss on this generation aside from a really cheap death that happened early on in the game.) Oh yeah, to gauge how long this game is, one generation will take, on average, just as long or longer than it does to get through all of Distorted Travesty. (Well I did it in 12 hours.) Here's a screenshot of my stat window after playing all the way through the beta. Item % is 99, I missed 3 items.
Edit: (October 1, 2010) Newest version (0.0.14.5) is out now. The content said below is available now. A change was made to the Distortion 2 boss. The room is a bit taller so you don't bump your head at the top. During its bullet storm, Jeremy will warn you a second before it changes direction. This will be the last update for awhile unless someone finds a major bug. Enjoy the game. :)
I will not be around next week as it will be the week of GDC, but that's next week... Sometime this week I will be releasing the not-really-final version of the game. It will have the finished up ending as well as a ranking at the end. The rank you get is determined by a few things such as death count and the rest you'll have to see. The rank only affects one thing at the end and you don't need a very high rank to "unlock" what it is. I like unlockables, but at the same time, I don't. If this were a much shorter game, I would put in more of these types of things. The ranking (and extra scene) is after the credits, so be sure to stay for them. Once the game returns you to the title screen, your save file will be flagged as having completed the game. Keep that file since, at a later date, I MIGHT release a bonus dungeon that is unlocked after the game is completed.
Other than that, the changes are quite unnoticeable.
I may post some pics from GDC.
Hmm, this post is too short and I don't seem to have much else to say right now... (This is why I should write down the things I want to say here since I tend to forget half of what was going to be said.)
Well I'm on the 5th generation of Agarest War, suddenly the difficulty spiked up. I figured I had overpowered my characters in the previous generation, but apparently the developers knew that would happen. That's okay, I just reoverpowered them, so I'll see how that works out for me. (Had my first loss on this generation aside from a really cheap death that happened early on in the game.) Oh yeah, to gauge how long this game is, one generation will take, on average, just as long or longer than it does to get through all of Distorted Travesty. (Well I did it in 12 hours.) Here's a screenshot of my stat window after playing all the way through the beta. Item % is 99, I missed 3 items.
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