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Current Projects: Americana Engine (Game Engine Development)

Thursday, July 3, 2014

Shop GUI v2


GTG's shop in AD: Foundations Tech Demo, design board. Jelly returns.

Almost a year after the menu pages were added, they were revamped in order to take advantage of the higher resolution of the game. The shop GUI was modified to look a bit more 'colorful', and to actually show an item description instead of requiring a keypress to switch between your inventory / compare screens. The former is used for selling items, and there's now a separate tab for that. Only things now on the right is item information, what characters can use that item, and how many is in their inventory, as well as their carrying capacity.

There has been debate between the team regarding item information; the one used in the base game only shows charge / recoil with three speed values, apparently damage is irrelevant on their end because I don't know. Might be informative enough for action RPGs when you're sending so many attacks their way you don't need to know exact values, but in a turn-based RPG, each of your moves count, and a couple of mistakes almost certainly ends with a party wipe, sending you back to your last save (although I've heard the game would be a bit more forgiving than this).

For the latter, the comparison feature was removed. In other RPG games a simple up/down was used since the only main feature of weapons and armor is increased attack / defense later in the game. But there's really no way to determine if certain effects are better or not, since average damage does not increase significantly over the course of the game. It's the player's job to determine those tradeoffs.

Inventory space is not really an issue anymore, since it is set to an arbitrarily high value (such as 1000), and item usage in battle is limited to what your party can hold, so you can only bring a handful of items with you into battle.

Item Description: Four lines should be enough to display stuff about the item. Maybe not enough for witty humor, however. (The description itself may change since it breaks the fourth wall and makes a reference to the fact that Jelly could be bought in only two colors when it was listed in the Etsy store seven months ago, despite screenshots showing them in other colors. I attempted to buy them via other means, without success.)

Saturday, June 28, 2014

Chinese Culture Camp, Round 4


The fourth year of Chinese Culture Camp. Same as usual, with the addition of female lion dancers and a new buiding available for classes. Unlike other years, I was only present in the morning, so I didn't make the end of camp slideshow.

I feel like the camp needs to be longer (both time-wise and length-wise), as 40 mins seems a bit short, and no Lion Dance classes past Beginner level are taught... there are repeat students. And they should also raise the grade level up a bit (right now it's K-6), because there's more counselors (Grade 7+) than campers, they could offer more advanced courses, and those lions are... quite heavy.

No article about this year's camp on The Record, though it was mentioned a month prior.

Wednesday, June 18, 2014

San Diego Model Railroad Museum


The San Diego Model Railroad Museum is imo one of the more interesting exhibits in Balboa Park for its cost ($3 for students, and up to $8 for others). The exhibits are actually pretty large and detailed, considering it takes around a minute to walk from one end of the train exhibit to another. And there's six of them...

There's a second floor that is accessible on busier days, when more volunteers are around. It wasn't open when I was there, though.

Tuesday, June 10, 2014

End of Asparagus Festival

Turning away from it, for the last time.

According to a news article, the Asparagus Festival will no longer be occurring.

Except on two occassions (this year included), I have personally attended the asparagus festival each year since 2004. Admission prices were raised 60% during those years, and I have seen most of the booths / things had to offer there (including running the Spear-It run and volunteering in the deep fried asparagus booth). Only thing I didn't do, however, was the zipline, which was introduced this year.

Sunday, June 8, 2014

End of Cunningham

Over the past six months at Delta College, Cunningham center closed down... and went through a process of being fenced, scaffolds around it, covered up, and eventually torn down. They're expected to finish by this Fall. A new building takes its place instead.

I didn't get a last look at the place before it did, but I did manage to see the planetarium during the few times it was actually open, and went to the computer labs during HS (which those computers were large, had CRT monitors, and computers had floppy drives). And took classes in this area. And where I notably met KY at.

Friday, April 25, 2014

Americana Dawn: Microbattles


A Staresque Ring on Foster could've brought him back up, but they're quite expensive early on.

A Microbattle in AD is the game's battle system and the main way to resolve conflicts. From a distance and from screenshots, just like ordinary battles you see in other JRPGs: Turn based combat, characters using skills and items on the field, etc.

Beyond that, the similarities end here. Other than a few functions which handle battle related units (such as stats, learned skills, and equipment), what exactly occurs in the battle is based on map implementation. Want to have a simple skirmish vs a few soldiers? That works. But for those who demand more creativity (like me) I focus on a few other mechanics it can have:

  • Units have both HP / willpower. Your characters (including enemies) will regenerate their HP once they're down or in cover, but further attacks on them when incapacitated will drain their willpower, which doesn't come back on its own and increases the amount of damage they take in combat.
  • Each character has carrying capacity, which limits the amount of items they can carry at one time.
  • Pardoning. Because killing enemies isn't the only way to resolve a conflict. Some events in the game may change based on your decisions.
  • Passive environmental effects, meaning some weapons can be less effective in an area.
  • Interactable objects. Sometimes the method to defeat them isn't as direct as it seems.

Note on Commands: Attack / Defend are not simple one-off commands, since characters usually have more than one attack type available. Example: If Foster has a musket, he can either fire (at reduced accuracy) or engage in close quarters combat and use it as a melee weapon.

Saturday, April 5, 2014

Gemcraft: Chasing Shadows Strategy - Turtling


The two gems do a max of 1k damage (0 on these swarmlings), but it's the orb that cleans them up.

Note: The damage boost on the orb was removed a day after it was released but I'll still leave this post up here for historical purposes.

The new Gemcraft Chasing Shadows is finally out, and after a few hours found a viable strategy to power level early game. They added quite a bit of new features, including dropping gems on your orb to increase its damage done to monsters (before being banished). Which is specifically what this post will cover here - turtling.

It works wonders on levels with lots of swarmlings (B3 being a notable example), where they have low hp and you can anger them a lot to jack up their XP. And even more if you spend shadow cores to up traits Haste and Beacon Storm (the latter giving you free XP if the map doesn't spawn any).

  • You're gonna need a bit of mana reserves for this one (be at least lv10 first). Level up Fusion and Mana Storm as high as it can go, and True Colors when you unlock it. Getting bunches of Achievements will help with this one.
  • Create a grade one gem, drop it on your orb to increase its damage, until it's minimum damage is at least the hit points on the first few waves. Use red / green if possible, since they grant more minimum damage on the orb. If you have spare mana, you can repeatedly balance betwen angering the next few waves and upping the orb damage.
  • Start the first wave - the first pack of monsters should hit the orb and die instantly granting you mana.
  • Use that to keep upgrading your orb damage to keep up with the increased hp in later waves. If your mana's near full let it level up first.
  • If there are giants on the field, you have more than enough mana to create high grade gems and have them specifically target Giants (Bolt is useful here). Don't use anger on them - they don't give out enough XP anyways.
  • One you see the last wave and no giants are there, you can use high strength gems to upgrade both the orb and incoming monsters. (Higher grade gems dropped to anger them uses up more mana, but it has a larger XP multiplier and more monsters compared to a wave angered to the same HP with low grade gems.)
  • Plan appropriately if there are some special conditions you need to meet to complete the stage (like wizard tower levels)

Angering them enough times gives enormous amounts of XP and causes their armor to go through the roof (several thousand when angered enough), but as long as your minimum damage is a bit under their HP, it's no bother since the orb usually one shots them. If they don't they get another pass but it's not like they'll survive the second time through. The number of beacons on the field don't matter, as it doesn't stop this strategy from working.

Considering that it nets tons of XP (as in tens or hundreds of thousands) in the first few map tiles, and that it detracts heavily from its intended purpose of the game (it allows you to complete maps without placing any gems in towers at all), it might be nerfed in the future.