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Re: Misery of Magic updates >_< by King (2.0)
04 December 2020, 14:19:48

Re: Misery of Magic updates >_< by AuroraDash
04 December 2020, 07:03:24

Re: (Silly) Rate the Songs Charlie Mentions! by King (2.0)
26 November 2020, 13:02:40

Re: What'd YOU Think of That Boss? by King (2.0)
26 November 2020, 11:24:07

Re: (Silly) Rate the Songs Charlie Mentions! by Charlie
26 November 2020, 10:27:05

(Silly) Rate the Songs Charlie Mentions! by Charlie
26 November 2020, 10:20:59

What'd YOU Think of That Boss? by Charlie
26 November 2020, 10:12:52

Re: Misery of Magic updates >_< by AuroraDash
25 November 2020, 22:07:44

Re: LSPF: The CS Modding Question Thread by Charlie
21 November 2020, 15:18:46

Re: LSPF: The CS Modding Question Thread by King (2.0)
21 November 2020, 13:39:58

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21 November 2020, 12:44:39

Re: LSPF: The CS Modding Question Thread by King (2.0)
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20 November 2020, 22:18:34

Re: LSPF: The CS Modding Question Thread by King (2.0)
20 November 2020, 20:37:49

Re: LSPF: The CS Modding Question Thread by Charlie
20 November 2020, 19:04:06

Author Topic: Misery of Magic updates >_<  (Read 139 times)

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Offline AuroraDash

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Misery of Magic updates >_<
« on: 20 September 2020, 07:13:27 »
Heya! So, yeah, Misery of Magic is still a thing. It's nearly finished, it's been "nearly finished" for nearly like 2 years now, but it's largely taken a back seat to my studies (I'm still at university, doing a PhD in economics, this is my last year, kinda), my Celeste speedrunning career (I have over 3000 hours in the game >_<), and various other hobbies. My motivation hit rock bottom several times in between and it's just been a huge slog, but lately I've been finding myself working on it reasonably well again. At the moment, the game's main campaign is more or less done, the main things left to do are:


-- Rebalancing.


-- Most of the endings.


-- Some other story-focused stuff.


-- Music.


There are also some smaller things I want to do:


-- Rework Fire Boom, as it stands it's too similar to Blood Orb.


-- Make it a bit harder to get a 2nd character immediately upon reaching the Eastern half of the overworld. It should still be possible, but not immediately obvious. If you get one right away, you won't be able to get into Energy Centre and you might accidentally choose before you understand that there is a choice at all.


-- Make Sorrow Peak puzzle optional, or rework it to make it less lame, or something.


-- Maybe there should be a late-game blue magic weapon that's accessible to all characters? At the moment, there are only three blue magic weapons, of which one requires a specific character and another is only available during the endgame sequence, so most of the time the only choice when it comes to blue magic will be Unfire.


Most recent change was to buff Needle and make it look cooler, because it felt kind of lame to use before.
« Last Edit: 20 September 2020, 07:17:01 by AuroraDash »
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Re: Misery of Magic updates >_<
« Reply #1 on: 20 September 2020, 12:19:43 »
Went ahead and did the Fire Boom rework right away. You can now still use it like a slightly stronger, slightly more awkward Blood Orb if you like -- the projectile moves slower so it's harder to control. Now, however, if you hold it down past the point where it's fully charged, it has a second "mode" which is even more powerful and even harder to control, which works somewhat like Toxicity Star but not exactly.

Rebalanced Needle again: Nerfed its damage by roughly 14%, which is still 20% stronger than it was before it was buffed originally. Conversely, I buffed Heat Needle by about 27%, which puts it at the same damage regular Needle was before this latest nerf -- when I buffed Needle I forgot to buff Heat Needle too, so Needle was stronger which was a bit silly.
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Re: Misery of Magic updates >_<
« Reply #2 on: 20 September 2020, 12:27:52 »
So there's other campaigns?

Also, I don't really know much of Misery of Magic's blue magic weapons, but I guess an extra choice or two would be helpful. :)
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Re: Misery of Magic updates >_<
« Reply #3 on: 20 September 2020, 12:34:23 »
Nah, only one campaign -- As of now, it has a final boss and I guess it's technically finishable (although I still need to bugtest it, there's a VERY good chance it'll crash the game, as it stands)  but most of the last three or four areas don't have much story content yet.

As for the blue weapons, I might see if I can come up with something!
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Offline AuroraDash

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Re: Misery of Magic updates >_<
« Reply #4 on: 21 September 2020, 17:44:50 »
Got a great idea for a new Sorrow Peak puzzle, although I haven't implemented it yet. The old puzzle involves pushing black and white blocks around to write numbers in binary -- the numbers you're supposed to write are written on walls elsewhere in Sorrow Peak. Okay enough puzzle, but hopeless if you don't have both the clues and a bit tedious if you do have them. I'll make that one optional, move it off to the side so that it gates something less important, while the puzzle blocking the way to the end of the area won't require wandering all over the map looking for clues.

Might do something similar with the Underpath puzzle, which has an even worse "wander all over the map looking for clues" thing going on, but I haven't decided yet.
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Offline AuroraDash

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Re: Misery of Magic updates >_<
« Reply #5 on: 22 September 2020, 14:45:18 »
Made most of the new Sorrow Peak puzzle tonight!

I still need to bugtest it and make a few new rooms to house the old puzzle, but that can wait until tomorrow I think.
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Re: Misery of Magic updates >_<
« Reply #6 on: 25 September 2020, 23:26:46 »
Started work on the new blue magic weapon! My original idea for a name was "Oceanstar", but then I thought it would be cool to name it after a real life star with some symbolic connection to the ocean. I put entirely way too much thought into which one, but I eventually decided that Upsilon Carinae would be the perfect choice.


I have this idea where it starts out as a much weaker white version of itself and can be upgraded to its full blue version by bringing it to a particular place.



I'm envisioning it as similar to the Energy Beam from Merlin's Revenge 2 -- it'll hit anything on the screen near-instantly and do crazy high damage per hit, but can only hit one target at once. Furthermore, unlike the original Energy Beam, which was considered to be severely overpowered, it'll charge slowly. I might also add a couple other things to the Upsilon Carinae to make it more interesting and more distinct from the Awe, which is already slow-charging, deals high damage per hit, and hits instantly.

Side note: several existing Misery of Magic weapons are already close to copies of Merlin's Revenge spells:


Energy Blast (All three MR games) --> Orb
Energy Pulse (MR3) --> Toxicity Star
Energy Mines (MR3) --> Nuclear Blaze


(Not all Merlin's Revenge spells start with "Energy", but those that don't are either more like support tools than weapons or involve summoning things, and I don't think either of those would work very well as Misery of Magic weapons.)
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Re: Misery of Magic updates >_<
« Reply #7 on: 04 October 2020, 12:29:49 »
I like the name "Upsilon Carinae". :)

You say you might add a couple of other things to make it more interesting and distinct from the awe-inspiring (:3) Awe?

How about... a temporary water barrier around the user? Or... a very minor healing effect?
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Re: Misery of Magic updates >_<
« Reply #8 on: 05 October 2020, 17:27:44 »
I like the name "Upsilon Carinae". :)

You say you might add a couple of other things to make it more interesting and distinct from the awe-inspiring (:3) Awe?

How about... a temporary water barrier around the user? Or... a very minor healing effect?


Thanks :3

The weapon is mostly done now -- I eventually decided on adding a little backblast thing, which makes it a little harder to use but would add to its potential damage if it were used cleverly.

A healing effect is something I've thought of, although that might be hard to balance. I think what I'll end up doing is add more regenerators but I might reduce the mid-fight healing -- every 16th exp diamond dropped is blue, and heals you somewhat.
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Re: Misery of Magic updates >_<
« Reply #9 on: 13 October 2020, 02:22:10 »
Fixed some more bugs pertaining to the Sorrow Peak puzzles, I think they both work properly now.

Figured out a solution to make sure people know what they're doing before getting a second character, although I haven't implemented it yet -- Hunter and Jaye just kind of hang out in the overworld, so the idea is that, to recruit them, you need to pick up an item from elsewhere in the overworld and give it to them. The items will tell you what they do. The other characters will be unchanged, because they're in places that take a lot more effort to get to, so I expect people to explore the Eastern overworld first.

An easier and more obvious solution would be to have a menu that pops up saying something to the effect of "DO YOU WANT TO DO THIS? Y/N" but I feel like that would sort of break the "show don't tell" rule which I have mostly been adhering to ruthlessly.


As part of this, I'm adding a new sub-area to the Eastern overworld, called the Solitude Stoneway -- It won't have any enemies or puzzles, it'll just be a place to put a few things that I didn't really have a place for, and it'll make the Eastern overworld a bit bigger. Was considering adding a way to fast travel back to the Western overworld, but I decided against it.


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Re: Misery of Magic updates >_<
« Reply #10 on: 21 October 2020, 17:47:06 »
Solitude Stoneway is finished.

Decided to ditch the idea of having items gate getting a second character. The dialogue already made it clear that it was a permanent decision. I'll just add something unmissable which will indicate that you need to enter Energy Centre alone.

This whole "getting a second character" business has turned into quite a headache from a game design perspective.
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Re: Misery of Magic updates >_<
« Reply #11 on: 14 November 2020, 16:27:56 »
Fixed a bug relating to the End Tools where leaving and re-entering some of their arenas (or loading a savefile into one of their arenas) would sometimes crash the game. Was due to the End Tools in particular distinguishing between dying and being deleted for some other reason in a different way to everything else in the game, in a way that happened to be very sensitive to the order in which objects get processed.


Also, all the End Tools now take 50% more damage.



Fixed a bug where there were three copies of the player character on top of each other in one specific room. This remarkably broke very little, but did cause menus to behave oddly.

Fixed a bug where characters were likely to get horribly corrupted during the endgame. This happened because lines 16 through 21 of the save files weren't being saved properly and somehow garbage data was getting loaded instead.


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Re: Misery of Magic updates >_<
« Reply #12 on: 25 November 2020, 22:07:44 »
Bugtested one of the endgame bosses -- the second-to-last one -- and rebalanced its hidden "rank" mechanic, which a few bosses have (especially the Lightside Kris fight in North Edge, which this boss is very similar to and shares a lot of code with) to increase its speed and damage whenever its attack patterns loop around or it falls below particular HP thresholds. It's pretty good now, although I feel like it's a bit damage spongey, I might change that later.




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Re: Misery of Magic updates >_<
« Reply #13 on: 04 December 2020, 07:03:24 »
Fixed a bug where enemies with sprites where the "centre position" wasn't at the origin, or where the hitbox wasn't at the centre of the sprite, could react oddly to taking damage -- bounce in a weird direction, create particle effects in the wrong place.


Been bugtesting the most final of final bosses.
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Re: Misery of Magic updates >_<
« Reply #14 on: 04 December 2020, 14:19:48 »
Fixed a bug where enemies with sprites where the "centre position" wasn't at the origin, or where the hitbox wasn't at the centre of the sprite, could react oddly to taking damage -- bounce in a weird direction, create particle effects in the wrong place.


Been bugtesting the most final of final bosses.
That sounds like a lot of progress. Considering you're bugtesting what I assume is the true final boss, I take that you're in the end stages of development?
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