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  Legend of the Secret - Text/GUI based RPG - My first game project  (Read 5362 times)
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Offline Davideis
« Posted 2014-02-12 17:26:41 »



-This is my first game in java. I have been working on it off and on for about a year now.  It used to run in the command prompt but I converted it to GUI recently.

It is available at www.davideis.com

It was called David's RPG, but I renamed it to "Legend of the Secret"
EDIT: NEW VERSION
Download It:[http://www.java-gaming.org/user-generated-content/members/270009/legend-of-the-secret.jar]Test Version[/url]



Just for fun this is Version 0.9 before I converted it to use a GUI. This does need JDK and Windows.
Offline LiquidNitrogen
« Reply #1 - Posted 2014-02-12 22:59:45 »

that was entertaining. if you had some hidden treasure to find i would have played it all day haha.

after playing for a while, the game seems to think my inventory is full when buying an item, even though i have only 5 items and was previously carrying more than 15. the repair weapon button needs work.. all it does is break my weapon, maybe have it modified by skill?
Offline Davideis
« Reply #2 - Posted 2014-02-12 23:47:23 »

Thanks for the input...

1. I like the hidden treasure idea. I will add it soon. If that's ok.
2. I am in process of writing documentation for my game. The inventory is supposed to be filled after a certain number of weapons/items. the storage increases as you level up and you can get/buy items to increase the size. I do need to notify the player of this. I used to show the locked slots in the inventory screen but when I switched from standard arrays to arraylists I couldn't figure out a good way to do that.
3. The repair weapon does have a chance to break your weapon but I do agree that it should have less of a chance to do that as you level up.

Thank you again for playing it, you are one of the few so far. I do update the game several times a week and i will start posting on here as well as the web site when there is a new version. On my web site I have all of the old versions that you can look at, even though they are not as good any more.
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Offline Hermasetas

Senior Member


Medals: 6
Projects: 2
Exp: 3 years


I do gamez, yes!


« Reply #3 - Posted 2014-02-13 02:11:37 »

This was quite a bit of fun!

I am going to play this more later Cheesy

I really like the GUI it's really neat.
Although I would like to be able to select an item by clicking on rather than entering the number.
From my knowledge of GUI's there should be an object that handles that... Hmm... Don't remember the name of it though...

It was quite a struggle to get to another city, but it actually felt like an achievement when I finally got there, so the balance seems good Smiley

I think there should be an option to rest when you are in a city. I was quite unlucky with poison-potions (4*60% before it worked), so it would be nice to be able to get rid of bad-effects and restore health.

Edit:
Apparently I played an older version... The one in the description Tongue
Offline LiquidNitrogen
« Reply #4 - Posted 2014-02-13 03:24:27 »

still something wrong with inventory - i had 2 empty slots, used an inventory items increase item. this left me with 3 empty slots when there should be 4 since the increaser was removed also.

the items in the shop shouldnt change very often, all i have to do is enter and exit the shop repeatedly and i will get exactly the items i want and become too powerful too fast. maybe make it add a new item to each shop after walking 20 times or something, but the shops still cant go over their maximim number of items.

the poison/paralysis/ etc removers are annoying, they should probably be slightly harder to get, but work almost all the time. by the time the 5th cure poison hasnt cured your poison it gets frustrating... it would be less frustrating if you were out exploring and had forgotten to take the right cures with you, or didnt have enough space for them.

weapon slots dont seem very necessary, you only need 1 main weapon which can become overly strong. maybe fill other slots up with armor or things that you need to take to a particular city?

add a nicer image for the map, it doesnt have to be amazing but it would be a quick way to make the game look a whole lot more detailed. the game in general is very simple but has room for a lot of variety and detail hidden all over the place. which means you need to add all these things for the player to discover and keep them wanting to see what else they can discover.
Offline Davideis
« Reply #5 - Posted 2014-02-13 04:09:29 »

Thank you both for your input. This gives me more to work on.

I will definitely fix the potions. LiquidNitrogen...can you send me your save file so I can check out the inventory problem.

The game is definitely not finished, I plan to add quests and other areas with different monsters and obstacles later. Right now I am getting most of the basic bugs worked out, eg. Inventory, Items, Balancing...

I could add armor and reduce the focus on the weapons. I will add that to my list.

Also the map, I just added that not too long ago but the reason everything is boxy on it is because I am using "Points" to set your location, the city locations, and barriers like the lake and mountains.

I will look into making the inventory menu easier to use.

This game was originally set in the command prompt but I couldn't figure out how to make work without having to compile and run it, so I decided to make a GUI and converted most System.out.println and input statements to dialog boxes...

Again thank you for playing and giving me input.

P.S. There is a certain place you can click on the explore screen to enter into the debug menu and you can mess around with changing different stats.
Offline LiquidNitrogen
« Reply #6 - Posted 2014-02-13 08:24:23 »

just playing around again.. your weapon and inventory increase items dont seem to increase either weapon or inventory slots available.. leveling up increases the amount of weapon slots though.

you can still keep the map boxy with some rocks and grass and trees pasted into the boxes Smiley
Offline Davideis
« Reply #7 - Posted 2014-02-13 08:34:07 »

I will look into that then.

I will also make the map look nicer later...

Right this minute I am converting the inventory screen to use jList boxes (what Hermasetas suggested) so instead of typing the number of the item use can click the name of the item/weapon and then use the action buttons.
Offline Davideis
« Reply #8 - Posted 2014-02-13 09:06:14 »

your weapon and inventory increase items dont seem to increase either weapon or inventory slots available

I just realized that I for got to tell it to add to the slot count. Lol
Offline Davideis
« Reply #9 - Posted 2014-02-13 11:12:56 »

I have uploaded a new version... 4.7...Download

This is what I fixed:

Redesigned the Inventory screen and Store... Now you click on the item from the list and then use the action buttons to perform the desired actions.

Added a rest feature when in town. Limited to a few uses at a time. Counter will reset as you travel and battle.

Limited the number of times you can refresh the items in the store. As with the rest feature there is a counter that will reset as you travel and battle.

Increase the chance of the potions working, now the lowest has an 85% chance to work.

Fixed a glitch with the inventory slot counter not working properly.

Fixed the font to be unified across all screens.
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Offline LiquidNitrogen
« Reply #10 - Posted 2014-02-13 23:19:02 »

i think you need some more limits and tweaks on the stats, by the time i got to the island village i was pretty much invincible. resting would give me over 100,000 health after a while. i can kill every enemy with 1 hit.

https://www.dropbox.com/s/mwxzi42scpxnazn/rpg.jpg

theres still something with the inventory, i can keep buying items untill i have -2 slots left then it will say my inventory is full.
using buttons to manipulate items is way better than typing the numbers though, thats a good upgrade!
Offline Davideis
« Reply #11 - Posted 2014-02-14 05:21:12 »

I will mess around with the stats some more and take a deeper look at the inventory. The rest feature is an easy fix because i was just being lazy and just took half your health and added it to your current health. I'll just need to come up with a better formula for it.
Offline Hermasetas

Senior Member


Medals: 6
Projects: 2
Exp: 3 years


I do gamez, yes!


« Reply #12 - Posted 2014-02-14 06:23:24 »

Wow the new inventory looks great! Cheesy
Offline Davideis
« Reply #13 - Posted 2014-02-14 07:27:03 »

Thanks, I am glad you like them.
Offline Davideis
« Reply #14 - Posted 2014-02-14 09:06:53 »

I think I figured out the inventory problem, were you level 11 by an chance?

I did figure it out I had about 5 different little tiny lines that missing or incorrect in various places. One of the things I discovered was somehow I never told it what to do for the item inventory if you are level 11. It should be fixed now.
Also just for fun I changed the jList boxes in the inventory and store from single selection to multi selections so now you can select multiple items and perform actions with them (Very Useful). I didn't do much balancing, i will mess with that later, I did however change the rest calculation so you don't get so much health.

Also fun fact, my game has 7865 lines of code.

New Version 4.7.1
Offline EMG100

Innocent Bystander





« Reply #15 - Posted 2014-02-14 13:12:29 »

Very fun game,
But I think I found a bug... I was able to rest quite a many times without it charging me any money... After abusing the rest system I was able to get to 75,000 at Level 5 :O . I'm pretty sure that this could be a gamebreaker/bug.
Offline Davideis
« Reply #16 - Posted 2014-02-14 17:09:49 »

Thank you for playing. I just added the rest feature and I have been trying to balance it. I think I am just going to have it return the health back to the default for that level.

EDIT:
I was trying to figure out what you meant about not charging you money and I realized that I didn't actually subtract the cost from your current money.  Grin
Offline Davideis
« Reply #17 - Posted 2014-02-14 17:46:19 »

I uploaded a new version: Version 4.7.2

I uploaded a new version: Version 4.7.3

I fixed the rest feature, and modified the enemies, they should be more challenging.
Offline Davideis
« Reply #18 - Posted 2014-02-16 20:25:34 »

Just for fun this is Version 0.9 before I converted it to use a GUI. This does need JDK and Windows.
Offline Davideis
« Reply #19 - Posted 2014-02-28 10:28:29 »

I took a break from my game for a little while to work on another project because I was putting off the next major step, QUESTS. I am pretty much done with the basic functionality of my game, I just made a small list of minor fixes to fix but its pretty much done. Now I need to work on a story and quests and also add some different enemies. I am open to suggestions and any ideas anyone has. Plus if you find a bug please let me know.

-Thanks
Offline LiquidNitrogen
« Reply #20 - Posted 2014-03-01 05:01:35 »

its quite difficult to reach the other towns. the only way seems to be to walk around in circles around the first town, killing monsters and healing/upgrading untill you are strong enough to get to another town.

so perhaps a few ideas:
*make minor locations scattered around the wilderness which are easier intermediate locations to get to where you can improve your character/heal to a lesser degree than towns allow.
*make less monsters when youre closer to a town, more when youre in the middle of nowhere.

the monsters are really the only thing which control the way the player explores the world. their occurrence is much too random and too linear for the player to form any kind of method of how to succeed other than to try to exploit loopholes in the programming. perhaps make a function for developer use only, which will show chances of monsters spawning on each map square. it should look organic, have some easy paths and some very dangerous areas. if your program generates this spawn rate map for you, it will be easy to tweak it untill it has the right feeling (it could even implement difficulty levels).

i think that one point could improve the fun of the game quite a lot, because it would allow the player to feel more like they understand how the world works. if things always jump out at you randomly and dont make sense, you hit the quit button pretty fast.

your game is working. it doesnt require any fancy graphics or sound to keep building on it - being text based. its all down to your imagination now and how much detail you can cram into it. not just text detail, but details of where things are and how they interact with each other within the program. read as much as you can on game design, theres an awful lot of it online covering various topics and all of it is very insightful. how to make games fun, how to make them meaningful, how to make them memorable, how to avoid adding features which ruin the game. spend a few days writing details of your world on several dozen sheets of paper. get the world a bit more solid feeling, then you can add some quests linked to the background story you have written down on paper. if you take 1 week to do these basics/research, i bet youll have an enjoyable game which you can then add a lot of content to over time.
Offline Davideis
« Reply #21 - Posted 2014-03-01 20:15:34 »

Thank you for all of the advice. I sat down yesterday and played the game for awhile and I came up with this list of things I need to fix:

Fix points on map.
Only let you rest if your health is not full.
Subtotal the items selected.
Fix the amount of health you get when you die.
Look at the equation for the amount of money you get when you win.
Look at the attack calculation.
Add a cost to use the boat.
Don't let you use rest if you have more than the default health.

After I fix these, I will start on the rest. Again you have been a great help.
Offline Davideis
« Reply #22 - Posted 2014-03-09 10:20:20 »

EDIT: When I went to test the game it crashes after loading or creating a new character. Will update when fixed.







These are the latest changes, let me know what you think. Download
  • The entire interface has been redesigned to look more organized.
  • The store and inventory screens now have weapons and items separated by tabs.
  • The store screen now has a running total of the cost for the items selected.
  • I have adjusted the money payout, hopefully for the best.
  • I have adjusted the amount of health you receive if you die during battle.
  • I have implemented a three class system that I will add to later. Right now they just have different starting weapons.
  • When loading your game save instead of typing the name of the hero, you can now select the saved game from a dialog box.
  • I have implemented a system that reads the color data from the map to determine various things, one being now depending on the color of the grass there is a different chance to be attacked.
  • Known Bug: I am still working on the collision detection with the water and other objects but I am having decent success with the color detection system.
  • I am getting ready to add quests and a story line. Also eventually there will be separate maps for the mountains, forest, and desert.
[/s]
Offline LiquidNitrogen
« Reply #23 - Posted 2014-03-09 10:31:21 »

crashes after creating/loading a character (process still running in background without a window) ill try run it in command
Offline Davideis
« Reply #24 - Posted 2014-03-09 10:34:16 »

I saw that and I am trying to figure it out, I have no idea whatsoever. I am using NetBeans and it works fine in there.
Offline SHC
« Reply #25 - Posted 2014-03-09 10:35:32 »

crashes after creating/loading a character (process still running in background without a window) ill try run it in command

Same problem here. It just crashes.

Offline trollwarrior1
« Reply #26 - Posted 2014-03-09 10:46:05 »

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Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
        at Tools.MapUtil.getRed(MapUtil.java:55)
        at Hero.Move.<init>(Move.java:34)
        at Hero.Hero.getHeroPlace(Hero.java:495)
        at Menus.Explore.<init>(Explore.java:41)
        at StartUp.NewGame.startGameButtonActionPerformed(NewGame.java:208)
        at StartUp.NewGame.access$100(NewGame.java:8)
        at StartUp.NewGame$2.actionPerformed(NewGame.java:56)
        at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
        at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
        at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
        at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
        at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Sour
ce)
        at java.awt.Component.processMouseEvent(Unknown Source)
        at javax.swing.JComponent.processMouseEvent(Unknown Source)
        at java.awt.Component.processEvent(Unknown Source)
        at java.awt.Container.processEvent(Unknown Source)
        at java.awt.Component.dispatchEventImpl(Unknown Source)
        at java.awt.Container.dispatchEventImpl(Unknown Source)
        at java.awt.Component.dispatchEvent(Unknown Source)
        at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
        at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
        at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
        at java.awt.Container.dispatchEventImpl(Unknown Source)
        at java.awt.Window.dispatchEventImpl(Unknown Source)
        at java.awt.Component.dispatchEvent(Unknown Source)
        at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
        at java.awt.EventQueue.access$200(Unknown Source)
        at java.awt.EventQueue$3.run(Unknown Source)
        at java.awt.EventQueue$3.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour
ce)
        at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour
ce)
        at java.awt.EventQueue$4.run(Unknown Source)
        at java.awt.EventQueue$4.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour
ce)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)
Offline Davideis
« Reply #27 - Posted 2014-03-09 10:47:05 »

Thanks, I will look at this right now.
Offline LiquidNitrogen
« Reply #28 - Posted 2014-03-09 10:49:32 »

@trollwarrior how do you get that output? ive just set the path to the java folder, but i cant get it to run the program from command.
Offline trollwarrior1
« Reply #29 - Posted 2014-03-09 10:53:22 »

i downloaded, dragged to desktop, renamed file to ggame.jar (because already have game.jar), opened cmd, cd desktop, java -jar ggame.jar
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