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Viktor

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A member registered May 21, 2018 · View creator page →

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I'm sure I have already implemented sorting out unused potions. I need to investigate that.

Sorry, I don't have much time recently. A job in software development sounds easy but it is actually a lot of work.

You can check the development on the GitHub page. There won't be many updates I'm afraid. I am currently reworking the UI and rewriting some of the code which is slow.

Thanks!

It's a magical chainsaw.

No, you can use two different licenses for the assets and for the code.

Furthermore, it is possible to use assets with different licenses in one game.

I am currently working on a new UI. Need to put scaling on the TODO list.

You're looking for "current_time" which is a Unix timestamp. Use the search function of your text editor. It's probably hard to find.

For the web version, drag and drop the file into the game window. For Windows and Linux, you can copy the file directly into the game's save directory.
Windows: %APPDATA%\Godot\app_userdata\RNG Quest/saves
Linux: ~/.local/share/godot/app_userdata/RNG Quest/saves

I am currently improving the algorithms I use to generate texts. I want to reduce the amount of battle logs and add more interesting descriptions. Maybe the same methods can be used to generate something like summaries or diaries. I'm just playing around with complicated algorithms right now.

I have started to make a new GUI. I guess it won't be possible to have one GUI for desktop and mobile at the same time, but I'll try to implement it in a way that makes it at least easier to add another GUI for mobiles later.

That is strange. Can you send me the save file (using the export button)?

Making mac builds became increasingly difficult over time. I don't know any other open source developers who still provide mac builds. I could make once but you won't be able to run it (due to 'security' reasons).

I guess this is because I haven't marked dirty fighting as melee. It can be applied to ranged or throwing attacks as well. I should disable the automatic update once the user has changed them once.

I have problems to detect the user closing the page. I'll try to improve it.

yes

It is leveled up by using skills that contain necromancy skill modules. These are mostly necromancy summoning skills.

If the necromancy ability is not improving it is probably because your character does not know any necromancy skills yet.

To use a custom race you need to enter a name for the race in the text field. I think I made the selection a bit confusing. Should be improved.

You can select which skill modifiers should be used for new skills. This is only relevant for learning new skills. If you have too many buffs and you don't want to learn more buffs but more damaging magic spells you deselect all buff modules.

This is too complicated for me. You need to sign and notarize the app, an Apple developer ID is needed etc.
It sounds like too much effort.

It's because I disabled sleep on the first day on character creation and the first task is training. Normally, the character would sleep. Apparently, it is a problem that I link the in-game time to the local time of the PC.

I could remove sleep or add the ability to move the sleeping time. Actually, I would like to keep the sleep feature. Sleep is underrepresented in games.

More tooltips sounds like a good idea.

I can't reproduce this on Firefox. The features are enabled on the itch.io page. I'm not sure how to enable or disable the feature in Firefox.

The location of the save files depend on the OS. If you use the browser version I think you can't just grab the save file.
I guess it should be

Windows: %APPDATA%\Godot\app_userdata\RNG Quest
Linux: ~/.local/share/godot/app_userdata/RNG Quest

Disabling skill modules in the option tab only prevents the creation of new skills, not the usage of existing skills.

The game is saved automatically when you go to the main menu (by pressing ESC).

I think the auto save feature is not working as intended. I now let the game do auto saves more frequent.

The text output starts from the last day. The stuff before that is not displayed.

There is also a summary with important events that goes back a certain length.

Not sure what causes this bug. I can't reproduce it either but I'll try something.

Your character will continue with crafting or grinding after finding nothing interesting often enough.

I thought about adding raids where random NPCs or some of your other characters would join in. Having a real multiplayer mode would be interesting.

Not sure how feasible adding AI is.

This bug should be fixed by now.

The in-game time is linked to the system time. That could possibly cause this issue.

Disabling sleeping for the first day after character creation is also an option.

1 speed actually grants a 10% bonus to action speed (there is a tooltip with this info). The bonus is only applied to combat actions.

This is true. There is nothing you can do except creating new characters.

I kind of lost interest and I am busy doing other things right now. Maybe I'll find some time for this game later.

I was experimenting with an Android port. The only issue is that a new GUI is required as the existing one is too small.

Right, that dialog should be disabled for the web version.

I'm just porting the game to the latest Godot version and it seams to fix most issues with the web version.

If you tried to open it in a different version of Godot, it will not work. (I think it was 3.2.3.)
Also, the code base was written in one day. I'd make it more modular and less hard coded with more time.

Thank you for your suggestions. I'll try that out, although that kind of hair style could be a bit difficult to make in pixel art.

Is this Portuguese? I guess you don't speak english?

If I got this right, you ask whether you can use the portraits. Yes, the license of the portraits is CC-BY 4.0.

Oh right, glasses are missing! I'm going to add some glasses.

Thank you!
It works. My strategy was to wait for Godot 4.