Page Description

This is for old discussion that is no longer relevant. Much of this is from before Bubblegum Crisis was playable at all. This page will probably be purged within the next release or two, to be replaced with newer discussion, as it eventually becomes outdated.

Pre V050 discussion

NeilStevens: Oh my goodness... I want my own orbital lasers! And Adama, played by Takayama Minami (well, if you're including Crash).

DarkGod: Three dimensional Mega-Tokyo map I'm curious to see this one :)

BucketMan: Well, we're a week late and things aren't quite as grandiose as I had planned. I had the highway system functioning in three layers, but it was all flag based, and the system had to scan and redraw mimics on the entire map every time the player changed z-axis levels. Which was fine...until I started working with a full sized town map. Then things got very slow. As in, two seconds every time you walked on an onramp. So, I completedly redesigned it, two or three times, and now map sections are handled in chunks. The highway system is still flags, but since it doiesn't have to worry about the areas, it's still acceptably fast, though there's still a noticeable delay on onramps. And, unfortunately the new system is so painfully slow to code that I dropped the third level of the z-axis, and simplified the plans tremendously.

In any case, all there is to do at present is wander around Tokyo and play with the party system. V0.1.2 doesn't need to be grandiose. Enjoy. :P

IngeborgNorden: When you get the kinks out of the 3-D mapping system, I just might need it for Norseband: the World Tree really ought to be part of my game cosmology, with Asgard above the main wilderness and Hel below it. (Unlike a certain other Nordic roguelike, however, mine probably won't include falling down the Tree/being pushed off the rainbow as causes of death. ;-))

IngeborgNorden: The entrance to Asgard (my biggest problem there) should move to random locations on the wilderness map as real rainbows do; checking for a new location every few thousand turns would have to be coded in. (I wouldn't have that entrance vanish altogether until the final battle, though--or have it appear over a place the character couldn't fly to reach.)

DarkGod: You mentionned a bug in the engine preventing you to work on this module, which is it ?

BucketMan: A few days ago I realized it's been a year since V0.1.2, so I started working on it again. Fortunately development for this is way faster than Dragonball T. Not quite as fast as Zombie Horror, but progress is good. In the past week we've added:

Next we need functional systems for combat, salvage, and purchase orders for parts. After that I think we may be ready for a release. Though there are still some major hurdles after that. The big wildcard is the hacking system. I'd really like make it like decking from the Genesis Shadowrun game, but it would require the ability to create a functional timer that would create a delay that would be constant regardless of computer speed. Without real time, it basically just becomes multiple choice questions, which really isn't what I'm going for. A few other issues, but those are the big ones. And I imagine there will need to be loads of minutia.

Just thought I'd post an update.

Sirrocco: Yay update! It is good to know that you yet live. I'm not sure I like the idea of sprouting time-critical bits in a roguelike. If you need a clock though, LUA has a time function. (try http://www.lua.org/pil/22.1.html for a quick run-down.) You should be able to check the time prior to an action, check the time afterwards, and subtract.

NeilStevens: Best not to link to Lua 5 resources when T-Engine has a modified Lua 4 in it.

Sirrocco: Okay. My error. Was not tracking closely enough on the version. Still, there should be a time function in Lua 4 as well, and the trick should still work, no? ...or is it that thoroughly modified?

As a side note, if you're looking for "things move at speed x", you should be able to have it run a calibration cycle when they load into the matrix-equivalent, by burning a few hundred cycles, running a time check, and multiplying appropriately.

        term.putch(a - 1, y, c, 32)
        term.xtra(TERM_XTRA_DELAY, 1)
        term.redraw_section(a - 1, y, a, y)

I'll need to experiement with it, but those commands sort of look like they might do exactly what I need. Thank you.

BucketMan: Meanwhile, the list of things to be done before the next release is steadily shrinking. If all goes well, we should have a a more or less playable release towards the end of this upcoming weekend.

ZizzoTheInfinite: Linna's last name is Yamazaki, according to IMDB.

Sirrocco: also accoring to http://anime.wikia.com/wiki/BGC/Bubblegum_Crisis_Tokyo_2040 - which may have other random useful bits of information for you.

BucketMan: I have the full, original OAV on DVD, but for some reason Linna's last name seems to have never been mentioned in it, and I don't read kanji well enough to be able to pull it out of the credits. As for 2040, I'm a bit hesitant to incoporate anything from it into the game. Of the few people I've spoken to who have seen both the original and 2040, every single one of them has hated 2040 with a passion. You'll notice Neil's comment near the top of the page. Personally I've only seen the first episode, and I was mostly indifferent to it. My impression is that it probably stands fairly well on its own if you haven't seen the original, but some of the character changes are kind of annoying. Sylia, in particular, seems to have gone from wise, friendly, do-gooder with an interesting background and some twists (that I was planning on specifically incorporating into the storyline of the game) to a raving, slutty, billionnaire psycho-bitch. I don't particularly like what they did with Linna or Leon, either. Anyway, I've just realized that youtube apparently has every episode for both the original and 2040, so maybe I'll watch a few more episodes and see how I like it. Here are the playlists if anyone else is interested:

NeilStevens: I'm deleting this page and banning you all if 2040 is the source material for the game. :-)


Modules/Bubblegum Crisis/Archived discussion (last edited 2008-08-06 01:38:48 by BucketMan)