![]() ![]() Wiggins: By far the weakest character but with the highest movement range. To offset the health drainage, every time she attacks, she restores some health, again, a percentage of the damage dealt. She also cannot move and heal in the same turn, one of those things I couldn't be bothered to implement so it became a feature. She can heal any of your characters, but since I didn't program in any MP, it drains her health instead, again by a percentage I can't remember. The damage of the counterattack is calculated by some percentage of the initial attack - I think it's 50%. Trodgor: Slightly weaker than Karloth, but has a Counterattack skill which is activated every time he's attacked. Really high attack, really high defense, really slow (single space movement per turn) and no special powers. If they have their back to impassable terrain (or another unit), you'll deal extra damage instead. But he also has a skill called "Push Back" which will push an enemy back a single square. Karloth: The "main" guy, since he's the hero of Shining Force (Max, I think?) and the first character you control. You have five characters, each with different tasks: I've lost the documentation and source code (they might be in a hard drive in a closet, providing it would even still compile nowadays), but here's what I remember. My initial versions were actually a little animated - the characters marched in place, and the water currents ran, although they still just jumped from tile to tile, because I never figured that out - but as it turns out the MFC timer function really sucked, and it kept crashing the whole thing after a few minutes, so I took it out.ĭespite its simplicity, even playing it now, there are a lot of things I like about it. So it's all very simple - no music or animation, and all of the action is handled via dialog boxes, which can get very annoying depending on your Windows sound settings. ![]() ![]() As the name states, it's a strategy game, with all of the sprites and tiles ripped from Shining Force (and a few from Phantasy Star III, I think.) I didn't know jack shit about graphics programming (and still don't), so it was all done in MFC, which was the only way I knew how to handle bitmaps. Shining Force Ripoff was my Senior Project, the one time I could do design my own project completely. But my education didn't go to waste - at least there's Shining Force Ripoff. I only found programming fun when it was put to my own creative designs, but the concept of developing web applications and managing databases makes me want to.well, I can't think of a metaphor that isn't super cliche so I'm not even a particularly good writer. What's the point of criticizing if we ourselves did not have some kind of "ideal" game, that we thought we could do better? It was the reason I got into Computer Science, but by the time I got my degree, it was too late for me fully realize that the Real World application of my coding skills was Big Boring Corporate Crap, seeing as nothing I had learned would be much of use in the video game industry. I think that, for the most part, anyone that writes about video games really wants to be a designer at heart. ![]()
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