Bionic Heart 2 - the real deal!

A dark sci-fi visual novel: http://winterwolves.com/bionicheart.htm
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jack1974
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Re: Bionic Heart 2 - the real deal!

Post by jack1974 » Wed Apr 03, 2013 6:19 pm

Ok I guess I need to put a walkthrough... :) you can beat that boss fight but you need to find the right strategy:
Spoiler:
first strong resistance, then medium, then weak, then you need to electrocute her

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Franka
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Re: Bionic Heart 2 - the real deal!

Post by Franka » Wed Apr 03, 2013 6:26 pm

I preordered, and yes, I want to see it and I'll be glad to help test it. I'd offer to help program it, but I don't have any skills for that sadly.

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jack1974
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Re: Bionic Heart 2 - the real deal!

Post by jack1974 » Wed Apr 03, 2013 6:30 pm

Hm well at this point I think I might just make it public, since everyone who preordered seems eager to play :lol:
Will make another thread!
About helping don't worry, playtesting is already enough. Is not good to be so "disgusted" (only because I played it TOO MUCH) about a game, so even if I fix a bug I need to test it again :oops:

rembred
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Re: Bionic Heart 2 - the real deal!

Post by rembred » Wed Apr 03, 2013 6:35 pm

Tried like in walkthrough, still dead end.Example how i did:
Spoiler:
kick, scratch, plead, elecrocute

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jack1974
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Re: Bionic Heart 2 - the real deal!

Post by jack1974 » Wed Apr 03, 2013 6:40 pm

Sorry, the right sequence is:
Spoiler:
Strong resistance, average resistance, weak resistance, cease to fight and go limp, electrocute

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jack1974
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Re: Bionic Heart 2 - the real deal!

Post by jack1974 » Fri Apr 05, 2013 12:43 pm

Update: I'm planning everything on paper first, but I think I have an idea so I can reuse 90% of the existing script, but made it in a more linear way that will avoid all those problems.
Ideally this time when will put the game on testing, you'd find max 1-2 plot bugs but nothing more :wink: I think in 2 weeks I should be able to finish, maybe sooner!

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Re: Bionic Heart 2 - the real deal!

Post by fleetp » Fri Apr 05, 2013 5:00 pm

Jack,
I appreciate you. I'm glad you want to release a bug-free product.
Very respectfully,
fleet
Why? I like big ones, that's why.

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Solvus
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Re: Bionic Heart 2 - the real deal!

Post by Solvus » Fri Apr 05, 2013 5:39 pm

jack1974 wrote:Update: I'm planning everything on paper first, but I think I have an idea so I can reuse 90% of the existing script, but made it in a more linear way that will avoid all those problems.
Ideally this time when will put the game on testing, you'd find max 1-2 plot bugs but nothing more :wink: I think in 2 weeks I should be able to finish, maybe sooner!
Why not split it separately, one BH2: Earth and BH2: Mars? so you don't have to lose 10%?

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jack1974
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Re: Bionic Heart 2 - the real deal!

Post by jack1974 » Fri Apr 05, 2013 5:54 pm

Well what I'm going to try now is to keep the same scenes list, but have a central script that calls each one, so all the game logic is concentrated in 30-40 lines of code. Before there were jumps all around the script, which was making debugging it a nightmare (you would have to scroll pages of text to find the jump commands). Perhaps this system will work already, so nothing will be lost :)

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Re: Bionic Heart 2 - the real deal!

Post by P_Tigras » Fri Apr 05, 2013 7:32 pm

jack1974 wrote:Well what I'm going to try now is to keep the same scenes list, but have a central script that calls each one, so all the game logic is concentrated in 30-40 lines of code. Before there were jumps all around the script, which was making debugging it a nightmare (you would have to scroll pages of text to find the jump commands). Perhaps this system will work already, so nothing will be lost :)
Uggh...there should be a law against spaghetti code. The more complex code gets, the better organized it needs to be. Otherwise we end up with a debugging nightmare like the one you've been facing. My condolences. In the future you may want to consider asking your writers to check in their code regularly so you can see if it's getting out of hand much earlier in the development process.

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