Wednesday, June 13, 2018

Holy carp! Five years?!

Five years?! Five years since the last time I released my project?
That is not right! I should've finished it already, If I weren't slacking on the project.

No way! I've got to work more on it. You guys waited too long for the game to be released
in it's final version.

Beside I can't really get blamed, though. Not really many people got interest in it,and I got
no idea why, and the few who were interessed, has left due to the project idleness...

Anyway, now I see that I've delayed the project for too long, I'll try working some more on
the project, and then be able to release the final version of it.

Meanwhile, It's a great morale boost to know there are people interessed in this proejct,
give me a hello, and if possible, tell about the project to other people, not only I will
know people are interessed in the project, but also do my best not to disappoint you guys
with the project.

Anyway, time to take off some dust.

New Sprites and revamp ideas on Tamers Network Project

I'm here to tell that the attempts I'm having at spriting monsters for Tamers Network Reborn are going well, I've been trying to do some shading job aswell, but in my opnion, It's rather average.

I were spriting the monsters at the times I had peace to work on them, so most likelly I passed the entire night up, anyway, to the sprites information.

The monsters sprites are going to be isometric, with both Front and Back animations, not only because it gives a bit less of trouble to sprite, but also may fit the ideas I have for the future battle revamp.

I've sprited currently 3 monsters, one has Stopped, walking and punching animation, while the other has Stopped, Walking and attacking animation aswell, but the attacking animation only has the frontal animation right now, and is unfinished, and the third I only made the stopped animation.

I plan on making some other new sprites of monsters, so I can make a base rooster (initial monsters in the game, so I can begin working on the rest of the game), and then later work on the rest of the animations for the sprites.

Currently, I can't show the sprites of some of the monsters, but in the future I may show a teaser.
Also, If things go well on the monster sprites, the actor sprites (players) and the maps may get a revamp too, since the monsters has "grown up", I guess the rest of the game should do so too, aswell as getting a better sprite drawing and animation too.

On other news, as you may have read above, the Battle system is going to be rewritten, and alongside that, the skills and items systems will have to be rewritten too (somewhat), aswell as the monsters be clean up from the scripts that were attached the Battle System, I still am thinking about how I could make a battle system that doesn't feel like a "tumor" on the codes, since attaching the battle code to all battlers(the players and npcs who participates, that also turns impossible for me to spawn a battle through a npc dialogue, without an existing npc (That lead me into not being able to add the Mäuse under the bed quest on the new version too)) is quite annoying. I will eventually figure out how I can do that, beside probably when I rewrite the entire battle system, the idea will come up, since I will be able to modify the battle script to work in a non-as-mentioned-above way.

Until next news.

Thursday, March 22, 2018

Resuming Tamers Network Project

Well'p, long time no see.
I've been all that time working on other projects, and a certain project I were working on got
really huge progress, but now I'm kinda tired of working on it, which means I can get to work
more on TNR Project.

So, let's discuss what I've tried to do and what is planned.

First of all, I'm going to remove the level capper on fields, now If you want to bring a monster
level 99 to a field level 1~4, you can and will be able to face the enemy monsters with your level
99 monster. But I'm still thinking about what I could do about the field bosses, would not be fun
if you just leveled the monsters to beat it with ease, certainly I will need to think of something...

Second, I've got the idea of adding vehicles to the game, the vehicles would function way more
than just a ride, depending on the vehicle you get, you will have more inventory spaces to use,
aswell as a increase on the movement speed on field. Beside the fact that vehicles are not going
to be the kind of thing you get right after starting the game, since would not be fun, probably
I'll think of a way of acquisition of them in the game, maybe vehicle dealers on towns or something?

Third, I've been trying to sprite new monsters to the project, beside my spriting skill is not really
hard, I'm having real hard problems at creating monsters, I mean, real monsters, I can observe
a image and try to sketch an animal based on the image, and I do it well, but Tamers Network
isn't a game about animals fighting, It's about monsters. I've tried to make two monsters, one
I wont show here because thanks to the feedback of a friend, I think a moderator or a member
in the forums will find it "innapropriated", so better I avoid my first infraction, now the second
sprite, I tried to make a Kangaroo monster, and just got a Kangaroo.
[​IMG]

That look's like a cool kangaroo, at least in my opnion, but is not a monster actually.
Beside I guess I did a good job about the 45° angle.

Fourth, I'm still dubious about the towns names, they still sound kinda bad, I will need to think more
about them, or just leave them as it is.

Aaaaaaaaaaand I guess that's all for now, If you have any idea or anything else, post it here,
anyway, getting back to work on the project, gotta make Tamers Network great again. Hehe.

Edit:. Oh, and I forgot about something, the Skills and Status system are going to be revamped, I want to split the skill consequences from the skill effect, so when multiplayer happens, that will make easier to sync the skill/status effects through the players on the server, anyway, that's all for now.

Wednesday, February 21, 2018

What happened to Tamers Network Reborn Mega Wip version? You will find out here.

So, latelly I've recieved on this blog, a coment of a person asking what happened to the older version of TNR game, but due to a problem with Blogger, I've been unable to answer the comment, and since other people might have the same question, I'll post here the reason.

The reason why you can't get the mega wip version of TNR, is because I've pulled it down due to so many problems it brought with it, includding the infamous freeze on the system when trying to close the game, but on other hand, I've made the game from 0 again, not only fixed several issues, but also removed a few problems related to the script which could lead me to having problems, or even headaches when trying to modify the systems in the game on the future.

The new version is still in development, but right now, the development has been halted, well, not really halted, I'd say paused, I've programmed this project for long, and so I grew quite sick of it, so I'm taking some time off it to cool down, and trying to work on my other projects meanwhile (maybe sometime I'll talk about them when I get most of them working), and I have no graphical artist to work on the graphical parts of the game, the last one I had, disappeared from the thread of the project, and even on Terraria forums, I have no idea of what may have happened to him, beside knowing his situation, probably he really has a reason to be away, anyway, got only around 5 monster sprites for now, I even tried to sprite some new monsters to the game, but my skill into pixel art isn't really great, so I failed eventually.

Anyway, beside there are some things left to be added in the game, like the quest system, the game has got some new features aswell, like the different outfit coloring, aswell as customizing the outfit color, and a proper character creation screen, but there is still more to do on the project, multiplayer is no exception either, beside It's still a mystery how to make the multiplayer work, but what is life without mysteries to unfold?

Anyway, thank you for your interest in the project, and let's hope one day we see this game out so people from around the world can play together, and enjoy what It has to offer.

Until next time.

Edit:. As a side note, I believe were quite of a mistake of my part to release the game while It really didn't had much to offer, but It's quite nice to see that at least one person cared about it, so Thank you, whoever you are.

Saturday, February 11, 2017

Experience nullification if too higher leveled?

So, If you are the kind of person that have played several rpg games until now,
you may have noticed that some games have imposed that you will not
acquire experience if too much higher leveled than the enemy level,
but let's wonder, is that fair? Let's gather some thoughts.

The leveling is a progression in a game that allows you to go farther in it, and
face new challenges equally, but if you are overleveled than it, the combat
will be easier, includding a boss fight you are stuck on.

But when you are overleveled, some games likes to nullify the experience acquired
from the combat, which may be bad in case there is backtracking, since the character
would need to return to a low level area, the player would not be acquiring any
experience from his adventure, even though the character is so powerful that is
a overpowered compared to the enemies it's facing.

But on the other side of the coin, the character must grow stronger with the challenges
of around his level, or even higher, but still, the player need to gain something from
the adventure, other than loot.

There are also some games that lowers the experience acquired from defeating a
higher leveled enemy, which is stupid, since the battle is going to be tough, the
character should earn experience worth the effort.

But what If a developer wants to allow the player to acquire experience from
lower leveled monsters, what should that person do?
One of the things you should look forward to doing is make a experience table that
ascends in a way that if you are 10 or 15 levels higher than the enemy, the experience
is not that good to grind, meaning that you would take around 100~250 kills of that
same enemy to be able to achieve a new level, something that would be less if
you were facing a enemy of the character level.

The other would be adding multipliers to reduce experience received when facing lower leveled enemies, and increase when facing higher leveled enemies.

Well, that is all for my post about Experience Nullification when too higher leveled,
you decide wether it is fair or not, or necessary.