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.

Wednesday, October 5, 2016

[TNR] A new look into nations and towns

Today I've been working into changing the game nations and towns, to make them less
likelly based on the real world's nations, being that, nations are getting renamed with
time, until I get a really good name idea and make it be the name of the nation, for good.

Also, I've changed some nations flags, being that the flags of nations that used to be from Brazil, Germany and England got changed, aswell as the name of the Brazillian town, were
renamed to "Cidade Nova(New City)", which is a less horrible name.

The red squares in the image, are from the debugger of a path finding system I'm creating, at every 5 tiles away from the nearest spot, it will create a refference spot, which will be used when moving through towns, but I still need to think how to expand that so when exploring the field, the npc tries to go to other towns, or decide wether to explore the field or not.

That is all for today's news, until next time.

Sunday, September 25, 2016

TNR, More stability reports on Dialogues system

Since nobody showed up interest on Splitscreen support on the project,
I've dropped it and loaded the project from the backup.

I were testing a few days ago the dialogues system, until I noticed that a new
dialogue glitch were happening, I were able to fix the issue, and until now, the
testings didn't showed up any bugs like dialogue things disappearing, neither
softlocks. The dialogue issues were so intense, that even monsters who were
victim of the action were getting softlock.

Also talking about dialogues, I've changed the way the game will check wether
the text will fit the dialogue window, to avoid crashes and instabilities,
the system is working so good, that I believe I can add extras to it, but
I guess I should add that later.

Also, I've stopped the world war that were happening in the game, where one monster
were attacking the other that were nearby, beside were funny, were also quite annoying
aswell, and made so an enemy will only attack the other when one monster in the team
is hungry. Currently, I did not programmed when the monsters will attack the player,
so I will need to think what reasons could lead them to attack the player, beside hunger.

That is all for today's TNR news.

Wednesday, September 21, 2016

TNR, Splitscreen or not?

I've been working into adding Splitscreen support on TNR yesterday, and got the project
full bugged, which I intended to debug.

Today, I've questioned myself if one does cares or even uses splitscreen to play with a friend, so I have the question, do you want Splitscreen gameplay to be disponible in the project.

If I get enough people saying yes, I can try to debug it, and make it a permanent feature in the game, but if not... I will get the backup of the project and continue development from it, without the splitscreen support.

Well, come to you to decide if either splitscreen will or will not be a feature in the project.