Tuesday, July 17, 2018

Some progress, some ideas and no photos for TNR progress.

Today's news wont involve photos, since I will only talk about the plannings, and what I'm currently working on in the project.

I'm doing some works on the battle to make so the combat animation doesn't cause bugs depending on the position updated the monster is, since if a monster is updated after the skill animation happens, some effects may go missing, I've been trying to fix that issue.

I also added a new monster to the project, and with that new monster, I'm also testing effect scripts that certain animations can do in the game, so it be better looking when the animation is happening, those battle animations may happen for the one doing the action, aswell as for the one suffering the action, so let's say, a monster is punched another monster, It will play the hurt animation on the attacked monster.

Now on the part of the planning, in the future of the project, some of the monsters in the game  may be big, reeeeeeeeally big, so big in the party that they may need some extra space far from other monsters in combat, but also with their size, their status also needs to change, then I thought about something, since the monsters size is big, and their status increases, then there should be a reduction on party members carried in combat if that happens, what I mean is.

Currently you can carry up to 4 normal sized monsters in combat, if you have 1 big sized monster in combat, you can only bring 2 more normal sized monsters, or another big sized monster, but in case you have in the party one really big sized monster... Well, you have no other slot to place monsters.
The inverse could also be possible for small monsters, like being able to bring 8 small monsters on the same battle, but I will need to study the battle system, so carrying a really big monster in a battle that the oposite team will easily lose, awards way less exp than facing an oposite team that has a chance of winning.

Alongside that sizeable idea, I believe some skills will also need to have different effects depending on the size of the monster, let's use Body Slam skill for example, If a normal sized monster uses it, the skill would only affect 1 monster, but if a big monster uses it, could actually affect 2 monsters at the same time.

Another idea I had, is that from the abilities the monster can learn naturally (the skills that already comes or are unlocked when the monster levels up), there could be a some magic abilities the monsters could learn, like Fire, Healing, Ice, etc. Those magic abilities would of course make use of the Mana status, but in my planning, each monster kind would be able to learn certain kinds of skills, like Kangaroo be able to learn Earth and Fire type spells, and the Dog Slime monster Poison and Water skills, for example. That would need me to do a casting and launching animation for the monsters, but I don't really think that would be really that hardcore to do.

And that's all for today's news.

No comments:

Post a Comment