Well, i'm currently remaking the Tamers Network project entirelly, without copy pasting any systems it had, that shall make the game stable but, the laziness strikes again, plus i do not have idea of how i'll make some of the new systems works, like map data loading and other things.
I plan on trying to make so the tile data is not automatic to be arrayed, to give more ways of making the maps, plus i'm revamping the skills system aswell, they will work by multipliers, instead of the old system, the multipliers will multiply the damage of the skills based on the skill level by a certain percent.
There is so much to work on, i just do not show a teaser right now, because i didn't worked yet on the graphical part of the project.
Well, until next news.
Tuesday, December 23, 2014
Friday, December 19, 2014
Status update....
After looking again at the codes... I guess the best thing to do is... Remake the project... Again....
Well, the codes will be cleaner after the remake but... Wonder how many months i will have to spend to redo the project...
Well, i remade my mod 4 times, i guess that's easy to do, right?
Not right....
Well, the codes will be cleaner after the remake but... Wonder how many months i will have to spend to redo the project...
Well, i remade my mod 4 times, i guess that's easy to do, right?
Not right....
Thursday, December 18, 2014
Reworking TNR and little modding news.
Currently, i'm trying to rework some systems on TNR, to make the game less expensive when running, i'm reworking all systems that requires threads, which includes Battle, Talk and Crafting.
I will try to make them be not Thread dependant so the CPU usage lowers during gameplay.
Currently i'm passing through hard times to rework the battle system, because i will have to redo several systems on it, but when it's done, certainly will be rewarding.
Also, i changed the battle system of the game, now, the game no longer works through ATB, it's now in turns based on how faster the monsters in the teams are, if for example, your first row monster have more speed than the other monsters, it will attack first, after it attacks, then the others can attack in order, based on their speed.
And on the other news, i tried to do a mod on tApi, i could make more player characters spawn on the world, but not be able to make them move, either way, that is a good news, since it means i can remake my mod on it when Terraria 1.3 is released, in case tApi also comes on that version.
Well, until next news.
Edit:. Also, forgot to tell, i broke multiplayer on TNR :X
I will look forward fixing it once i be able to know more about netplaying on visual studio.
I will try to make them be not Thread dependant so the CPU usage lowers during gameplay.
Currently i'm passing through hard times to rework the battle system, because i will have to redo several systems on it, but when it's done, certainly will be rewarding.
Also, i changed the battle system of the game, now, the game no longer works through ATB, it's now in turns based on how faster the monsters in the teams are, if for example, your first row monster have more speed than the other monsters, it will attack first, after it attacks, then the others can attack in order, based on their speed.
And on the other news, i tried to do a mod on tApi, i could make more player characters spawn on the world, but not be able to make them move, either way, that is a good news, since it means i can remake my mod on it when Terraria 1.3 is released, in case tApi also comes on that version.
Well, until next news.
Edit:. Also, forgot to tell, i broke multiplayer on TNR :X
I will look forward fixing it once i be able to know more about netplaying on visual studio.
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