Well'p, look's like I wont be able to do a progress report every 2 weeks, so better I say that I'll do the update reports at around 2 weeks, but that may change if something cool happens on the way.
And yes, the changes are related to battle system, but first, I'm going to talk about the part of the battle system that involves the game dialogues.
So, I've partially adapted the dialogues system of the game to the new battle system, so the game not only calls battle from npcs when asked for, but also will wait until the battle ends before continuing the script, it also allows the game to tell who has won the battle, but currently, the system only checks if either the caller of the script(the npc) or the one the script is being executed to (the player) has monsters capable of fighting in the party before beggining the fight, later I'll have to change that, because partially of what is to come.
I've also tried to place a secondary npc to join the battle I start, and it worked, the npc and my character, both had a Level 1 Kangaroo Mob, we were able to take down together a Level 2 Kangaroo Mob, that's some teamwork, right? And the best part, is that I've added a temporary script to make so the battle actually can end, so the player doesn't get stuck in battle, neither the monsters.
Beside those news are quite cool, I also noticed that I'll need to do some extra work, I'll have to make so the Healer Npc I've added for testing check if I have npcs following me, so the healing also affect them, but for that, I'll need to make them be recognized somewhat as being members of the same team, which means a Party system will have to be added in the future. Another thing I've noticed, is that the health, special and stamina regeneration are not working, I believe that may have been broken while I were adapting the scripts, I just will need to do It's linking again.
Now onto the battle system, beside being able to finish battles, I've also added a script to give the wining team the exp and loot rewards upon the battle end, and also while debugging that, I've been able to fix a bug that were causing the game to add to the monsters loot table non existing items, which I found out that was caused because of the map bound loot table, which adds map specific loots to the monsters that spawns on the map.
Even though those are really great changes, there are also a sum of bugs that are still on the game, most specifically on the battle system, one of them makes so the enemy monster ocasionally selects a null monster as target, I still need to investigate that, and there are several other bugs I'll have to fix aswell, but one thing that is not a bug, but I'll have to check anyway, is how I'll make the monsters drop bits (game currency), what tax they give and how much more related to level, or that or just leave the loot give you the bits currency by selling to a npc.
Now for the changes ideas, soon enough I'll try to implement something I've planned for quite some time, add a system where the monster gets increased loot rates on items based on the level, so let's say, If a monster has 51% chance of dropping a certain item at level 1, It will have 100% chance of dropping something at level 50, but there is a downside, If the monster is actually level 51, the loot rate will drop to 1%, If is level 55, goes to 5% and etc, that makes so rarer loots are more frequent to appear depending on the higher the level of the monster is, but also lowers the drop rate of common loot. I believe I'll have to test those percentage values when making the system to see if it's not too insane for balance, so the idea might change in the end, at least you wont need to pass day and night to grind for an item whose drop rate is really low.
Another idea, is that I thought about adding some minor physics system to the game, so when a monster gets knocked back or gets tossed in the air, It will reach the floor and then return to it's formation place, this is quite hardcore, so I'll have to work sometime in the future.
And to finish, I'm having real troubles to do the player sprites, most likelly because I get not much idea of how to do it, you may notice by the photos posted latelly, that comparing the monster sprites and the player sprites, the monster sprites are quite of better done, while the player sprites are quite poor, I guess I'll have to look at some character sprites on the web to have ideas on how to make the character sprites on the game, and then rework the outfits, beside I'll have to rework aswell all tiles in the game, and possibly make the game have a 2x zoom on the image.
Also I still have to make more monster sprites on the game, but I didn't got any good time to work on them latelly, but I guess I'll eventually have a good moment for me and the spriting to work.
Well, that's all for today's news, and I'll finish this news by leaving a photo of my character and a npc facing a wild monster, good luck trying to guess which of the monsters is the one I'm controlling. And yes, that's also something else I'll have to do in the game, beside also making the battle be less confusing.
Edit:. I've also added a scaling to the battle system based on the window size, the only cheat is that on the world map you can see more than other players on lower resolutions can, but I'll fix that in the future.
And also added the arrows telling the teams, so now you have an idea of what monster I'm currently controlling in the game. Right click the image and click View Image to see it in full screen, if you want to have a better dimension of the changes.
Ps:. Their coloring is bad, and the eye colors is a mistake right now, I'm going to remove in the future.
No comments:
Post a Comment