Saturday, September 8, 2018

IdleWorld news after a long time, and TNR Project display and changes report

Well, today the TNR Project gained a major change on the status system of it, but before I talk about it, better I talk first about the changes on the IdleWorld project, which I've done while I passed a period of 2 days offline.

On IdleWorld, I tried to add a few more customization to it, so in the end you can create a fully customized idle world, to let the pc play it while you leave it opened, I've even added a option to change the World Name, aswell as change the Maximum Level of the game, so if you want to leave the characters leveling for long, you can.

I added also a "Start World" button, which enables the leveling, in the future I'll add a "Pause World" button, so you can use that moment to edit a few things in it, like adding/removing content, or doing some tweaks.

In the future, I'll also have to make it possible to save the progress of the characters in the game, or else everytime you close the program, your progress is lost, forever. And that's not cool.

The Window above shows the Race customization system, It's very simple though, I've made it using the experience I've acquired while developing another project, which in the future I may talk about, when I get a good result, you may actually change the name of the initial weapon of the race, aswell as the status, you will know that the status are fair if you see "All Status are balanced" on the label bellow. You may also delete races from the game, but the game wont allow you to delete the last race, since It's required to define the base status of the character, also, removing a race from the game in the future while It has already members of it in the game, will make so their race actually is rare, since no one will be able to spawn with it anymore.

Another of the tabs that are working are the Class and Spells tabs, the Spells tab allows you to create spells, obviously, and also select It's effects (If it will hurt someone, will heal someone, etc.), meanwhile, the Classes tab actually makes use of those spells, in the future, the characters may spawn, or even change to those classes during the gameplay, they will have 1/3 of chance in combat of using any possible spell on their list.

And to finish, I've buffed a bit the visibility of the Adventurers tab.

I just need to figure out now how to make changes on the list without causing the entire adventurer list to colapse.

That's all for IdleWorld, the update for it will come in the future, when is it? No idea, I still has to work, and there are a number of things I need to work on it before I launch the update.

Now talking about the Tamers Network Reborn project, meet the two new monsters that are being sketched.

The Dog Mage (beside on the sprite file It's called "Beagle Mage", even though It doesn't look like a Beagle, also, only has Standing and Walking animations right now)



And the Big Foot (No walking animation for this guy right now, also, the shading job is poor right now)

Those two guys above may help me work on the size status changes on monsters, since the Dog Mage is small and the Big Foot is big, they possibly will have different status bonus/penalties due to that.

The Dog Mage as you may wonder, will be a Mage, but of course there will be some melee attacks it can use, even more since if there weren't, the race would be entirelly role based, what I don't want to happen in the game.

I've even made some sketches on his robe from his Caster outfit, you can check it out right now.

The opening in the back of the robe was added so the Tail has is able to be shown out of the robe without looking like it pops up from inside it, without showing it coming out of nowhere.

The outfits may come in handy on the future, maybe certain region monsters will have it, aswell as being able to find them in some places so you can give it to your monsters, they are only for visual, so there is no status effect or anything else related to them, you may choose if your monster will use it or not, and the outfits will have different colors for each part, so the robe will have a different color from the hat, and is planned to be customizable, so yeah, you can change the colors of the outfits.

Another thing I've changed on the game, was the Status system of the monsters, I've changed how much status their base status gives to the monsters, aswell as did changes to the defense system.
Now the defense system operates by a percentage, based on the base value of defense the monster has, It has been a headache to make this work, but now, even If I place the monster level to 99999, the defense rate percentage wont even get near 90%, so there is no "always 1 damage" cap.

You may even ask, "Why did you test the monsters status up to 99999? Possibly one wont be able to reach it playing the game normally", and you're quite right, but who knows, maybe in the future there may be a change in teh game that will make the monsters to gain absurd numbered levels, or have infinite monster leveling, remember that the game has a temporary variable for level, It can lower your character level and status, but also can increase.

But my work with the status system is not done, I'll have to work aswell on how the Critical rate will work, aswell as how much damage bonus it will cause, since the last time I tested with a high level number, the critical rates were very frequent and always overkill (because one attack passed way more the monster health). The Critical Rate isn't the one status that is going to be revamped, others will too, beside now I remembered that the Accuracy got a revamp too.

In case you know not yet, the Accuracy status handles how much near to the maximum damage your character may hit in combat, let's say, If your monster has 70% accuracy, during an attack, your monster will have the chance to inflict between 70% to 100% of the maximum damage, but do notice that having the Accuracy status over 100% inverts this frame, since if your monster for example has 120% Accuracy, it will either inflict 100%~120% of damage during attack. Insane, isn't?

I've also made the maps a bit more pacific, so I can debug them on peace, beside I've been thinking, maybe the agressivity should be a characteristic from the monster, right? Maybe each monster could have that as their own behavior, instead of the map telling if they are either passive or agressive, who knows.

Anyway, that's all for today's news.

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