Friday, October 12, 2018

New Monsters and Status on TNR Project, but no video yet...

Happy Children Day. Well, at least on Brazil, but whatever.

Halloween is coming soon, and look's like I made a few weeks ago a monster for the season without even thinking about it, beside when the game comes out, halloween will have passed...

Anyway, meet the Bat Creature.


This guy is a bat, so you may wonder what kind of attacks it will be able to do, beside more attacks will be sprited for him in the future, anyway, I'll have to rework it's walking animation, aswell as do some work on it's animations for when looking on the oposite direction (to the direction against the player), because It's wings aren't connected to the body right now.

A flight animations is also planned, I'll get to work on it sometime soon too.

I've sprited also two new monsters, but I just did their basic sprites only (stopped front and back sprites), one is a Fox Slinger, which is a fox... That uses a slinger, of course,  and the Maus Bomber (Or Bombermaus, I guess look's better this way), which is a fat mouse that attacks other monsters by tossing bombs.

Differently from the other monsters in the project, the Fox Slinger and Bombermaus (I'm starting to like the name) has some extra sprites for some of their, let's call attacking acessories, for example, the Fox Slinger has a Slinger, aswell as a pouch where the stones are placed, and the Bombermaus has a kind of backpack, where behind has the bombs it will toss in the field. Now you may wonder, how the Bombermaus will light the bombs? Easy, It uses the fire that comes from it's tail, It's tail tip is like a never ending bomb fuse, so It will be used to light the bombs, anyway, I'm avoiding thinking about how I'll animate that for now.

Beside there is a little dillema, the Fox Slinger sprite is about nearly 64 pixels tall, compared to the Kangaroo Mob which is 48 pixels tall, It was not intended of me to make the monster that big, but the sprite of it is quite alright, and I don't need to mind about a few facts like the size is not proportional and stuff, because I'm actually spriting monsters, so I'm wondering, should I scale down the Fox Slinger or not? If I do, I'll have to rework on the entire sprite just to remove about 16 pixels, if not, the monster will remain the same in-game.

On other news, the Status System is now working, yay!!
Two debuffs were added to the game, the classic Bleeding and Stun (or Confusion, due to how it works). I don't remember if the old version of the game worked like this, but damage overtime debuffs will not wait for the monster turn to come to inflict damage, instead, it will wait until a few seconds pass in battle to then hurt the monster, the seconds are related to the ATB bar filling, so if your monster ATB bar is filling, that means the debuff effect is also running.

The Debuffs also can have multiple casters, aswell as stacks, each time a different monster inflicts that debuff, the stack increases, the bad is that right now it has no effect, other than increasing the duration of the debuff, I still need to think how that will work.

Basic attacks like Scratch or Bite will still have the chance of inflicting Bleeding debuff.

The Confusion debuff causes the monster ATB bar to occasionally not load, It works quite like the bleeding debuff, each time the debuff is triggered, it will check if the atb bar will or will not be loaded at that moment. Differently from the debuff on the first versions of the game, now the stars effects works, since on the older version they were bugged, and stacked in the same place.

Basic attacks like Punch and Hug can inflict the Confusion debuff.

What's the point of the attacks inflicting debuffs right away? That's to increase the diversity of attacks, if you like to make a team that makes the foes feel helpless, use Confusion inflicting attacks, If you want to make monster lose health overtime, use Bleeding inflicting attacks.

That also means I'll have to rebalance the skills inflicting those status in the future, aswell as adding new effects to inflict on the foes (or allies, since not every debuff should be about causing problems to other monsters ;).

I was going to try posting today a video with the gameplay of the game, but due to bugs popping up during the video recording, I'll have to fix them before actually making the video.

Well, until next news. And sorry for the disappointment.

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