Monday, January 28, 2019

What have I been doing with my time? [TNR News]

Well'p, for a break of schedule of weekly news, I guess not even the weekly news are being able to be done, even more since I've been having problems to find time to work on the project.

Anyway, once I got into working on the project, the first thing I did was this monster animation :/.

 It's kind of a over long animation, but at least serves to the purpose, that animation also made me implement on some skills a system to find the time of the next trigger of the animation (generally used for when damage is to be inflicted, but also can be used to change phase or something), that allowed the monster to only toss the bomb when the animation of tossing were near the end. Even when I'm fooling around doing over framed animations, something new for TNR system has been implemented because of.

Well, I guess I should talk about some extra parts of the video.
The monster on the lower left is the Bombermaus, beside on the source it's still named Maus Bomber... It's name tells his role, it tosses bombs at foes. In the future it will gain more skills that aren't just ranged, maybe it can be good for melee combat, too.

For the news, that's about all, I'm working at my own pace on the project when I get moments of peace, and good music to listen, beside thanks to that "good music", I had to record the video three times, because I forgot to turn off the media player while recording, beside Bandicam weren't also recording videos because I also forgot to set it to game recording, haha.

Anyway, That's all, folks!

Edit:. Ops, after checking the video, I forgot about a little fact. The Cait Sith still uses the old skills from the old... Cait Sith, so It's using "Scratch" attack, explaining why the sound of paper ripping is playing when it attacks.

Saturday, January 12, 2019

Another revamp on the status system, and visible changes on TNR Project

Hey guys, today I've been doing a second look at the status system of the game, and also redid the entire status system.

Now three things will define the monster initial status: their base status, which is the status that are actually their own, in other words, if the game had a monster database, the status shown on that list; and their extra status and level; Now the third thing is of course their size, their size will have also impact on their behavior, but I may talk about it on the future.

The base status causes most of the impact on the monster health, defining literally what the monster is, If the monster have high VIT, It will have good boost on both Max Health and Physical Defense, if the monster have high STR, It will have a good boost on Melee Damage.

Just to compare, I'll show some of the monster status.
That's the Kangaroo Monster you know very well, his size is M, but as you can see, it has good Physical damage, compared to Ranged and Magic damage. The Physical Defense is also higher than Magic Defense, since VIT is higher than INT.

 The Dog Mage has a good change on the status, you can notice by sight that his HP and SP are different from the Kangaroo Mob.
His size is S, so some of his status are lower, and others higher.
Due to having a high INT status, It's Magic damage is better than both Physical and Ranged damage, not only that, but his Magic Defense is also higher than the Physical Defense.
The VIT status is causing it to have a lower HP and Physical defense, too, while the INT is causing him to have high SP and Magic Defense.

Ps:. That guy is a deadly caster.

And the Big Foot, whose size is L, his highest status is STR, and as you can see, his Melee Damage is higher than the one from Kangaroo Mob. The Size also did changes to his status, being that just by checking above, It's better for Physical Combat than Magic Combat.

I'm still testing those changes, since the status are partially not making me happy, even more on the part of the damage, since the combat with some monsters is like facing a sponge, even if you have a monster of the same size of the other monster.

Anyway, that's all for today's news.
Until next time.

Edit:. I forgot, I also revamped the defense rate system of the game, but I wont talk about it now.

Monday, January 7, 2019

A Demi open game? Good or bad idea?

I've been wondering for some time about the possibility of allowing the graphics of TNR game be editable, so you aren't bound to the original game graphics, and can add or create your own to enhance your game experience, the idea is still in a draft, but I kind of wonder how it would work.

I dunno if XNA would allow me to do that, or even if the idea would be welcome, beside, I don't have anything to hide graphically related. Now about the game codes, of course I can't, or else in case I get multiplayer to work in the game, It would be a hack heaven. So It's not a good idea to have the game codes open aswell, beside If could, I wonder how I would do that...

Beside there is a feature that I still am wondering if will need player script or not, but not only I wont discuss about it now, but I wont also work on it now, or at least until some time after the game release, which is also unknown.

On other news, I've been working on improving the new cait sith attack animation, the old attack animation was bad, I tried making the new one better.

The first frame is also the new standing animation, and I didn't placed basic shading on the rest of the animations, the animation still doesn't look great, but at least look better than the old animation, the old animation would look nice if the game were metroidvania, but It's a monster training/adventure game.

Well, that's all for today news. Until next time.