Thursday, March 14, 2019

Time to fix what is broken

Well, the only problem of getting yourself better at something, is that when you look back, you actually may notice that you have been doing some things wrong, and that is valid for TNR project.

A number of things on TNR project are built in a way that is actually more troublesome to implement or modify than actually worth of the result, and that kind of thing is valid for the attributes of Skills and Status Effects (buffs and debuffs).

Differently from almost any other system in the project, the attributes of skills and status makes use of three types that determines what the effect will do and how the status is calculated, the problem with that is that debugging and implementing new status effects are actually really annoying currently, generally leading me to getting lost on the code files, and that isn't nice.

I will have to create a new system to handle the attributes of the skills and status, whose will also handle the effect calculation and do the changes.

The above changes actually will actually influence in more than just making my life easier to add new effects, they also will allow me to add more complex scripted skills and buffs, like buffs that trigger effects when the afflicted attacks/is attacked, for example.


Well, that's all for today's talking about the project. I should release a teaser in the future, once I get some solid progress on it. Latelly I've been messing with some monsters animations, since a number of them had missing animations.

Well, until next news.

No comments:

Post a Comment