Monday, July 29, 2019

TNR Short Break and Terraria Companion Mod news.

Hello there, I'm back and with some news, whose at least one you may not like much. Let's start talking about the TNR Project.

I'm currently giving a break on TNR project, the break might be short, but right now, I don't really want to touch it. I know that I'll have to resprite a good number of monsters, but that's not much of a challenge for me, beside, that's not the reason for the break, I've been working on it for quite some time anyway, but not as much to explain the break... Well, I'll tell later in this post the reason of the break, as for continuing the TNR news:

I've got an idea of how I could split the graphical part of the skills from the animations, but to make that work, I'll need to think about how I'll do that.
My idea is to leave the update part to handle the time of the skill (which is really light on processing), and leave the harder part, the graphical stuff and monster placement for the drawing script.

Doesn't sounds so bad, right? The problem is that I'll have to rework a lot of scripts, includding the walking system to make the skill animations work correctly, and not cause bugs on the game. The pro is that the battle will be only a bit demanding if a local player (by local player, I mean the user(s) on the pc) is currently watching or participating of it.

As for the other news, the Terraria update is taking quite some time to come, beside possibly wont come until either the end of the year, or until next year. So I've been trying to make up with tModLoader and try making some mods. So, are you thinking that I'm working on the newest season of N Terraria on it, right? Then you're wrong. :P

Actually, what I'm working on is more related to the npplayers from the mod than with leveling and stuff. I'm working on a companion mod, which adds a giant creature that can assist you in combat. The creature has it's own equipments and items, whose It will use depending on it's situation or necessity. Also counting that I've added a friendship level system, so doing it's requests rises the friendship, and rising the friendship level may allow you to do some more actions with your creature.

You may check out a video I made of it trying to slam the Queen Bee by using a tree as a weapon.
A lot of things has changed on the companion systems since the video was released, It even is able to use ranged weapons to attack foes.

As for the mod release and stuff, It might be coming any time in the future, I really want it to be ready before I launch it for the public. Until then, well... Try getting a pet on Terraria and teach it to attack enemies.

Until next news.

Edit:. Ps:. I've been trying to post this news has about 3 days.

Thursday, July 11, 2019

Discontentment on monsters. TNR News

Well guys, long weeks no see, I guess? Well, today I've got to talk about the current game monsters, but first, I'll explain why of this news, If you are lazy and don't want to read a wall of text, then skim your way to the end of the blog post, to the part where the changes actually comes.

Ever since I begun making the monsters sprites on the game, something was telling me that the sprite was quite off, and that the monsters designs themselves weren't very... Alright? At least for monsters, even more since... Beside they are actually different, they doesn't really feel very different from each other, of course they have different animations, but almost every monster in the game is literally an humanoid creature, if you gave a quick look, you'd say that they are all humanoid creatures, not unique or "Oh! What a cool and different creature."

What kind of gave me the clue that the monsters are... Lame, let's say, is the fact that when "accidentally" watching other monster taming games or cartoons, the monsters themselves are different, they look unique, and you can distinguish it from a real animal, or even tell what kind of animals and other things were fused in to make that creature.

That kind of thought has been in my mind for a long time, and even resulted into me, recreating the Cait Sith monster, whose at least on my point of view, is very different and unique, compared to the other monsters. I believe that I will have to add more unique design to the monsters, when making their sprites, but that also means a lot of monsters will have to be resprited too, and that lead me into another idea:

I'll reduce the walking animation frames, because not only not many people will mind watching a full animation of a monster walking, but also that takes potential frames for other monster animations, so some of the frames that are used for walking, could go to other monster action frames.

What's the result of this? I'll have to create new sprites to several monsters in the game, I'll have a hell of a job, but trying leads to making things right, right?

That is all for today's news, maybe with this sprite recreation idea, I can try to put into practice my idea of gender based sprite difference, so one can tell by sight if a monster is male or female, and no worry, I plan on making it so people of all ages can play the game.

Until next news.