Sunday, September 15, 2019

News about the new Skill system on TNR project

Hey guys, long time no news, eh? Sorry for that, the mod has been taking my time, both on playing and developing, hehe. Well, you probably doesn't want to know about the mod development stuff, so I'll talk about TNR project.

I've been able to partially implement the new skill system, where the time is logged when the game updates, and the drawing stuff only happens if the player is currently watching the battle. Why the partial part, you ask? I'll have to convert the skill scripts to the new system, I did part of the conversion during the last few days, I'll do the rest the other times I mess with the game.

You may think, "Wow, the game must have so many skills", but doesn't, It's because due to my messy schedules during the nights, I generally have a low amount of time to spend developing the game, part of the blame goes to a certain mod...

*Cough* Well, continuing, the new skill change also caused a change on the battle system, so there is no longer monsters with inconsistent scale fighting each other, or effects appearing on the wrong place (or just jumping around). I've moved some of the positioning and direction scripts to the drawing part of the battle, and now they look way more beautiful. When I finish those changes and converting the skills, I'll show you how the battle system look right now.

The only downside, is that due to the changes, I had to temporarily drop the physics on the battle, because that would demand from me some more work to implement, aswell as thoughts on how to make the drawing and updating part of the battle work together, so one doesn't bump into the other's turf.

Well, that is it for the news. Sorry for taking so long to bring this project up, can you even believe that Cube World is about to be launched soon, and this project isn't even on release state? Beside this project somewhat were in development for way longer than Cube World but, well, better I try recovering the whatever is the name of developing this game, so I can finish it and let you guys play.

See ya next time, and until next news. Thought I wasn't going to say?

Wednesday, September 4, 2019

I guess I ended up lying in the last news...

Oops, sorry for not giving any news since the beggining of the last month, I was getting so much into adding cool stuff and importing some things for my companion mod, that I even didn't had the time to work on the project.

The TNR project isn't abandoned, but I were having to spend some time on my companion mod because, since It's being built from the ground, without the help of the player or npc related codes, I'm having to import several things on it, so yeah, I'm spending time making them be as capable as the player on several things, like for example, they can now get buffs and debuffs.

But I have to say, messing with the mod is improving my programming skills, I'm also developing better methods for both scripting and spriting, and possibly I can apply that on the sprites of TNR project.

So, saying again: I'm sorry for lying and ending up not working on the tnr project.

I wont say "I will try working on the project this week" or stuff, because that didn't happened last month, so better I tell you guys when I end up messing with the project, and possibly bring in cool news about what has changed.

That's all, folks!