Friday, October 18, 2019

What has happened latelly.

Hey guys, well... Well, I'll be going direct to the point.

The last weeks I haven't been messing with TNR project, I've been spending a lot of time on my tModLoader mods, trying to improve them and add new cool stuff. The fuel people give me by showing how much they liked the mods is being very motivational for me to keep going on, so that's why I'm in the kind of creek I am right now.

If you don't want to read through my adventures on modding, scroll down until you see a red /!\.

Well, before you start pulling your hair, I'm not in trouble or anything, but I thought that would be nice to add a companion on my companion mod before halloween comes, and then I made an undead companion. The problem? Well, I didn't wanted to make it's recruitment to be that easy, so I've added a boss fight to make him recruitable. So yeah, I've spent about 5~7 nights developing the boss and It's attacks.

Currently, the boss itself is complete, beside I may have to do some more testings to see If It is working as intended (even more on Expert mode, I didn't tested it's variant), after that, I will need to add a ducking animation to it and voilá! Done.

What actually would call the attention of those who faces the boss, is the fact that I added 2 things to it:

  1. I tried to make it be possible to face even on melee combat. I've made this with the idea I saw on a PC Gamer news, where they interviewed Koji Igarashi, about how his team makes bosses.
  2. Based on your world progression, It's status increases, and that isn't limited to Expert Mode only. So the boss will grow stronger as you beat challenges in the game, INCLUDDING MOON LORD.
Possibly, I may end up being able to finish all that before October 20th, which is when the Halloween event starts on Terraria. But my personal goal is not to take too long to launch the update and pass the imaginary deadline of October 31th.

/!\ End of Modding talking!! /!\

As for the project, after watching closelly the recent Cube World advent (I didn't played the new version, though), It lead me to think about a few things on my project:
I shouldn't try to make the game too different from what It is on the ultra wip version, would be a terrible feel If what I sent to you guys, was not what you expected of the game, compared to the ultra wip version.

The game is playable right now, even though my leveling up programmer senses keeps telling me that I should have done systems differently, trying to rewrite the systems would take me more time, meaning that the game would take way longer to be released, and of course that isn't good. I should try focusing on actually finishing the game.
I've worked too much on the Battle system, but the rest of the game is still bare bones. Even the map system itself is still messed up on some maps, and I didn't even implemented interiors yet. The quest system is nearly non existing, as the population of npcs in the world (Beside I will need to think how they could exist in the world, be interacted without causing performance problems).

And possibly I'll launch the game earlier than intended, of course I'll have finished a good part of it's systems, but maybe with people feedback I can make the game be so freaking awesome in the end.

Well, that is it, for now. Until next news.