Thursday, February 20, 2020

Status changes and what has been added to TN Project

Hey guys. Huh, It's pretty lame that 3 of the games I've launched are automatic, and only 1 actually has some gameplay. Well, all of them are unfinished anyway. I guess in the future I'll manage to launch a rpg you can actually play, and no, I'm not talking of rpgs like TN project.

Talking about Tamers Network, I've did some changes to the status system of the game, aswell as how they work. I will still need to see them in action, and possibly do some changes to them.

Strength, Agility, Vitality, Inteligence, Dexterity and Luck are now gone, the new status system for now is as follow, aswell as their description:
Power [ATK]
Increases Physical Damage, Max Health and Physical Defense.
Tenacity [DEF]
Increases Physical Defense, Max Health and Critical Immunity.
Ferocity [SPD]
Increases Critical Damage, Evasion Rate and Attack Speed.
Expertise [ACC]
Increases Luck, Critical Rate and Accuracy Rate.
Wisdom [MAG]
Increases Magic Damage, Max Mana and Status Immunity.
Malice [EFF]
Increases Magic Defense, Status Rate and Status Power.
That is just a draft, though, It may end up being changed in the future (even more since Malice gives Magic Defense).

The changes to the status system is to make each status make the monster more inclined to something, so If a monster has high Tenacity, It means the monster will be more resistant to attacks, If a monster has more Malice, then will be able to inflict debuffs at higher chance, and also empower them.

Each status also somewhat are grouped by a build type:
Power and Tenacity are Melee Attributes.
Ferocity and Expertise are Speed Attributes.
Wisdom and Malice are Magic attributes.

Each of the three will make the monsters better at something, but that wont stop you from trying other gameplay styles depending on the status of your monsters.

By the way, say goodbye to Ranged Damage status, now ranged attacks will inflict Physical Damage. But possibly I'll try to add something to make the ranged attacks matter in comparission to melee attacks in the game.

As for the current progress in the game:

  • I've been able to create the Hair system of the character, which also resulted into adding a head that isn't attached to the outfit. (The new head and hair system will probably take less ram when loaded on the game)
  • Finished the Outfit system. (Freedom!! To build the character outfit. With up to 5 different colors to pick for each piece, depending on the outfit)
  • Finished the monster frame pointers system, which helps me at setting which parts of the monsters are where on every frame (will be useful for skills).
  • Added map scrolling.
  • Improved the map creator from tileset, includding the return of tile types on the game.
  • Water animation!
There is still some roads to take, but If I keep doing my best on the project, this will end up better than the first games.

The only thing that worries me, is when I have to begin making female character sprites, like outfits and hairstyle. I had some troubles making the player hair sprites, wonder if I make the female character version of the sprites.

Well, that is all for today's news, I would tell you about my idea for the status points right now, but I wont. Maybe I'll talk about it on a future news, because what It will need to work need to be built.

See ya next time.

Saturday, February 8, 2020

New map system on TNR Project.

Hey guys, just to tell you that I'm working sometimes on the new engine of Tamers Network project.

First of all, I wont be naming the game "New Tamers Network Reborn Again" or something like that. Instead, I'll leave the game name just as "Tamers Network". The reason as to why I leaved It like that, is because It will really be annoying to keep giving new names to the project everytime I rebuild it, even more since I plan on not trying to rebuild this game anymore, since I'm trying to make it very much stable.

I've posted a twitt showing how the new game map looks, without any zoom. It also shows the new tile sprites for the game, aswell as player sprite, and a monster npc that I added for debugging.
Also, I would like to emphasize the fact that all sprites in the game are now 1x1 in pixel size, so that not only means I can put more details on the sprite, but also can do the scaling through the engine Itself.

Another thing I want also you to know, is that the player equipments are now outfits, the outfits can now have their own designs, and also will be responsible for drawing the player body (if the outfit has a player body part visible). I still need to do something like that for the player hair.

There is still some roads for me to cross on the project, but that is already a good beginning. I tried my best to make the game stable, so you wont have problems during the gameplay.

Currently, that's all for the news. Ah, I've also did one thing I wanted to do in the game since the last version, splitting the monster body and animations from their monster datas, so only level, status and stuff will be saved on your character, their position and animations wont. That will lighten the game, even more since not only the player will have monsters in their team.

See ya next time!